{
  "version": 3,
  "sources": ["ssg:https://framer.com/m/framer/store.js@^1.0.0", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/build/three.module.js", "ssg:https://ga.jspm.io/npm:three@0.136.0/build/three.module.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/controls/OrbitControls.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/loaders/GLTFLoader.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/libs/fflate.module.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/curves/NURBSUtils.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/curves/NURBSCurve.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/loaders/FBXLoader.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/loaders/OBJLoader.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/loaders/DRACOLoader.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/build/three.module.js", "ssg:https://cdn.skypack.dev/-/fflate@v0.8.2-5l9B8rfElbxSDZ5tcGZe/dist=es2019,mode=imports,min/optimized/fflate.js", "ssg:https://framerusercontent.com/modules/51u3njNuoF9dIHST7Nda/j7oC5BBIcXf3b75DjZEv/USDZLoader.js", "ssg:https://cdn.jsdelivr.net/npm/unzipit@1.4.3/+esm", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/shaders/CopyShader.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/postprocessing/Pass.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/postprocessing/ShaderPass.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/postprocessing/MaskPass.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/postprocessing/EffectComposer.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/postprocessing/RenderPass.js", "ssg:https://framer.com/m/framer/utils.js@^0.9.0", "ssg:https://framerusercontent.com/modules/OOTEhGHcmjgDAX6AjJX8/mPwaeSn298yLWY3WbZsF/Products.js", "ssg:https://framerusercontent.com/modules/R5zJOGROjfodUtklU0BX/w8fnRXAY9kLUahIbc6sk/QRCodeGenerator.js", "ssg:https://framerusercontent.com/modules/sAg1Vq6Uhcdm0gGKWqo1/YLeDZRz2tErN901XV674/UseSegment.js", "ssg:https://framerusercontent.com/modules/z6QBu2dISWYWjUE5jI9c/12o8eb0BsJko8QQUUe1D/UploadTexture.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.163.0/build/three.module.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/TGALoader.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/libs/fflate.module.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/curves/NURBSUtils.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/curves/NURBSCurve.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/FBXLoader.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/ColladaLoader.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/libs/chevrotain.module.min.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/VRMLLoader.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/3MFLoader.js", "ssg:https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/AMFLoader.js", "ssg:https://framerusercontent.com/modules/Zf14kptWlVsa34THw6J0/UQdHGKfdXE3G4qJFTL1O/O3DV.js", "ssg:https://framerusercontent.com/modules/27LpsBfn0auCgG9AOqtA/fhFHiFdOwlhnddgQ6lt8/Upload3dModel.js", "ssg:https://framerusercontent.com/modules/MTh2DgZ0IDZLVrDCHSw0/DZ10zAUGY2XdN7JYbBFk/SignUpForm.js", "ssg:https://framerusercontent.com/modules/Qrhozy42ODiRyyKCWAgu/LDlqvsUMkySIw0hnIfCc/SelfServe.js", "ssg:https://framerusercontent.com/modules/msoNJauJPf3u5kqVzgyR/Igu8LFD6YZDOUlDo3g5I/ShareData.js", "ssg:https://framerusercontent.com/modules/a1AltNGSODvt4QUfa5dO/UyZ1lBj2TiRHJ8jrzdg7/CustomHubspotForm.js", "ssg:https://framerusercontent.com/modules/bht4YxYvS1EtDNlVwP8y/zY58G4Rphds6eYqGjVJS/Hubspot_Events.js", "ssg:https://framerusercontent.com/modules/QpjW8QwielSeo3Z5ENvA/oP2osqumzggy1EB7p4gp/Dropdown.js", "ssg:https://framerusercontent.com/modules/0zYdC2pD6JRYGZS5lOsI/bEqB6hHCsxi9dHxxs6HB/PayAsYouGo.js"],
  "sourcesContent": ["import{useState,useEffect}from\"react\";import{Data,useObserveData}from\"framer\";export function createStore(state1){// Use Data so that a Preview reload resets the state\nconst dataStore=Data({state:Object.freeze({...state1})});// Create a set function that updates the state\nconst setDataStore=newState=>{// If the state is an object, make sure we copy it\nif(typeof newState===\"function\"){newState=newState(dataStore.state);}dataStore.state=Object.freeze({...dataStore.state,...newState});};// Store the initial state, copy the object if it's an object\nlet storeState=typeof state1===\"object\"?Object.freeze({...state1}):state1;// Keep a list of all the listeners, in the form of React hook setters\nconst storeSetters=new Set();// Create a set function that updates all the listeners / setters\nconst setStoreState=newState=>{// If the state is an object, make sure we copy it\nif(typeof newState===\"function\"){newState=newState(storeState);}storeState=typeof newState===\"object\"?Object.freeze({...storeState,...newState}):newState;// Update all the listeners / setters with the new value\nstoreSetters.forEach(setter=>setter(storeState));};// Create the actual hook based on everything above\nfunction useStore(){// Create the hook we are going to use as a listener\nconst[state,setState]=useState(storeState);// If we unmount the component using this hook, we need to remove the listener\n// @ts-ignore\nuseEffect(()=>{// But right now, we need to add the listener\nstoreSetters.add(setState);return()=>storeSetters.delete(setState);},[]);// If Data context exists, use Data, otherwise use vanilla React state\nif(useObserveData()===true){useObserveData();return[dataStore.state,setDataStore];}else{// Return the state and a function to update the central store\nreturn[state,setStoreState];}}return useStore;}\nexport const __FramerMetadata__ = {\"exports\":{\"createStore\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./createStore.map", "/**\n * @license\n * Copyright 2010-2021 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '132';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\thasEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\tremoveEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toUpperCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidian modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range <a1, a2> to range <b1, b2>\nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t\t } else {\n\n\t\treturn 0;\n\n\t\t }\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from <low, high> interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from <low, high> interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t// Park-Miller algorithm\n\n\t_seed = _seed * 16807 % 2147483647;\n\n\treturn ( _seed - 1 ) / 2147483646;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nvar MathUtils = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler\n});\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector2.prototype.isVector2 = true;\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nMatrix3.prototype.isMatrix3 = true;\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n}\n\nlet textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.image = image;\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t\t//\n\t\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\t\tthis.encoding = encoding;\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype.isTexture = true;\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t     ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t     ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t     ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t     ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector4.prototype.isVector4 = true;\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.image = { width: width, height: height, depth: 1 };\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t}\n\n\tsetTexture( texture ) {\n\n\t\ttexture.image = {\n\t\t\twidth: this.width,\n\t\t\theight: this.height,\n\t\t\tdepth: this.depth\n\t\t};\n\n\t\tthis.texture = texture;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\t\tthis.texture.image = { ...this.texture.image }; // See #20328.\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nWebGLRenderTarget.prototype.isWebGLRenderTarget = true;\n\nclass WebGLMultipleRenderTargets extends WebGLRenderTarget {\n\n\tconstructor( width, height, count ) {\n\n\t\tsuper( width, height );\n\n\t\tconst texture = this.texture;\n\n\t\tthis.texture = [];\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.texture[ i ] = texture.clone();\n\n\t\t}\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tfor ( let i = 0, il = this.texture.length; i < il; i ++ ) {\n\n\t\t\t\tthis.texture[ i ].image.width = width;\n\t\t\t\tthis.texture[ i ].image.height = height;\n\t\t\t\tthis.texture[ i ].image.depth = depth;\n\n\t\t\t}\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.dispose();\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.set( 0, 0, this.width, this.height );\n\t\tthis.scissor.set( 0, 0, this.width, this.height );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\tthis.texture.length = 0;\n\n\t\tfor ( let i = 0, il = source.texture.length; i < il; i ++ ) {\n\n\t\t\tthis.texture[ i ] = source.texture[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nWebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true;\n\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.samples = 4;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n}\n\nWebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget = true;\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' );\n\t\treturn qm.slerpQuaternions( qa, qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\tthis.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nQuaternion.prototype.isQuaternion = true;\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nVector3.prototype.isVector3 = true;\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box$3.copy( geometry.boundingBox );\n\t\t\t_box$3.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box$3 );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$3.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$3, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$3 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox3.prototype.isBox3 = true;\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _toFarthestPoint = /*@__PURE__*/ new Vector3();\nconst _toPoint = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$2.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671\n\n\t\t_toPoint.subVectors( point, this.center );\n\n\t\tconst lengthSq = _toPoint.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\t\t\tconst missingRadiusHalf = ( length - this.radius ) * 0.5;\n\n\t\t\t// Nudge this sphere towards the target point. Add half the missing distance to radius,\n\t\t\t// and the other half to position. This gives a tighter enclosure, instead of if\n\t\t\t// the whole missing distance were just added to radius.\n\n\t\t\tthis.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );\n\t\t\tthis.radius += missingRadiusHalf;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769\n\n\t\t// To enclose another sphere into this sphere, we only need to enclose two points:\n\t\t// 1) Enclose the farthest point on the other sphere into this sphere.\n\t\t// 2) Enclose the opposite point of the farthest point into this sphere.\n\n\t\t_toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );\n\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$2.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$2.elements[ 0 ] *= invSX;\n\t\t_m1$2.elements[ 1 ] *= invSX;\n\t\t_m1$2.elements[ 2 ] *= invSX;\n\n\t\t_m1$2.elements[ 4 ] *= invSY;\n\t\t_m1$2.elements[ 5 ] *= invSY;\n\t\t_m1$2.elements[ 6 ] *= invSY;\n\n\t\t_m1$2.elements[ 8 ] *= invSZ;\n\t\t_m1$2.elements[ 9 ] *= invSZ;\n\t\t_m1$2.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$2 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nMatrix4.prototype.isMatrix4 = true;\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order = this._order, update = true ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$1.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$1, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.prototype.isEuler = true;\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1$1 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$2 = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DefaultUp.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeRender() {}\n\tonAfterRender() {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast() {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype.isObject3D = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3$1 );\n\n\t\treturn ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3$1 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3$1.x );\n\t\ttarget.addScaledVector( uv2, _v3$1.y );\n\t\ttarget.addScaledVector( uv3, _v3$1.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nlet materialId = 0;\n\nclass Material extends EventDispatcher {\n\n\t#alphaTest = 0;\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.fog = true;\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.format = RGBAFormat;\n\t\tthis.transparent = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this.#alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this.#alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis.#alphaTest = value;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheenTint && this.sheenTint.isColor ) data.sheenTint = this.sheenTint.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularTint && this.specularTint.isColor ) data.specularTint = this.specularTint.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularTintMap && this.specularTintMap.isTexture ) data.specularTintMap = this.specularTintMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationTint !== undefined ) data.attenuationTint = this.attenuationTint.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.format !== RGBAFormat ) data.format = this.format;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\t\tdata.colorWrite = this.colorWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.format = source.format;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nMaterial.prototype.isMaterial = true;\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp( s, 0, 1 );\n\t\tl = clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nColor.prototype.isColor = true;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\n/**\n * parameters = {\n *  color: <hex>,\n *  opacity: <float>,\n *  map: new THREE.Texture( <Image> ),\n *\n *  lightMap: new THREE.Texture( <Image> ),\n *  lightMapIntensity: <float>\n *\n *  aoMap: new THREE.Texture( <Image> ),\n *  aoMapIntensity: <float>\n *\n *  specularMap: new THREE.Texture( <Image> ),\n *\n *  alphaMap: new THREE.Texture( <Image> ),\n *\n *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n *  combine: THREE.Multiply,\n *  reflectivity: <float>,\n *  refractionRatio: <float>,\n *\n *  depthTest: <bool>,\n *  depthWrite: <bool>,\n *\n *  wireframe: <boolean>,\n *  wireframeLinewidth: <float>,\n * }\n */\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized === true;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tcopyColorsArray( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector2sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector3sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector4sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.x = this.getX( i );\n\t\t\t_vector$9.y = this.getY( i );\n\t\t\t_vector$9.z = this.getZ( i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n}\n\nBufferAttribute.prototype.isBufferAttribute = true;\n\n//\n\nclass Int8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8ClampedArray( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float64BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float64Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _id = 0;\n\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box$1 = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t}\n\n\tclearGroups() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t_m1.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$1.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$1.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$1.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$1.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeTangents() {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( attributes.tangent === undefined ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = attributes.tangent.array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tmerge( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nBufferGeometry.prototype.isBufferGeometry = true;\n\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _tempB = /*@__PURE__*/ new Vector3();\nconst _tempC = /*@__PURE__*/ new Vector3();\n\nconst _morphA = /*@__PURE__*/ new Vector3();\nconst _morphB = /*@__PURE__*/ new Vector3();\nconst _morphC = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n}\n\nMesh.prototype.isMesh = true;\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA$1.fromBufferAttribute( position, a );\n\t_vB$1.fromBufferAttribute( position, b );\n\t_vC$1.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA$1 ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA$1.add( _morphA );\n\t\t_vB$1.add( _morphB );\n\t\t_vC$1.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh ) {\n\n\t\tobject.boneTransform( a, _vA$1 );\n\t\tobject.boneTransform( b, _vB$1 );\n\t\tobject.boneTransform( c, _vC$1 );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv2, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv2, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n *  defines: { \"label\" : \"value\" },\n *  uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n *  fragmentShader: <string>,\n *  vertexShader: <string>,\n *\n *  wireframe: <boolean>,\n *  wireframeLinewidth: <float>,\n *\n *  lights: <bool>\n * }\n */\n\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.extensions = {\n\t\t\tderivatives: false, // set to use derivatives\n\t\t\tfragDepth: false, // set to use fragment depth values\n\t\t\tdrawBuffers: false, // set to use draw buffers\n\t\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv2': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nCamera.prototype.isCamera = true;\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t *   +---+---+---+\n\t *   | A | B | C |\n\t *   +---+---+---+\n\t *   | D | E | F |\n\t *   +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t *   const w = 1920;\n\t *   const h = 1080;\n\t *   const fullWidth = w * 3;\n\t *   const fullHeight = h * 2;\n\t *\n\t *   --A--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t *   --B--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t *   --C--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t *   --D--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t *   --E--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t *   --F--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t *   Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nPerspectiveCamera.prototype.isPerspectiveCamera = true;\n\nconst fov = 90, aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.renderTarget = renderTarget;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tcameraPY.up.set( 0, 0, 1 );\n\t\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\t\tformat = format !== undefined ? format : RGBFormat;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nCubeTexture.prototype.isCubeTexture = true;\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options, dummy ) {\n\n\t\tif ( Number.isInteger( options ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\t\toptions = dummy;\n\n\t\t}\n\n\t\tsuper( size, size, options );\n\n\t\toptions = options || {};\n\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.texture._needsFlipEnvMap = false;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.format = RGBAFormat; // see #18859\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include <begin_vertex>\n\t\t\t\t\t#include <project_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include <common>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nPlane.prototype.isPlane = true;\n\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$2.center.set( 0, 0, 0 );\n\t\t_sphere$2.radius = 0.7071067811865476;\n\t\t_sphere$2.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef USE_ALPHATEST\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n#endif\";\n\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( V * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( geometry.viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float NoH ) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float NoV, float NoL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( NoL + NoV - NoL * NoV ) ) );\\n}\\nvec3 BRDF_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tlightMapIrradiance *= PI;\\n\\t#endif\\n\\treflectedLight.indirectDiffuse += lightMapIrradiance;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t}\\n\\t\\treturn distanceFalloff;\\n\\t#else\\n\\t\\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\t\\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t\\t}\\n\\t\\treturn 1.0;\\n\\t#endif\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getIBLIrradiance( const in GeometricContext geometry ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 reflectVec;\\n\\t\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\t\\treflectVec = reflect( - viewDir, normal );\\n\\t\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\treflectVec = refract( - viewDir, normal, refractionRatio );\\n\\t\\t\\t#endif\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\t#ifdef SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularTintFactor = specularTint;\\n\\t\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULARTINTMAP\\n\\t\\t\\tspecularTintFactor *= specularTintMapTexelToLinear( texture2D( specularTintMap, vUv ) ).rgb;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularTintFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularTintFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenTint = sheenTint;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenTint;\\n\\t#endif\\n};\\nvec3 clearcoatSpecular = vec3( 0.0 );\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\tvec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3(    0, 1,    0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += irradiance * BRDF_Sheen( material.roughness, directLight.direction, geometry, material.sheenTint );\\n\\t#else\\n\\t\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef USE_CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotLightInfo( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometry );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normal_pars_fragment = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_pars_vertex = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_vertex = \"#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar output_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= transmissionAlpha + 0.1;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t  f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t  f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3(  1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108,  1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605,  1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\\tfloat transmissionAlpha = 1.0;\\n\\tfloat transmissionFactor = transmission;\\n\\tfloat thicknessFactor = thickness;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmission = getIBLVolumeRefraction(\\n\\t\\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\\n\\t\\tattenuationTint, attenuationDistance );\\n\\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\\n\\ttransmissionAlpha = transmission.a;\\n#endif\";\n\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationTint;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tvec3 getVolumeTransmissionRay( vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( float roughness, float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( vec2 fragCoord, float roughness, float ior ) {\\n\\t\\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 applyVolumeAttenuation( vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance ) {\\n\\t\\tif ( attenuationDistance == 0.0 ) {\\n\\t\\t\\treturn radiance;\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance * radiance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( vec3 n, vec3 v, float roughness, vec3 diffuseColor, vec3 specularColor, float specularF90,\\n\\t\\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\\n\\t\\tvec3 attenuationColor, float attenuationDistance ) {\\n\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\trefractionCoords += 1.0;\\n\\t\\trefractionCoords /= 2.0;\\n\\t\\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\\n\\t}\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include <envmap_common_pars_fragment>\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include <cube_uv_reflection_fragment>\\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main () {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n}\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <color_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include <color_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <fog_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include <aomap_fragment>\\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshbasic_vert = \"#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinbase_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t\\t#include <defaultnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <fog_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <emissivemap_fragment>\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include <lightmap_fragment>\\n\\treflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <lights_lambert_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <color_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshnormal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar meshnormal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_phong_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n#ifdef SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularTint;\\n\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n\\t#ifdef USE_SPECULARTINTMAP\\n\\t\\tuniform sampler2D specularTintMap;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenTint;\\n#endif\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <bsdfs>\\n#include <cube_uv_reflection_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_physical_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_physical_pars_fragment>\\n#include <transmission_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <clearcoat_pars_fragment>\\n#include <roughnessmap_pars_fragment>\\n#include <metalnessmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <roughnessmap_fragment>\\n\\t#include <metalnessmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <clearcoat_normal_fragment_begin>\\n\\t#include <clearcoat_normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_physical_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\t#include <transmission_fragment>\\n\\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - clearcoat * Fcc ) + clearcoatSpecular * clearcoat;\\n\\t#endif\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\\tvarying vec3 vWorldPosition;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n#ifdef USE_TRANSMISSION\\n\\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_toon_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_toon_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <map_particle_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_particle_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphatest_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <color_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\";\n\nvar shadow_vert = \"#include <common>\\n#include <fog_pars_vertex>\\n#include <shadowmap_pars_vertex>\\nvoid main() {\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\";\n\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\talphatest_pars_fragment: alphatest_pars_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormal_pars_fragment: normal_pars_fragment,\n\tnormal_pars_vertex: normal_pars_vertex,\n\tnormal_vertex: normal_vertex,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\toutput_fragment: output_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmission_fragment: transmission_fragment,\n\ttransmission_pars_fragment: transmission_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshnormal_frag: meshnormal_frag,\n\tmeshnormal_vert: meshnormal_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 }\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 }, // basic, lambert, phong\n\t\tior: { value: 1.5 }, // standard, physical\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshnormal_vert,\n\t\tfragmentShader: ShaderChunk.meshnormal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheenTint: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\ttransmissionSamplerSize: { value: new Vector2() },\n\t\t\ttransmissionSamplerMap: { value: null },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tattenuationDistance: { value: 0 },\n\t\t\tattenuationTint: { value: new Color( 0x000000 ) },\n\t\t\tspecularIntensity: { value: 0 },\n\t\t\tspecularIntensityMap: { value: null },\n\t\t\tspecularTint: { value: new Color( 1, 1, 1 ) },\n\t\t\tspecularTintMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene ) {\n\n\t\tlet forceClear = false;\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tstride * bytesPerElement,\n\t\t\t\t\t\t\t\t( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tsize * bytesPerElement,\n\t\t\t\t\t\t\t\t( size / programAttribute.locationSize ) * i * bytesPerElement\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute.location, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' );\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tdrawBuffers: drawBuffers,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture && texture.isRenderTargetTexture === false ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nOrthographicCamera.prototype.isOrthographicCamera = true;\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\t\trenderer.autoClear = false;\n\n\t\tconst backgroundMaterial = new MeshBasicMaterial( {\n\t\t\tname: 'PMREM.Background',\n\t\t\tside: BackSide,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t} );\n\n\t\tconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background );\n\t\t\t\tscene.background = null;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor );\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\tbackgroundBox.geometry.dispose();\n\t\tbackgroundBox.material.dispose();\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.autoClear = originalAutoClear;\n\t\tscene.background = background;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include <encodings_pars_fragment>\n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t`;\n\n}\n\nfunction WebGLCubeUVMaps( renderer ) {\n\n\tlet cubeUVmaps = new WeakMap();\n\n\tlet pmremGenerator = null;\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture && texture.isRenderTargetTexture === false ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tconst isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );\n\t\t\tconst isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );\n\n\t\t\tif ( isEquirectMap || isCubeMap ) {\n\n\t\t\t\t// equirect/cube map to cubeUV conversion\n\n\t\t\t\tif ( cubeUVmaps.has( texture ) ) {\n\n\t\t\t\t\treturn cubeUVmaps.get( texture ).texture;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {\n\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\t\tconst renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );\n\t\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction isCubeTextureComplete( image ) {\n\n\t\tlet count = 0;\n\t\tconst length = 6;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tif ( image[ i ] !== undefined ) count ++;\n\n\t\t}\n\n\t\treturn count === length;\n\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemapUV = cubeUVmaps.get( texture );\n\n\t\tif ( cubemapUV !== undefined ) {\n\n\t\t\tcubeUVmaps.delete( texture );\n\t\t\tcubemapUV.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubeUVmaps = new WeakMap();\n\n\t\tif ( pmremGenerator !== null ) {\n\n\t\t\tpmremGenerator.dispose();\n\t\t\tpmremGenerator = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined || influences.length !== length ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = geometry.morphAttributes.position;\n\t\tconst morphNormals = geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DataTexture2DArray extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nclass DataTexture3D extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n *  \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with  name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n//  - followed by an optional right bracket (found when array index)\n//  - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst errors = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && errors === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\treturn type.toUpperCase() + '\\n\\n' + errors + '\\n\\n' + addLineNumbers( gl.getShaderSource( shader ) );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\tlet locationSize = 1;\n\t\tif ( info.type === 35674 ) locationSize = 2;\n\t\tif ( info.type === 35675 ) locationSize = 3;\n\t\tif ( info.type === 35676 ) locationSize = 4;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = {\n\t\t\ttype: info.type,\n\t\t\tlocation: gl.getAttribLocation( program, name ),\n\t\t\tlocationSize: locationSize\n\t\t};\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\t// TODO Send this event to Three.js DevTools\n\t// console.log( 'WebGLProgram', cacheKey );\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',\n\t\t\tparameters.specularTintMap ? '#define USE_SPECULARTINTMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoat ? '#define USE_CLEARCOAT' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',\n\t\t\tparameters.specularTintMap ? '#define USE_SPECULARTINTMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaTest ? '#define USE_ALPHATEST' : '',\n\n\t\t\tparameters.sheenTint ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\t\t\tparameters.format === RGBFormat ? '#define OPAQUE' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.specularTintMap ? getTexelDecodingFunction( 'specularTintMapTexelToLinear', parameters.specularTintMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error(\n\t\t\t\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\n\t\t\t\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, 35715 ) + '\\n\\n' +\n\t\t\t\t'Program Info Log: ' + programLog + '\\n' +\n\t\t\t\tvertexErrors + '\\n' +\n\t\t\t\tfragmentErrors\n\t\t\t);\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',\n\t\t'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',\n\t\t'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap',\n\t\t'objectSpaceNormalMap', 'tangentSpaceNormalMap',\n\t\t'clearcoat', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap',\n\t\t'displacementMap',\n\t\t'specularMap', 'specularIntensityMap', 'specularTintMap', 'specularTintMapEncoding', 'roughnessMap', 'metalnessMap', 'gradientMap',\n\t\t'alphaMap', 'alphaTest', 'combine', 'vertexColors', 'vertexAlphas', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',\n\t\t'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',\n\t\t'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals', 'premultipliedAlpha',\n\t\t'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',\n\t\t'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',\n\t\t'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',\n\t\t'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering', 'format',\n\t\t'sheenTint', 'transmission', 'transmissionMap', 'thicknessMap'\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t//  - leave some extra space for other uniforms\n\t\t\t//  - limit here is ANGLE's 254 max uniform vectors\n\t\t\t//    (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( map && map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map && map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t} else {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst useAlphaTest = material.alphaTest > 0;\n\t\tconst useClearcoat = material.clearcoat > 0;\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\n\t\t\tclearcoat: useClearcoat,\n\t\t\tclearcoatMap: useClearcoat && !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap,\n\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\tspecularIntensityMap: !! material.specularIntensityMap,\n\t\t\tspecularTintMap: !! material.specularTintMap,\n\t\t\tspecularTintMapEncoding: getTextureEncodingFromMap( material.specularTintMap ),\n\n\t\t\talphaMap: !! material.alphaMap,\n\t\t\talphaTest: useAlphaTest,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheenTint: ( !! material.sheenTint && ( material.sheenTint.r > 0 || material.sheenTint.g > 0 || material.sheenTint.b > 0 ) ),\n\n\t\t\ttransmission: material.transmission > 0,\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\t\t\tthicknessMap: !! material.thicknessMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( !! material.normalMap && !! object.geometry && !! object.geometry.attributes.tangent ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && !! object.geometry && !! object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularTintMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || material.transmission > 0 || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularTintMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: !! material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: object.isSkinnedMesh === true && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: !! object.geometry && !! object.geometry.morphAttributes.position,\n\t\t\tmorphNormals: !! object.geometry && !! object.geometry.morphAttributes.normal,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tformat: material.format,\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transmissive = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransmissive.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.push( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.push( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.push( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.unshift( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.unshift( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.unshift( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransmissive: transmissive,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tlet list;\n\n\t\tif ( lists.has( scene ) === false ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= lists.get( scene ).length ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tlists.get( scene ).push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = lists.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights, physicallyCorrectLights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\t// artist-friendly light intensity scaling factor\n\t\tconst scaleFactor = ( physicallyCorrectLights !== true ) ? Math.PI : 1;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity * scaleFactor;\n\t\t\t\tg += color.g * intensity * scaleFactor;\n\t\t\t\tb += color.b * intensity * scaleFactor;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights( physicallyCorrectLights ) {\n\n\t\tlights.setup( lightsArray, physicallyCorrectLights );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n *  opacity: <float>,\n *\n *  map: new THREE.Texture( <Image> ),\n *\n *  alphaMap: new THREE.Texture( <Image> ),\n *\n *  displacementMap: new THREE.Texture( <Image> ),\n *  displacementScale: <float>,\n *  displacementBias: <float>,\n *\n *  wireframe: <boolean>,\n *  wireframeLinewidth: <float>\n * }\n */\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\n/**\n * parameters = {\n *\n *  referencePosition: <float>,\n *  nearDistance: <float>,\n *  farDistance: <float>,\n *\n *  map: new THREE.Texture( <Image> ),\n *\n *  alphaMap: new THREE.Texture( <Image> ),\n *\n *  displacementMap: new THREE.Texture( <Image> ),\n *  displacementScale: <float>,\n *  displacementBias: <float>\n *\n * }\n */\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.referencePosition = new Vector3();\n\t\tthis.nearDistance = 1;\n\t\tthis.farDistance = 1000;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.referencePosition.copy( source.referencePosition );\n\t\tthis.nearDistance = source.nearDistance;\n\t\tthis.farDistance = source.farDistance;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\nuniform float samples;\\n#include <packing>\\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\\t\\tfloat uvOffset = uvStart + i * uvStride;\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean / samples;\\n\\tsquared_mean = squared_mean / samples;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),\n\t\t_distanceMaterial = new MeshDistanceMaterial(),\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 },\n\t\t\tsamples: { value: 8.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\tshadowMaterialVertical.uniforms.samples.value = shadow.blurSamples;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\tshadowMaterialHorizontal.uniforms.samples.value = shadow.blurSamples;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tconst customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;\n\n\t\tif ( customMaterial !== undefined ) {\n\n\t\t\tresult = customMaterial;\n\n\t\t} else {\n\n\t\t\tresult = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;\n\n\t\t}\n\n\t\tif ( ( _renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 ) ||\n\t\t\t( material.displacementMap && material.displacementScale !== 0 ) ||\n\t\t\t( material.alphaMap && material.alphaTest > 0 ) ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.alphaMap = material.alphaMap;\n\t\tresult.alphaTest = material.alphaTest;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.displacementMap = material.displacementMap;\n\t\tresult.displacementScale = material.displacementScale;\n\t\tresult.displacementBias = material.displacementBias;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t     currentStencilRef !== stencilRef ||\n\t\t\t\t     currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t     currentStencilZFail !== stencilZFail ||\n\t\t\t\t     currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet xrFramebuffer = null;\n\tlet currentBoundFramebuffers = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst scissorParam = gl.getParameter( 3088 );\n\tconst viewportParam = gl.getParameter( 2978 );\n\n\tconst currentScissor = new Vector4().fromArray( scissorParam );\n\tconst currentViewport = new Vector4().fromArray( viewportParam );\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindXRFramebuffer( framebuffer ) {\n\n\t\tif ( framebuffer !== xrFramebuffer ) {\n\n\t\t\tgl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\txrFramebuffer = framebuffer;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( framebuffer === null && xrFramebuffer !== null ) framebuffer = xrFramebuffer; // use active XR framebuffer if available\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t// 36009 is equivalent to 36160\n\n\t\t\t\tif ( target === 36009 ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ 36160 ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t\tif ( target === 36160 ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ 36009 ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( 32926 )\n\t\t\t: disable( 32926 );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( 3042 );\n\t\tgl.disable( 2884 );\n\t\tgl.disable( 2929 );\n\t\tgl.disable( 32823 );\n\t\tgl.disable( 3089 );\n\t\tgl.disable( 2960 );\n\t\tgl.disable( 32926 );\n\n\t\tgl.blendEquation( 32774 );\n\t\tgl.blendFunc( 1, 0 );\n\t\tgl.blendFuncSeparate( 1, 0, 1, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( 513 );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( 519, 0, 0xffffffff );\n\t\tgl.stencilOp( 7680, 7680, 7680 );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( 1029 );\n\t\tgl.frontFace( 2305 );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( 33984 );\n\n\t\tgl.bindFramebuffer( 36160, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( 36009, null );\n\t\t\tgl.bindFramebuffer( 36008, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\txrFramebuffer = null;\n\t\tcurrentBoundFramebuffers = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tbindXRFramebuffer: bindXRFramebuffer,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo$1( image ) {\n\n\t\treturn isPowerOfTwo( image.width ) && isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height, depth = 1 ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\ttextureProperties.__maxMipLevel = Math.log2( Math.max( width, height, depth ) );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t\tinfo.memory.textures --;\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLMultipleRenderTargets ) {\n\n\t\t\tfor ( let i = 0, il = texture.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachmentProperties = properties.get( texture[ i ] );\n\n\t\t\t\tif ( attachmentProperties.__webglTexture ) {\n\n\t\t\t\t\t_gl.deleteTexture( attachmentProperties.__webglTexture );\n\n\t\t\t\t\tinfo.memory.textures --;\n\n\t\t\t\t}\n\n\t\t\t\tproperties.remove( texture[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget ) {\n\n\t\tconst glFormat = utils.convert( texture.format );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tif ( textureTarget === 32879 || textureTarget === 35866 ) {\n\n\t\t\tstate.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t} else {\n\n\t\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\t// Use the first texture for MRT so far\n\t\t\tconst texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[ 0 ] : renderTarget.texture;\n\n\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tif ( renderTarget.isWebGLMultipleRenderTargets !== true ) {\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\t\t\ttextureProperties.__version = texture.version;\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst isRenderTarget3D = texture.isDataTexture3D || texture.isDataTexture2DArray;\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && texture.format === RGBFormat && ( texture.type === FloatType || texture.type === HalfFloatType ) ) {\n\n\t\t\ttexture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tif ( capabilities.drawBuffers ) {\n\n\t\t\t\t\tconst textures = renderTarget.texture;\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\t\t\t\tif ( attachmentProperties.__webglTexture === undefined ) {\n\n\t\t\t\t\t\t\tattachmentProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );\n\n\t\t\t\t}\n\n\t\t\t} else if ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else if ( isMultipleRenderTargets ) {\n\n\t\t\tconst textures = renderTarget.texture;\n\n\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachment = textures[ i ];\n\t\t\t\tconst attachmentProperties = properties.get( attachment );\n\n\t\t\t\tstate.bindTexture( 3553, attachmentProperties.__webglTexture );\n\t\t\t\tsetTextureParameters( 3553, attachment, supportsMips );\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, 36064 + i, 3553 );\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {\n\n\t\t\t\t\tgenerateMipmap( 3553, attachment, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else {\n\n\t\t\tlet glTextureType = 3553;\n\n\t\t\tif ( isRenderTarget3D ) {\n\n\t\t\t\t// Render targets containing layers, i.e: Texture 3D and 2d arrays\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tconst isTexture3D = texture.isDataTexture3D;\n\t\t\t\t\tglTextureType = isTexture3D ? 32879 : 35866;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, 36064, glTextureType );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( glTextureType, texture, renderTarget.width, renderTarget.height, renderTarget.depth );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\tconst textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst texture = textures[ i ];\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\t\tstate.unbindTexture();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tstate.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\tstate.bindFramebuffer( 36008, null );\n\t\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\\'t use cube render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nArrayCamera.prototype.isArrayCamera = true;\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nGroup.prototype.isGroup = true;\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t}\n\n\tgetTargetRaySpace() {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tupdate( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\t\t\t\t\t\t// ??\n\t\t\t\t\t\thand.add( joint );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst joint = hand.joints[ inputjoint.jointName ];\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\t\tconst state = renderer.state;\n\n\t\tlet session = null;\n\t\tlet framebufferScaleFactor = 1.0;\n\n\t\tlet referenceSpace = null;\n\t\tlet referenceSpaceType = 'local-floor';\n\n\t\tlet pose = null;\n\t\tlet glBinding = null;\n\t\tlet glFramebuffer = null;\n\t\tlet glProjLayer = null;\n\t\tlet glBaseLayer = null;\n\t\tlet isMultisample = false;\n\t\tlet glMultisampledFramebuffer = null;\n\t\tlet glColorRenderbuffer = null;\n\t\tlet glDepthRenderbuffer = null;\n\t\tlet xrFrame = null;\n\t\tlet depthStyle = null;\n\t\tlet clearStyle = null;\n\n\t\tconst controllers = [];\n\t\tconst inputSourcesMap = new Map();\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraVR = new ArrayCamera();\n\t\tcameraVR.layers.enable( 1 );\n\t\tcameraVR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.cameraAutoUpdate = true;\n\t\tthis.enabled = false;\n\n\t\tthis.isPresenting = false;\n\n\t\tthis.getController = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getTargetRaySpace();\n\n\t\t};\n\n\t\tthis.getControllerGrip = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getGripSpace();\n\n\t\t};\n\n\t\tthis.getHand = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getHandSpace();\n\n\t\t};\n\n\t\t//\n\n\t\tfunction onSessionEvent( event ) {\n\n\t\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\t\tcontroller.disconnect( inputSource );\n\n\t\t\t} );\n\n\t\t\tinputSourcesMap.clear();\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\tstate.bindXRFramebuffer( null );\n\t\t\trenderer.setRenderTarget( renderer.getRenderTarget() );\n\n\t\t\tif ( glFramebuffer ) gl.deleteFramebuffer( glFramebuffer );\n\t\t\tif ( glMultisampledFramebuffer ) gl.deleteFramebuffer( glMultisampledFramebuffer );\n\t\t\tif ( glColorRenderbuffer ) gl.deleteRenderbuffer( glColorRenderbuffer );\n\t\t\tif ( glDepthRenderbuffer ) gl.deleteRenderbuffer( glDepthRenderbuffer );\n\t\t\tglFramebuffer = null;\n\t\t\tglMultisampledFramebuffer = null;\n\t\t\tglColorRenderbuffer = null;\n\t\t\tglDepthRenderbuffer = null;\n\t\t\tglBaseLayer = null;\n\t\t\tglProjLayer = null;\n\t\t\tglBinding = null;\n\t\t\tsession = null;\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn referenceSpace;\n\n\t\t};\n\n\t\tthis.getBaseLayer = function () {\n\n\t\t\treturn glProjLayer !== null ? glProjLayer : glBaseLayer;\n\n\t\t};\n\n\t\tthis.getBinding = function () {\n\n\t\t\treturn glBinding;\n\n\t\t};\n\n\t\tthis.getFrame = function () {\n\n\t\t\treturn xrFrame;\n\n\t\t};\n\n\t\tthis.getSession = function () {\n\n\t\t\treturn session;\n\n\t\t};\n\n\t\tthis.setSession = async function ( value ) {\n\n\t\t\tsession = value;\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t\t}\n\n\t\t\t\tif ( session.renderState.layers === undefined ) {\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: attributes.antialias,\n\t\t\t\t\t\talpha: attributes.alpha,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { baseLayer: glBaseLayer } );\n\n\t\t\t\t} else if ( gl instanceof WebGLRenderingContext ) {\n\n\t\t\t\t\t// Use old style webgl layer because we can't use MSAA\n\t\t\t\t\t// WebGL2 support.\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: true,\n\t\t\t\t\t\talpha: attributes.alpha,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glBaseLayer ] } );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tisMultisample = attributes.antialias;\n\t\t\t\t\tlet depthFormat = null;\n\n\n\t\t\t\t\tif ( attributes.depth ) {\n\n\t\t\t\t\t\tclearStyle = 256;\n\n\t\t\t\t\t\tif ( attributes.stencil ) clearStyle |= 1024;\n\n\t\t\t\t\t\tdepthStyle = attributes.stencil ? 33306 : 36096;\n\t\t\t\t\t\tdepthFormat = attributes.stencil ? 35056 : 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst projectionlayerInit = {\n\t\t\t\t\t\tcolorFormat: attributes.alpha ? 32856 : 32849,\n\t\t\t\t\t\tdepthFormat: depthFormat,\n\t\t\t\t\t\tscaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBinding = new XRWebGLBinding( session, gl );\n\n\t\t\t\t\tglProjLayer = glBinding.createProjectionLayer( projectionlayerInit );\n\n\t\t\t\t\tglFramebuffer = gl.createFramebuffer();\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glProjLayer ] } );\n\n\t\t\t\t\tif ( isMultisample ) {\n\n\t\t\t\t\t\tglMultisampledFramebuffer = gl.createFramebuffer();\n\t\t\t\t\t\tglColorRenderbuffer = gl.createRenderbuffer();\n\t\t\t\t\t\tgl.bindRenderbuffer( 36161, glColorRenderbuffer );\n\t\t\t\t\t\tgl.renderbufferStorageMultisample(\n\t\t\t\t\t\t\t36161,\n\t\t\t\t\t\t\t4,\n\t\t\t\t\t\t\t32856,\n\t\t\t\t\t\t\tglProjLayer.textureWidth,\n\t\t\t\t\t\t\tglProjLayer.textureHeight );\n\t\t\t\t\t\tstate.bindFramebuffer( 36160, glMultisampledFramebuffer );\n\t\t\t\t\t\tgl.framebufferRenderbuffer( 36160, 36064, 36161, glColorRenderbuffer );\n\t\t\t\t\t\tgl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\t\tif ( depthFormat !== null ) {\n\n\t\t\t\t\t\t\tglDepthRenderbuffer = gl.createRenderbuffer();\n\t\t\t\t\t\t\tgl.bindRenderbuffer( 36161, glDepthRenderbuffer );\n\t\t\t\t\t\t\tgl.renderbufferStorageMultisample( 36161, 4, depthFormat, glProjLayer.textureWidth, glProjLayer.textureHeight );\n\t\t\t\t\t\t\tgl.framebufferRenderbuffer( 36160, depthStyle, 36161, glDepthRenderbuffer );\n\t\t\t\t\t\t\tgl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstate.bindFramebuffer( 36160, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\tconst inputSources = session.inputSources;\n\n\t\t\t// Assign inputSources to available controllers\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t\t}\n\n\t\t\t// Notify disconnected\n\n\t\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.removed[ i ];\n\t\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Notify connected\n\n\t\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.added[ i ];\n\t\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.updateCamera = function ( camera ) {\n\n\t\t\tif ( session === null ) return;\n\n\t\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\t\tdepthFar: cameraVR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraVR.cameras;\n\n\t\t\tupdateCamera( cameraVR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\tcameraVR.matrixWorld.decompose( cameraVR.position, cameraVR.quaternion, cameraVR.scale );\n\n\t\t\t// update user camera and its children\n\n\t\t\tcamera.position.copy( cameraVR.position );\n\t\t\tcamera.quaternion.copy( cameraVR.quaternion );\n\t\t\tcamera.scale.copy( cameraVR.scale );\n\t\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\n\t\t\tconst children = camera.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getCamera = function () {\n\n\t\t\treturn cameraVR;\n\n\t\t};\n\n\t\tthis.getFoveation = function () {\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\treturn glProjLayer.fixedFoveation;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\treturn glBaseLayer.fixedFoveation;\n\n\t\t\t}\n\n\t\t\treturn undefined;\n\n\t\t};\n\n\t\tthis.setFoveation = function ( foveation ) {\n\n\t\t\t// 0 = no foveation = full resolution\n\t\t\t// 1 = maximum foveation = the edges render at lower resolution\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\tglProjLayer.fixedFoveation = foveation;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\n\n\t\t\t\tglBaseLayer.fixedFoveation = foveation;\n\n\t\t\t}\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time, frame ) {\n\n\t\t\tpose = frame.getViewerPose( referenceSpace );\n\t\t\txrFrame = frame;\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\n\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\tstate.bindXRFramebuffer( glBaseLayer.framebuffer );\n\n\t\t\t\t}\n\n\t\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\t\tcameraVR.cameras.length = 0;\n\n\t\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\n\t\t\t\t\tlet viewport = null;\n\n\t\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\t\tviewport = glBaseLayer.getViewport( view );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst glSubImage = glBinding.getViewSubImage( glProjLayer, view );\n\n\t\t\t\t\t\tstate.bindXRFramebuffer( glFramebuffer );\n\n\t\t\t\t\t\tif ( glSubImage.depthStencilTexture !== undefined ) {\n\n\t\t\t\t\t\t\tgl.framebufferTexture2D( 36160, depthStyle, 3553, glSubImage.depthStencilTexture, 0 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.framebufferTexture2D( 36160, 36064, 3553, glSubImage.colorTexture, 0 );\n\n\t\t\t\t\t\tviewport = glSubImage.viewport;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst camera = cameras[ i ];\n\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultisample ) {\n\n\t\t\t\t\tstate.bindXRFramebuffer( glMultisampledFramebuffer );\n\n\t\t\t\t\tif ( clearStyle !== null ) gl.clear( clearStyle );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst inputSources = session.inputSources;\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst controller = controllers[ i ];\n\t\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t\t}\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst width = glProjLayer.textureWidth;\n\t\t\t\tconst height = glProjLayer.textureHeight;\n\n\t\t\t\tstate.bindFramebuffer( 36008, glMultisampledFramebuffer );\n\t\t\t\tstate.bindFramebuffer( 36009, glFramebuffer );\n\t\t\t\t// Invalidate the depth here to avoid flush of the depth data to main memory.\n\t\t\t\tgl.invalidateFramebuffer( 36008, [ depthStyle ] );\n\t\t\t\tgl.invalidateFramebuffer( 36009, [ depthStyle ] );\n\t\t\t\tgl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, 16384, 9728 );\n\t\t\t\t// Invalidate the MSAA buffer because it's not needed anymore.\n\t\t\t\tgl.invalidateFramebuffer( 36008, [ 36064 ] );\n\t\t\t\tstate.bindFramebuffer( 36008, null );\n\t\t\t\tstate.bindFramebuffer( 36009, null );\n\n\t\t\t\tstate.bindFramebuffer( 36160, glMultisampledFramebuffer );\n\n\t\t\t}\n\n\t\t\txrFrame = null;\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\n\t\t};\n\n\t\tthis.dispose = function () {};\n\n\t}\n\n}\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material, transmissionRenderTarget );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.ior.value = material.ior;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\t\t// 13. specular intensity map\n\t\t// 14. specular tint map\n\t\t// 15. transmission map\n\t\t// 16. thickness map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t} else if ( material.specularIntensityMap ) {\n\n\t\t\tuvScaleMap = material.specularIntensityMap;\n\n\t\t} else if ( material.specularTintMap ) {\n\n\t\t\tuvScaleMap = material.specularTintMap;\n\n\t\t} else if ( material.transmissionMap ) {\n\n\t\t\tuvScaleMap = material.transmissionMap;\n\n\t\t} else if ( material.thicknessMap ) {\n\n\t\t\tuvScaleMap = material.thicknessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.ior.value = material.ior; // also part of uniforms common\n\n\t\tif ( material.sheenTint ) uniforms.sheenTint.value.copy( material.sheenTint );\n\n\t\tif ( material.clearcoat > 0 ) {\n\n\t\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\n\t\t\tif ( material.clearcoatMap ) {\n\n\t\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.transmission > 0 ) {\n\n\t\t\tuniforms.transmission.value = material.transmission;\n\t\t\tuniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n\t\t\tuniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );\n\n\t\t\tif ( material.transmissionMap ) {\n\n\t\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t\t}\n\n\t\t\tuniforms.thickness.value = material.thickness;\n\n\t\t\tif ( material.thicknessMap ) {\n\n\t\t\t\tuniforms.thicknessMap.value = material.thicknessMap;\n\n\t\t\t}\n\n\t\t\tuniforms.attenuationDistance.value = material.attenuationDistance;\n\t\t\tuniforms.attenuationTint.value.copy( material.attenuationTint );\n\n\t\t}\n\n\t\tuniforms.specularIntensity.value = material.specularIntensity;\n\t\tuniforms.specularTint.value.copy( material.specularTint );\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\n\n\t\t}\n\n\t\tif ( material.specularTintMap ) {\n\n\t\t\tuniforms.specularTintMap.value = material.specularTintMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters = {} ) {\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\tconst renderListStack = [];\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t//\n\n\tconst _currentDrawBuffers = [];\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// transmission\n\n\tlet _transmissionRenderTarget = null;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\textensions.init( capabilities );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\t_currentDrawBuffers[ 0 ] = 1029;\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tcubeuvmaps = new WebGLCubeUVMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.shadowMap = shadowMap;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tcubeuvmaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\tif ( _transmissionRenderTarget ) {\n\n\t\t\t_transmissionRenderTarget.dispose();\n\t\t\t_transmissionRenderTarget = null;\n\n\t\t}\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tconst infoAutoReset = info.autoReset;\n\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\tconst shadowMapType = shadowMap.type;\n\n\t\tinitGLContext();\n\n\t\tinfo.autoReset = infoAutoReset;\n\t\tshadowMap.enabled = shadowMapEnabled;\n\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\tshadowMap.type = shadowMapType;\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReferences( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\tconst programs = properties.get( material ).programs;\n\n\t\tif ( programs !== undefined ) {\n\n\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position.location );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position.location, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal.location );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal.location, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv.location );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv.location, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color.location );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color.location, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( geometry.morphAttributes.position !== undefined || geometry.morphAttributes.normal !== undefined ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights( _this.physicallyCorrectLights );\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tgetProgram( material2, scene, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\trenderStateStack.pop();\n\t\tcurrentRenderState = null;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tfunction onXRSessionStart() {\n\n\t\tanimation.stop();\n\n\t}\n\n\tfunction onXRSessionEnd() {\n\n\t\tanimation.start();\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\n\n\t\t\tcamera = xr.getCamera(); // use XR camera for rendering\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\tcurrentRenderList.init();\n\n\t\trenderListStack.push( currentRenderList );\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene );\n\n\t\t// render scene\n\n\t\tcurrentRenderState.setupLights( _this.physicallyCorrectLights );\n\n\t\tif ( camera.isArrayCamera ) {\n\n\t\t\tconst cameras = camera.cameras;\n\n\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderScene( currentRenderList, scene, camera );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\trenderStateStack.pop();\n\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\trenderListStack.pop();\n\n\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderList = null;\n\n\t\t}\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderScene( currentRenderList, scene, camera, viewport ) {\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );\n\n\t\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t}\n\n\tfunction renderTransmissionPass( opaqueObjects, scene, camera ) {\n\n\t\tif ( _transmissionRenderTarget === null ) {\n\n\t\t\tconst needsAntialias = _antialias === true && capabilities.isWebGL2 === true;\n\t\t\tconst renderTargetType = needsAntialias ? WebGLMultisampleRenderTarget : WebGLRenderTarget;\n\n\t\t\t_transmissionRenderTarget = new renderTargetType( 1024, 1024, {\n\t\t\t\tgenerateMipmaps: true,\n\t\t\t\ttype: utils.convert( HalfFloatType ) !== null ? HalfFloatType : UnsignedByteType,\n\t\t\t\tminFilter: LinearMipmapLinearFilter,\n\t\t\t\tmagFilter: NearestFilter,\n\t\t\t\twrapS: ClampToEdgeWrapping,\n\t\t\t\twrapT: ClampToEdgeWrapping\n\t\t\t} );\n\n\t\t}\n\n\t\tconst currentRenderTarget = _this.getRenderTarget();\n\t\t_this.setRenderTarget( _transmissionRenderTarget );\n\t\t_this.clear();\n\n\t\t// Turn off the features which can affect the frag color for opaque objects pass.\n\t\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\n\t\tconst currentToneMapping = _this.toneMapping;\n\t\t_this.toneMapping = NoToneMapping;\n\n\t\trenderObjects( opaqueObjects, scene, camera );\n\n\t\t_this.toneMapping = currentToneMapping;\n\n\t\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\n\t\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\n\n\t\t_this.setRenderTarget( currentRenderTarget );\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( object.layers.test( camera.layers ) ) {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t}\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction getProgram( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet programs = materialProperties.programs;\n\n\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\n\n\t\tif ( programs === undefined ) {\n\n\t\t\t// new material\n\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tprograms = new Map();\n\t\t\tmaterialProperties.programs = programs;\n\n\t\t}\n\n\t\tlet program = programs.get( programCacheKey );\n\n\t\tif ( program !== undefined ) {\n\n\t\t\t// early out if program and light state is identical\n\n\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\treturn program;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBuild( parameters, _this );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.currentProgram = program;\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t\treturn program;\n\n\t}\n\n\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\t\tmaterialProperties.instancing = parameters.instancing;\n\t\tmaterialProperties.skinning = parameters.skinning;\n\t\tmaterialProperties.morphTargets = parameters.morphTargets;\n\t\tmaterialProperties.morphNormals = parameters.morphNormals;\n\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\t\tmaterialProperties.vertexTangents = parameters.vertexTangents;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst vertexAlphas = material.vertexColors === true && !! object.geometry && !! object.geometry.attributes.color && object.geometry.attributes.color.itemSize === 4;\n\t\tconst vertexTangents = !! object.geometry && !! object.geometry.attributes.tangent;\n\t\tconst morphTargets = !! object.geometry && !! object.geometry.morphAttributes.position;\n\t\tconst morphNormals = !! object.geometry && !! object.geometry.morphAttributes.normal;\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tlet needsProgramChange = false;\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphTargets !== morphTargets ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphNormals !== morphNormals ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tneedsProgramChange = true;\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\t//\n\n\t\tlet program = materialProperties.currentProgram;\n\n\t\tif ( needsProgramChange === true ) {\n\n\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst p_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tobject.isSkinnedMesh ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = null;\n\t\tlet isCube = false;\n\t\tlet isRenderTarget3D = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tif ( texture.isDataTexture3D || texture.isDataTexture2DArray ) {\n\n\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t}\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tconst framebufferBound = state.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( framebufferBound && capabilities.drawBuffers ) {\n\n\t\t\tlet needsUpdate = false;\n\n\t\t\tif ( renderTarget ) {\n\n\t\t\t\tif ( renderTarget.isWebGLMultipleRenderTargets ) {\n\n\t\t\t\t\tconst textures = renderTarget.texture;\n\n\t\t\t\t\tif ( _currentDrawBuffers.length !== textures.length || _currentDrawBuffers[ 0 ] !== 36064 ) {\n\n\t\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t_currentDrawBuffers[ i ] = 36064 + i;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t_currentDrawBuffers.length = textures.length;\n\n\t\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== 36064 ) {\n\n\t\t\t\t\t\t_currentDrawBuffers[ 0 ] = 36064;\n\t\t\t\t\t\t_currentDrawBuffers.length = 1;\n\n\t\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( _currentDrawBuffers.length !== 1 || _currentDrawBuffers[ 0 ] !== 1029 ) {\n\n\t\t\t\t\t_currentDrawBuffers[ 0 ] = 1029;\n\t\t\t\t\t_currentDrawBuffers.length = 1;\n\n\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( needsUpdate ) {\n\n\t\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t\t_gl.drawBuffers( _currentDrawBuffers );\n\n\t\t\t\t} else {\n\n\t\t\t\t\textensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( _currentDrawBuffers );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t}\n\n\t\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\n\t\tlet glFormat = utils.convert( texture.format );\n\n\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t// Workaround for https://bugs.chromium.org/p/chromium/issues/detail?id=1120100\n\t\t\t// Not needed in Chrome 93+\n\n\t\t\tif ( glFormat === 6407 ) glFormat = 32849;\n\t\t\tif ( glFormat === 6408 ) glFormat = 32856;\n\n\t\t}\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst width = sourceBox.max.x - sourceBox.min.x + 1;\n\t\tconst height = sourceBox.max.y - sourceBox.min.y + 1;\n\t\tconst depth = sourceBox.max.z - sourceBox.min.z + 1;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\t\tlet glTarget;\n\n\t\tif ( dstTexture.isDataTexture3D ) {\n\n\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\tglTarget = 32879;\n\n\t\t} else if ( dstTexture.isDataTexture2DArray ) {\n\n\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\tglTarget = 35866;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tconst unpackRowLen = _gl.getParameter( 3314 );\n\t\tconst unpackImageHeight = _gl.getParameter( 32878 );\n\t\tconst unpackSkipPixels = _gl.getParameter( 3316 );\n\t\tconst unpackSkipRows = _gl.getParameter( 3315 );\n\t\tconst unpackSkipImages = _gl.getParameter( 32877 );\n\n\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;\n\n\t\t_gl.pixelStorei( 3314, image.width );\n\t\t_gl.pixelStorei( 32878, image.height );\n\t\t_gl.pixelStorei( 3316, sourceBox.min.x );\n\t\t_gl.pixelStorei( 3315, sourceBox.min.y );\n\t\t_gl.pixelStorei( 32877, sourceBox.min.z );\n\n\t\tif ( srcTexture.isDataTexture || srcTexture.isDataTexture3D ) {\n\n\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );\n\t\t\t\t_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.pixelStorei( 3314, unpackRowLen );\n\t\t_gl.pixelStorei( 32878, unpackImageHeight );\n\t\t_gl.pixelStorei( 3316, unpackSkipPixels );\n\t\t_gl.pixelStorei( 3315, unpackSkipRows );\n\t\t_gl.pixelStorei( 32877, unpackSkipImages );\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\t_currentActiveCubeFace = 0;\n\t\t_currentActiveMipmapLevel = 0;\n\t\t_currentRenderTarget = null;\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nFog.prototype.isFog = true;\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nScene.prototype.isScene = true;\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = generateUUID();\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new this.constructor( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n}\n\nInterleavedBuffer.prototype.isInterleavedBuffer = true;\n\nconst _vector$6 = /*@__PURE__*/ new Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized = false ) {\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized === true;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t}\n\n\tgetY( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t}\n\n\tgetZ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t}\n\n\tgetW( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n}\n\nInterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;\n\n/**\n * parameters = {\n *  color: <hex>,\n *  map: new THREE.Texture( <Image> ),\n *  alphaMap: new THREE.Texture( <Image> ),\n *  rotation: <float>,\n *  sizeAttenuation: <bool>\n * }\n */\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSprite.prototype.isSprite = true;\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = /*@__PURE__*/ new Vector3();\n\nconst _skinIndex = /*@__PURE__*/ new Vector4();\nconst _skinWeight = /*@__PURE__*/ new Vector4();\n\nconst _vector$5 = /*@__PURE__*/ new Vector3();\nconst _matrix = /*@__PURE__*/ new Matrix4();\n\nclass SkinnedMesh extends Mesh {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkinnedMesh';\n\n\t\tthis.bindMode = 'attached';\n\t\tthis.bindMatrix = new Matrix4();\n\t\tthis.bindMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t}\n\n\tbind( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t}\n\n\tpose() {\n\n\t\tthis.skeleton.pose();\n\n\t}\n\n\tnormalizeSkinWeights() {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t}\n\n\tboneTransform( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n}\n\nSkinnedMesh.prototype.isSkinnedMesh = true;\n\nclass Bone extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Bone';\n\n\t}\n\n}\n\nBone.prototype.isBone = true;\n\nclass DataTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { data: data, width: width, height: height };\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\t\tthis.boneTextureSize = 0;\n\n\t\tthis.frame = - 1;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tcomputeBoneTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)\n\t\t//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)\n\t\t//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)\n\t\t//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = ceilPowerOfTwo( size );\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tboneMatrices.set( this.boneMatrices ); // copy current values\n\n\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\tthis.boneMatrices = boneMatrices;\n\t\tthis.boneTexture = boneTexture;\n\t\tthis.boneTextureSize = size;\n\n\t\treturn this;\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InstancedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized, meshPerAttribute = 1 ) {\n\n\t\tif ( typeof normalized === 'number' ) {\n\n\t\t\tmeshPerAttribute = normalized;\n\n\t\t\tnormalized = false;\n\n\t\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t\t}\n\n\t\tsuper( array, itemSize, normalized );\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nInstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;\n\nconst _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();\nconst _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = /*@__PURE__*/ new Mesh();\n\nclass InstancedMesh extends Mesh {\n\n\tconstructor( geometry, material, count ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );\n\t\tthis.instanceColor = null;\n\n\t\tthis.count = count;\n\n\t\tthis.frustumCulled = false;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tgetMatrixAt( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t}\n\n\tsetColorAt( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tsetMatrixAt( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nInstancedMesh.prototype.isInstancedMesh = true;\n\n/**\n * parameters = {\n *  color: <hex>,\n *  opacity: <float>,\n *\n *  linewidth: <float>,\n *  linecap: \"round\",\n *  linejoin: \"round\"\n * }\n */\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nconst _start$1 = /*@__PURE__*/ new Vector3();\nconst _end$1 = /*@__PURE__*/ new Vector3();\nconst _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _ray$1 = /*@__PURE__*/ new Ray();\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\n\nclass Line extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Line';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nLine.prototype.isLine = true;\n\nconst _start = /*@__PURE__*/ new Vector3();\nconst _end = /*@__PURE__*/ new Vector3();\n\nclass LineSegments extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'LineSegments';\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineSegments.prototype.isLineSegments = true;\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nLineLoop.prototype.isLineLoop = true;\n\n/**\n * parameters = {\n *  color: <hex>,\n *  opacity: <float>,\n *  map: new THREE.Texture( <Image> ),\n *  alphaMap: new THREE.Texture( <Image> ),\n *\n *  size: <float>,\n *  sizeAttenuation: <bool>\n *\n * }\n */\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nconst _inverseMatrix = /*@__PURE__*/ new Matrix4();\nconst _ray = /*@__PURE__*/ new Ray();\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _position$2 = /*@__PURE__*/ new Vector3();\n\nclass Points extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Points';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nPoints.prototype.isPoints = true;\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.format = format !== undefined ? format : RGBFormat;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nVideoTexture.prototype.isVideoTexture = true;\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nCanvasTexture.prototype.isCanvasTexture = true;\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps\t= false;\n\n\t}\n\n\n}\n\nDepthTexture.prototype.isDepthTexture = true;\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (\u00B11, \u00B11, \u00B11)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, \u00B11/\u03C6, \u00B1\u03C6)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (\u00B11/\u03C6, \u00B1\u03C6, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (\u00B1\u03C6, 0, \u00B11/\u03C6)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new DodecahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nconst _v0 = new Vector3();\nconst _v1$1 = new Vector3();\nconst _normal = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nclass Curve {\n\n\tconstructor() {\n\n\t\tthis.type = 'Curve';\n\n\t\tthis.arcLengthDivisions = 200;\n\n\t}\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t}\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t}\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get total curve arc length\n\n\tgetLength() {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t}\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths( divisions = this.arcLengthDivisions ) {\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t}\n\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t}\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t}\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t}\n\n\tcomputeFrenetFrames( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst point = optionalTarget || new Vector2();\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t *   p(0) = x0, p(1) = x1\n\t *  and\n\t *   p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/B\u00E9zier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst tangent = optionalTarget || new Vector2();\n\n\t\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineCurve.prototype.isLineCurve = true;\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve3';\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nSplineCurve.prototype.isSplineCurve = true;\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim = 2 ) {\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nclass ShapeUtils {\n\n\t// calculate area of the contour polygon\n\n\tstatic area( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t}\n\n\tstatic isClockWise( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t}\n\n\tstatic triangulateShape( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n}\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n *  curveSegments: <int>, // number of points on the curves\n *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n *  depth: <float>, // Depth to extrude the shape\n *\n *  bevelEnabled: <bool>, // turn on bevel\n *  bevelThickness: <float>, // how deep into the original shape bevel goes\n *  bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel\n *  bevelOffset: <float>, // how far from shape outline does bevel start\n *  bevelSegments: <int>, // number of bevel layers\n *\n *  extrudePath: <THREE.Curve> // curve to extrude shape along\n *\n *  UVGenerator: <Object> // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t//   shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t//  adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t//  but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t//  (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t//  (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t/////  Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\tconst extrudePath = data.options.extrudePath;\n\n\t\tif ( extrudePath !== undefined ) {\n\n\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t}\n\n\t\treturn new ExtrudeGeometry( geometryShapes, data.options );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new IcosahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new OctahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nclass ParametricGeometry extends BufferGeometry {\n\n\tconstructor( func, slices, stacks ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ParametricGeometry';\n\n\t\tthis.parameters = {\n\t\t\tfunc: func,\n\t\t\tslices: slices,\n\t\t\tstacks: stacks\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tconst EPS = 0.00001;\n\n\t\tconst normal = new Vector3();\n\n\t\tconst p0 = new Vector3(), p1 = new Vector3();\n\t\tconst pu = new Vector3(), pv = new Vector3();\n\n\t\tif ( func.length < 3 ) {\n\n\t\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t\t}\n\n\t\t// generate vertices, normals and uvs\n\n\t\tconst sliceCount = slices + 1;\n\n\t\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\t\tconst v = i / stacks;\n\n\t\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\t\tconst u = j / slices;\n\n\t\t\t\t// vertex\n\n\t\t\t\tfunc( u, v, p0 );\n\t\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t\t// normal\n\n\t\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t\t}\n\n\t\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u, v );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\t\tconst a = i * sliceCount + j;\n\t\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t\t// faces one and two\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\treturn new ShapeGeometry( geometryShapes, data.curveSegments );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TetrahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n *  font: <THREE.Font>, // font\n *\n *  size: <float>, // size of the text\n *  height: <float>, // thickness to extrude text\n *  curveSegments: <int>, // number of points on the curves\n *\n *  bevelEnabled: <bool>, // turn on bevel\n *  bevelThickness: <float>, // how deep into text bevel goes\n *  bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel\n *  bevelOffset: <float> // how far from text outline does bevel start\n * }\n */\n\nclass TextGeometry extends ExtrudeGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextGeometry';\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\treturn new TubeGeometry(\n\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\tdata.tubularSegments,\n\t\t\tdata.radius,\n\t\t\tdata.radialSegments,\n\t\t\tdata.closed\n\t\t);\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tif ( geometry.isGeometry === true ) {\n\n\t\t\tconsole.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst edges = new Set();\n\n\t\t// helper variables\n\n\t\tconst start = new Vector3();\n\t\tconst end = new Vector3();\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\t// indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst indices = geometry.index;\n\t\t\tlet groups = geometry.groups;\n\n\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t}\n\n\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\tconst groupStart = group.start;\n\t\t\t\tconst groupCount = group.count;\n\n\t\t\t\tfor ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\tconst index1 = indices.getX( i + j );\n\t\t\t\t\t\tconst index2 = indices.getX( i + ( j + 1 ) % 3 );\n\n\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// non-indexed BufferGeometry\n\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\n\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nfunction isUniqueEdge( start, end, edges ) {\n\n\tconst hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;\n\tconst hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge\n\n\tif ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {\n\n\t\treturn false;\n\n\t} else {\n\n\t\tedges.add( hash1, hash2 );\n\t\treturn true;\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n *  color: <THREE.Color>\n * }\n */\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\treturn this;\n\n\t}\n\n}\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\n/**\n * parameters = {\n *  color: <hex>,\n *  roughness: <float>,\n *  metalness: <float>,\n *  opacity: <float>,\n *\n *  map: new THREE.Texture( <Image> ),\n *\n *  lightMap: new THREE.Texture( <Image> ),\n *  lightMapIntensity: <float>\n *\n *  aoMap: new THREE.Texture( <Image> ),\n *  aoMapIntensity: <float>\n *\n *  emissive: <hex>,\n *  emissiveIntensity: <float>\n *  emissiveMap: new THREE.Texture( <Image> ),\n *\n *  bumpMap: new THREE.Texture( <Image> ),\n *  bumpScale: <float>,\n *\n *  normalMap: new THREE.Texture( <Image> ),\n *  normalMapType: THREE.TangentSpaceNormalMap,\n *  normalScale: <Vector2>,\n *\n *  displacementMap: new THREE.Texture( <Image> ),\n *  displacementScale: <float>,\n *  displacementBias: <float>,\n *\n *  roughnessMap: new THREE.Texture( <Image> ),\n *\n *  metalnessMap: new THREE.Texture( <Image> ),\n *\n *  alphaMap: new THREE.Texture( <Image> ),\n *\n *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n *  envMapIntensity: <float>\n *\n *  refractionRatio: <float>,\n *\n *  wireframe: <boolean>,\n *  wireframeLinewidth: <float>,\n *\n *  flatShading: <bool>\n * }\n */\n\nclass MeshStandardMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.type = 'MeshStandardMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.roughness = 1.0;\n\t\tthis.metalness = 0.0;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.roughnessMap = null;\n\n\t\tthis.metalnessMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapIntensity = 1.0;\n\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.color.copy( source.color );\n\t\tthis.roughness = source.roughness;\n\t\tthis.metalness = source.metalness;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.roughnessMap = source.roughnessMap;\n\n\t\tthis.metalnessMap = source.metalnessMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapIntensity = source.envMapIntensity;\n\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\n/**\n * parameters = {\n *  clearcoat: <float>,\n *  clearcoatMap: new THREE.Texture( <Image> ),\n *  clearcoatRoughness: <float>,\n *  clearcoatRoughnessMap: new THREE.Texture( <Image> ),\n *  clearcoatNormalScale: <Vector2>,\n *  clearcoatNormalMap: new THREE.Texture( <Image> ),\n *\n *  ior: <float>,\n *  reflectivity: <float>,\n *\n *  sheenTint: <Color>,\n *\n *  transmission: <float>,\n *  transmissionMap: new THREE.Texture( <Image> ),\n *\n *  thickness: <float>,\n *  thicknessMap: new THREE.Texture( <Image> ),\n *  attenuationDistance: <float>,\n *  attenuationTint: <Color>,\n *\n *  specularIntensity: <float>,\n *  specularIntensityhMap: new THREE.Texture( <Image> ),\n *  specularTint: <Color>,\n *  specularTintMap: new THREE.Texture( <Image> )\n * }\n */\n\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n\n\t#clearcoat = 0;\n\t#transmission = 0;\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.type = 'MeshPhysicalMaterial';\n\n\t\tthis.clearcoatMap = null;\n\t\tthis.clearcoatRoughness = 0.0;\n\t\tthis.clearcoatRoughnessMap = null;\n\t\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\t\tthis.clearcoatNormalMap = null;\n\n\t\tthis.ior = 1.5;\n\n\t\tObject.defineProperty( this, 'reflectivity', {\n\t\t\tget: function () {\n\n\t\t\t\treturn ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );\n\n\t\t\t},\n\t\t\tset: function ( reflectivity ) {\n\n\t\t\t\tthis.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );\n\n\t\t\t}\n\t\t} );\n\n\t\tthis.sheenTint = new Color( 0x000000 );\n\n\t\tthis.transmission = 0.0;\n\t\tthis.transmissionMap = null;\n\n\t\tthis.thickness = 0.01;\n\t\tthis.thicknessMap = null;\n\t\tthis.attenuationDistance = 0.0;\n\t\tthis.attenuationTint = new Color( 1, 1, 1 );\n\n\t\tthis.specularIntensity = 1.0;\n\t\tthis.specularIntensityMap = null;\n\t\tthis.specularTint = new Color( 1, 1, 1 );\n\t\tthis.specularTintMap = null;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tget clearcoat() {\n\n\t\treturn this.#clearcoat;\n\n\t}\n\n\tset clearcoat( value ) {\n\n\t\tif ( this.#clearcoat > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis.#clearcoat = value;\n\n\t}\n\n\tget transmission() {\n\n\t\treturn this.#transmission;\n\n\t}\n\n\tset transmission( value ) {\n\n\t\tif ( this.#transmission > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis.#transmission = value;\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.clearcoat = source.clearcoat;\n\t\tthis.clearcoatMap = source.clearcoatMap;\n\t\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\t\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\t\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\t\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\t\tthis.ior = source.ior;\n\n\t\tthis.sheenTint.copy( source.sheenTint );\n\n\t\tthis.transmission = source.transmission;\n\t\tthis.transmissionMap = source.transmissionMap;\n\n\t\tthis.thickness = source.thickness;\n\t\tthis.thicknessMap = source.thicknessMap;\n\t\tthis.attenuationDistance = source.attenuationDistance;\n\t\tthis.attenuationTint.copy( source.attenuationTint );\n\n\t\tthis.specularIntensity = source.specularIntensity;\n\t\tthis.specularIntensityMap = source.specularIntensityMap;\n\t\tthis.specularTint.copy( source.specularTint );\n\t\tthis.specularTintMap = source.specularTintMap;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\n/**\n * parameters = {\n *  color: <hex>,\n *  specular: <hex>,\n *  shininess: <float>,\n *  opacity: <float>,\n *\n *  map: new THREE.Texture( <Image> ),\n *\n *  lightMap: new THREE.Texture( <Image> ),\n *  lightMapIntensity: <float>\n *\n *  aoMap: new THREE.Texture( <Image> ),\n *  aoMapIntensity: <float>\n *\n *  emissive: <hex>,\n *  emissiveIntensity: <float>\n *  emissiveMap: new THREE.Texture( <Image> ),\n *\n *  bumpMap: new THREE.Texture( <Image> ),\n *  bumpScale: <float>,\n *\n *  normalMap: new THREE.Texture( <Image> ),\n *  normalMapType: THREE.TangentSpaceNormalMap,\n *  normalScale: <Vector2>,\n *\n *  displacementMap: new THREE.Texture( <Image> ),\n *  displacementScale: <float>,\n *  displacementBias: <float>,\n *\n *  specularMap: new THREE.Texture( <Image> ),\n *\n *  alphaMap: new THREE.Texture( <Image> ),\n *\n *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n *  combine: THREE.MultiplyOperation,\n *  reflectivity: <float>,\n *  refractionRatio: <float>,\n *\n *  wireframe: <boolean>,\n *  wireframeLinewidth: <float>,\n *\n *  flatShading: <bool>\n * }\n */\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\n/**\n * parameters = {\n *  color: <hex>,\n *\n *  map: new THREE.Texture( <Image> ),\n *  gradientMap: new THREE.Texture( <Image> ),\n *\n *  lightMap: new THREE.Texture( <Image> ),\n *  lightMapIntensity: <float>\n *\n *  aoMap: new THREE.Texture( <Image> ),\n *  aoMapIntensity: <float>\n *\n *  emissive: <hex>,\n *  emissiveIntensity: <float>\n *  emissiveMap: new THREE.Texture( <Image> ),\n *\n *  bumpMap: new THREE.Texture( <Image> ),\n *  bumpScale: <float>,\n *\n *  normalMap: new THREE.Texture( <Image> ),\n *  normalMapType: THREE.TangentSpaceNormalMap,\n *  normalScale: <Vector2>,\n *\n *  displacementMap: new THREE.Texture( <Image> ),\n *  displacementScale: <float>,\n *  displacementBias: <float>,\n *\n *  alphaMap: new THREE.Texture( <Image> ),\n *\n *  wireframe: <boolean>,\n *  wireframeLinewidth: <float>,\n *\n * }\n */\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\n/**\n * parameters = {\n *  opacity: <float>,\n *\n *  bumpMap: new THREE.Texture( <Image> ),\n *  bumpScale: <float>,\n *\n *  normalMap: new THREE.Texture( <Image> ),\n *  normalMapType: THREE.TangentSpaceNormalMap,\n *  normalScale: <Vector2>,\n *\n *  displacementMap: new THREE.Texture( <Image> ),\n *  displacementScale: <float>,\n *  displacementBias: <float>,\n *\n *  wireframe: <boolean>,\n *  wireframeLinewidth: <float>\n *\n *  flatShading: <bool>\n * }\n */\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\n/**\n * parameters = {\n *  color: <hex>,\n *  opacity: <float>,\n *\n *  map: new THREE.Texture( <Image> ),\n *\n *  lightMap: new THREE.Texture( <Image> ),\n *  lightMapIntensity: <float>\n *\n *  aoMap: new THREE.Texture( <Image> ),\n *  aoMapIntensity: <float>\n *\n *  emissive: <hex>,\n *  emissiveIntensity: <float>\n *  emissiveMap: new THREE.Texture( <Image> ),\n *\n *  specularMap: new THREE.Texture( <Image> ),\n *\n *  alphaMap: new THREE.Texture( <Image> ),\n *\n *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n *  combine: THREE.Multiply,\n *  reflectivity: <float>,\n *  refractionRatio: <float>,\n *\n *  wireframe: <boolean>,\n *  wireframeLinewidth: <float>,\n *\n * }\n */\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\n/**\n * parameters = {\n *  color: <hex>,\n *  opacity: <float>,\n *\n *  matcap: new THREE.Texture( <Image> ),\n *\n *  map: new THREE.Texture( <Image> ),\n *\n *  bumpMap: new THREE.Texture( <Image> ),\n *  bumpScale: <float>,\n *\n *  normalMap: new THREE.Texture( <Image> ),\n *  normalMapType: THREE.TangentSpaceNormalMap,\n *  normalScale: <Vector2>,\n *\n *  displacementMap: new THREE.Texture( <Image> ),\n *  displacementScale: <float>,\n *  displacementBias: <float>,\n *\n *  alphaMap: new THREE.Texture( <Image> ),\n *\n *  flatShading: <bool>\n * }\n */\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\n/**\n * parameters = {\n *  color: <hex>,\n *  opacity: <float>,\n *\n *  linewidth: <float>,\n *\n *  scale: <float>,\n *  dashSize: <float>,\n *  gapSize: <float>\n * }\n */\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nclass Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tthis.parameterPositions = parameterPositions;\n\t\tthis._cachedIndex = 0;\n\n\t\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\t\tthis.sampleValues = sampleValues;\n\t\tthis.valueSize = sampleSize;\n\n\t\tthis.settings = null;\n\t\tthis.DefaultSettings_ = {};\n\n\t}\n\n\tevaluate( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t}\n\n\tgetSettings_() {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\t// Template methods for derived classes:\n\n\tinterpolate_( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t}\n\n\tintervalChanged_( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n}\n\n// ALIAS DEFINITIONS\n\nInterpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;\nInterpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nclass CubicInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t\tthis._weightPrev = - 0;\n\t\tthis._offsetPrev = - 0;\n\t\tthis._weightNext = - 0;\n\t\tthis._offsetNext = - 0;\n\n\t\tthis.DefaultSettings_ = {\n\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\n\t\t};\n\n\t}\n\n\tintervalChanged_( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nclass LinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nclass DiscreteInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n}\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\t\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nclass QuaternionLinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nclass LoadingManager {\n\n\tconstructor( onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet isLoading = false;\n\t\tlet itemsLoaded = 0;\n\t\tlet itemsTotal = 0;\n\t\tlet urlModifier = undefined;\n\t\tconst handlers = [];\n\n\t\t// Refer to #5689 for the reason why we don't set .onStart\n\t\t// in the constructor\n\n\t\tthis.onStart = undefined;\n\t\tthis.onLoad = onLoad;\n\t\tthis.onProgress = onProgress;\n\t\tthis.onError = onError;\n\n\t\tthis.itemStart = function ( url ) {\n\n\t\t\titemsTotal ++;\n\n\t\t\tif ( isLoading === false ) {\n\n\t\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tisLoading = true;\n\n\t\t};\n\n\t\tthis.itemEnd = function ( url ) {\n\n\t\t\titemsLoaded ++;\n\n\t\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\t\tisLoading = false;\n\n\t\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\t\tscope.onLoad();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.itemError = function ( url ) {\n\n\t\t\tif ( scope.onError !== undefined ) {\n\n\t\t\t\tscope.onError( url );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.resolveURL = function ( url ) {\n\n\t\t\tif ( urlModifier ) {\n\n\t\t\t\treturn urlModifier( url );\n\n\t\t\t}\n\n\t\t\treturn url;\n\n\t\t};\n\n\t\tthis.setURLModifier = function ( transform ) {\n\n\t\t\turlModifier = transform;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.addHandler = function ( regex, loader ) {\n\n\t\t\thandlers.push( regex, loader );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.removeHandler = function ( regex ) {\n\n\t\t\tconst index = handlers.indexOf( regex );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\thandlers.splice( index, 2 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.getHandler = function ( file ) {\n\n\t\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\t\tconst regex = handlers[ i ];\n\t\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\t\treturn loader;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t};\n\n\t}\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nclass Loader {\n\n\tconstructor( manager ) {\n\n\t\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t\tthis.crossOrigin = 'anonymous';\n\t\tthis.withCredentials = false;\n\t\tthis.path = '';\n\t\tthis.resourcePath = '';\n\t\tthis.requestHeader = {};\n\n\t}\n\n\tload( /* url, onLoad, onProgress, onError */ ) {}\n\n\tloadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t}\n\n\tparse( /* data */ ) {}\n\n\tsetCrossOrigin( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t}\n\n\tsetWithCredentials( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t}\n\n\tsetPath( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t}\n\n\tsetResourcePath( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n\tsetRequestHeader( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n}\n\nconst loading = {};\n\nclass FileLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t}\n\n\tsetResponseType( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t}\n\n\tsetMimeType( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass CompressedTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass DataTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = texData.encoding;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass TextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n *  curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 <d\n\n\t}\n\n\t// We cannot use the default THREE.Curve getPoint() with getLength() because in\n\t// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath\n\t// getPoint() depends on getLength\n\n\tgetLength() {\n\n\t\tconst lens = this.getCurveLengths();\n\t\treturn lens[ lens.length - 1 ];\n\n\t}\n\n\t// cacheLengths must be recalculated.\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.cacheLengths = null;\n\t\tthis.getCurveLengths();\n\n\t}\n\n\t// Compute lengths and cache them\n\t// We cannot overwrite getLengths() because UtoT mapping uses it.\n\n\tgetCurveLengths() {\n\n\t\t// We use cache values if curves and cache array are same length\n\n\t\tif ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {\n\n\t\t\treturn this.cacheLengths;\n\n\t\t}\n\n\t\t// Get length of sub-curve\n\t\t// Push sums into cached array\n\n\t\tconst lengths = [];\n\t\tlet sums = 0;\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tsums += this.curves[ i ].getLength();\n\t\t\tlengths.push( sums );\n\n\t\t}\n\n\t\tthis.cacheLengths = lengths;\n\n\t\treturn lengths;\n\n\t}\n\n\tgetSpacedPoints( divisions = 40 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let i = 0; i <= divisions; i ++ ) {\n\n\t\t\tpoints.push( this.getPoint( i / divisions ) );\n\n\t\t}\n\n\t\tif ( this.autoClose ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tgetPoints( divisions = 12 ) {\n\n\t\tconst points = [];\n\t\tlet last;\n\n\t\tfor ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {\n\n\t\t\tconst curve = curves[ i ];\n\t\t\tconst resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2\n\t\t\t\t: ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1\n\t\t\t\t\t: ( curve && curve.isSplineCurve ) ? divisions * curve.points.length\n\t\t\t\t\t\t: divisions;\n\n\t\t\tconst pts = curve.getPoints( resolution );\n\n\t\t\tfor ( let j = 0; j < pts.length; j ++ ) {\n\n\t\t\t\tconst point = pts[ j ];\n\n\t\t\t\tif ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates\n\n\t\t\t\tpoints.push( point );\n\t\t\t\tlast = point;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLight.prototype.isLight = true;\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nHemisphereLight.prototype.isHemisphereLight = true;\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\t\tthis.blurSamples = 8;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLightShadow.prototype.isSpotLightShadow = true;\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// by convention for a spotlight, luminous power (lm) = \u03C0 * luminous intensity (cd)\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLight.prototype.isSpotLight = true;\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t//  xzXZ\n\t\t\t//   y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nPointLightShadow.prototype.isPointLightShadow = true;\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// for an isotropic light source, luminous power (lm) = 4 \u03C0 luminous intensity (cd)\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointLight.prototype.isPointLight = true;\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t}\n\n}\n\nDirectionalLightShadow.prototype.isDirectionalLightShadow = true;\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nDirectionalLight.prototype.isDirectionalLight = true;\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nAmbientLight.prototype.isAmbientLight = true;\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in nits)\n\t\treturn this.intensity * this.width * this.height * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in nits) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( this.width * this.height * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\nRectAreaLight.prototype.isRectAreaLight = true;\n\n/**\n * Primary reference:\n *   https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n *   https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // \u03C0 * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * \u03C0 / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( \u03C0 / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( \u03C0 / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( \u03C0 / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nSphericalHarmonics3.prototype.isSphericalHarmonics3 = true;\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLightProbe.prototype.isLightProbe = true;\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheenTint !== undefined ) material.sheenTint = new Color().setHex( json.sheenTint );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;\n\t\tif ( json.specularTint !== undefined && material.specularTint !== undefined ) material.specularTint.setHex( json.specularTint );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.thickness !== undefined ) material.thickness = json.thickness;\n\t\tif ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;\n\t\tif ( json.attenuationTint !== undefined && material.attenuationTint !== undefined ) material.attenuationTint.setHex( json.attenuationTint );\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.format !== undefined ) material.format = json.format;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\t\tif ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );\n\t\tif ( json.specularTintMap !== undefined ) material.specularTintMap = getTexture( json.specularTintMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\t\tif ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n}\n\nclass LoaderUtils {\n\n\tstatic decodeText( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t}\n\n\tstatic extractUrlBase( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n}\n\nclass InstancedBufferGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'InstancedBufferGeometry';\n\t\tthis.instanceCount = Infinity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nInstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tif ( attribute.updateRange !== undefined ) {\n\n\t\t\t\tbufferAttribute.updateRange.offset = attribute.updateRange.offset;\n\t\t\t\tbufferAttribute.updateRange.count = attribute.updateRange.count;\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tasync loadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tconst text = await loader.loadAsync( url, onProgress );\n\n\t\tconst json = JSON.parse( text );\n\n\t\tconst metadata = json.metadata;\n\n\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\tthrow new Error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\n\t\t}\n\n\t\treturn await scope.parseAsync( json );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tasync parseAsync( json ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = await this.parseImagesAsync( json.images );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: The legacy Geometry type is no longer supported.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( data.type in Geometries ) {\n\n\t\t\t\t\t\t\tgeometry = Geometries[ data.type ].fromJSON( data, shapes );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( `THREE.ObjectLoader: Unsupported geometry type \"${ data.type }\"` );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tasync parseImagesAsync( json ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tasync function deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn await loader.loadAsync( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tloader = new ImageLoader( this.manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = await deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = await deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, textures, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tfunction getTexture( uuid ) {\n\n\t\t\tif ( textures[ uuid ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined texture', uuid );\n\n\t\t\t}\n\n\t\t\treturn textures[ uuid ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tobject.background = getTexture( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.environment !== undefined ) {\n\n\t\t\t\t\tobject.environment = getTexture( data.environment );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nclass ImageBitmapLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t\t}\n\n\t\tif ( typeof fetch === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t\t}\n\n\t\tthis.options = { premultiplyAlpha: 'none' };\n\n\t}\n\n\tsetOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n}\n\nImageBitmapLoader.prototype.isImageBitmapLoader = true;\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success    or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t//  with the horizontal line through inPt, left of inPt\n\t\t\t//  not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass Font {\n\n\tconstructor( data ) {\n\n\t\tthis.type = 'Font';\n\n\t\tthis.data = data;\n\n\t}\n\n\tgenerateShapes( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from( text );\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nFont.prototype.isFont = true;\n\nclass FontLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n}\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n}\n\nclass HemisphereLightProbe extends LightProbe {\n\n\tconstructor( skyColor, groundColor, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( skyColor );\n\t\tconst color2 = new Color().set( groundColor );\n\n\t\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\t\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\t\tconst c0 = Math.sqrt( Math.PI );\n\t\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\t\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\t\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n\t}\n\n}\n\nHemisphereLightProbe.prototype.isHemisphereLightProbe = true;\n\nclass AmbientLightProbe extends LightProbe {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( color );\n\n\t\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\t\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n\t}\n\n}\n\nAmbientLightProbe.prototype.isAmbientLightProbe = true;\n\nconst _eyeRight = /*@__PURE__*/ new Matrix4();\nconst _eyeLeft = /*@__PURE__*/ new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart = true ) {\n\n\t\tthis.autoStart = autoStart;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu<i>'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu<i>' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nclass Composite {\n\n\tconstructor( targetGroup, path, optionalParsedPath ) {\n\n\t\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis._targetGroup = targetGroup;\n\t\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n\t}\n\n\tgetValue( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t}\n\n\tsetValue( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t}\n\n\tbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t}\n\n\tunbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n}\n\n// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\nclass PropertyBinding {\n\n\tconstructor( rootNode, path, parsedPath ) {\n\n\t\tthis.path = path;\n\t\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\t\tthis.rootNode = rootNode;\n\n\t\t// initial state of these methods that calls 'bind'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n\n\tstatic create( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tstatic sanitizeNodeName( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t}\n\n\tstatic parseTrackName( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t}\n\n\tstatic findNode( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable() {}\n\t_setValue_unavailable() {}\n\n\t// Getters\n\n\t_getValue_direct( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.targetObject[ this.propertyName ];\n\n\t}\n\n\t_getValue_array( buffer, offset ) {\n\n\t\tconst source = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t}\n\n\t}\n\n\t_getValue_arrayElement( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t}\n\n\t_getValue_toArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t}\n\n\t// Direct\n\n\t_setValue_direct( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// EntireArray\n\n\t_setValue_array( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t}\n\n\t_setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// ArrayElement\n\n\t_setValue_arrayElement( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// HasToFromArray\n\n\t_setValue_fromArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t}\n\n\t_setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t_getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t}\n\n\t_setValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t}\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind() {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t}\n\n\tunbind() {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n}\n\nPropertyBinding.Composite = Composite;\n\nPropertyBinding.prototype.BindingType = {\n\tDirect: 0,\n\tEntireArray: 1,\n\tArrayElement: 2,\n\tHasFromToArray: 3\n};\n\nPropertyBinding.prototype.Versioning = {\n\tNone: 0,\n\tNeedsUpdate: 1,\n\tMatrixWorldNeedsUpdate: 2\n};\n\nPropertyBinding.prototype.GetterByBindingType = [\n\n\tPropertyBinding.prototype._getValue_direct,\n\tPropertyBinding.prototype._getValue_array,\n\tPropertyBinding.prototype._getValue_arrayElement,\n\tPropertyBinding.prototype._getValue_toArray,\n\n];\n\nPropertyBinding.prototype.SetterByBindingTypeAndVersioning = [\n\n\t[\n\t\t// Direct\n\t\tPropertyBinding.prototype._setValue_direct,\n\t\tPropertyBinding.prototype._setValue_direct_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// EntireArray\n\n\t\tPropertyBinding.prototype._setValue_array,\n\t\tPropertyBinding.prototype._setValue_array_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// ArrayElement\n\t\tPropertyBinding.prototype._setValue_arrayElement,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// HasToFromArray\n\t\tPropertyBinding.prototype._setValue_fromArray,\n\t\tPropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,\n\n\t]\n\n];\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n *  - Add objects you would otherwise pass as 'root' to the\n *    constructor or the .clipAction method of AnimationMixer.\n *\n *  - Instead pass this object as 'root'.\n *\n *  - You can also add and remove objects later when the mixer\n *    is running.\n *\n * Note:\n *\n *    Objects of this class appear as one object to the mixer,\n *    so cache control of the individual objects must be done\n *    on the group.\n *\n * Limitation:\n *\n *  - The animated properties must be compatible among the\n *    all objects in the group.\n *\n *  - A single property can either be controlled through a\n *    target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nAnimationObjectGroup.prototype.isAnimationObjectGroup = true;\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions |  inactive actions  ]\n\t\t// [  active actions >| inactive actions ]\n\t\t//                 s        a\n\t\t//                  <-swap->\n\t\t//                 a        s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [  active actions  | inactive actions ]\n\t\t// [ active actions |< inactive actions  ]\n\t\t//        a        s\n\t\t//         <-swap->\n\t\t//        s        a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nAnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nclass InstancedInterleavedBuffer extends InterleavedBuffer {\n\n\tconstructor( array, stride, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, stride );\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tconst ib = super.clone( data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tconst json = super.toJSON( data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n}\n\nInstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;\n\nclass GLBufferAttribute {\n\n\tconstructor( buffer, type, itemSize, elementSize, count ) {\n\n\t\tthis.buffer = buffer;\n\t\tthis.type = type;\n\t\tthis.itemSize = itemSize;\n\t\tthis.elementSize = elementSize;\n\t\tthis.count = count;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetBuffer( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t}\n\n\tsetType( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetItemSize( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetCount( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t}\n\n}\n\nGLBufferAttribute.prototype.isGLBufferAttribute = true;\n\nclass Raycaster {\n\n\tconstructor( origin, direction, near = 0, far = Infinity ) {\n\n\t\tthis.ray = new Ray( origin, direction );\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.camera = null;\n\t\tthis.layers = new Layers();\n\n\t\tthis.params = {\n\t\t\tMesh: {},\n\t\t\tLine: { threshold: 1 },\n\t\t\tLOD: {},\n\t\t\tPoints: { threshold: 1 },\n\t\t\tSprite: {}\n\t\t};\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t}\n\n\tsetFromCamera( coords, camera ) {\n\n\t\tif ( camera && camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera && camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t}\n\n\tintersectObject( object, recursive = false, intersects = [] ) {\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n\tintersectObjects( objects, recursive = false, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$4.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox2.prototype.isBox2 = true;\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass ImmediateRenderObject extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.material = material;\n\t\tthis.render = function ( /* renderCallback */ ) {};\n\n\t\tthis.hasPositions = false;\n\t\tthis.hasNormals = false;\n\t\tthis.hasColors = false;\n\t\tthis.hasUvs = false;\n\n\t\tthis.positionArray = null;\n\t\tthis.normalArray = null;\n\t\tthis.colorArray = null;\n\t\tthis.uvArray = null;\n\n\t\tthis.count = 0;\n\n\t}\n\n}\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n\tsetColors( xAxisColor, yAxisColor, zAxisColor ) {\n\n\t\tconst color = new Color();\n\t\tconst array = this.geometry.attributes.color.array;\n\n\t\tcolor.set( xAxisColor );\n\t\tcolor.toArray( array, 0 );\n\t\tcolor.toArray( array, 3 );\n\n\t\tcolor.set( yAxisColor );\n\t\tcolor.toArray( array, 6 );\n\t\tcolor.toArray( array, 9 );\n\n\t\tcolor.set( zAxisColor );\n\t\tcolor.toArray( array, 12 );\n\t\tcolor.toArray( array, 15 );\n\n\t\tthis.geometry.attributes.color.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nclass DataUtils {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\tstatic toHalfFloat( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nPath.prototype.fromPoints = function ( points ) {\n\n\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\treturn this.setFromPoints( points );\n\n};\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nLoader.prototype.extractUrlBase = function ( url ) {\n\n\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\treturn LoaderUtils.extractUrlBase( url );\n\n};\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nBox2.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox2.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox2.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox2.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nBox3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox3.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox3.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox3.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\nBox3.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nSphere.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\n//\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\n//\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\n//\n\nMatrix3.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix3.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\treturn vector.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\treturn attribute.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nMatrix4.prototype.extractPosition = function ( m ) {\n\n\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\treturn this.copyPosition( m );\n\n};\n\nMatrix4.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix4.prototype.getPosition = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n};\n\nMatrix4.prototype.setRotationFromQuaternion = function ( q ) {\n\n\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\treturn this.makeRotationFromQuaternion( q );\n\n};\n\nMatrix4.prototype.multiplyToArray = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n};\n\nMatrix4.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector4 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateAxis = function ( v ) {\n\n\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\tv.transformDirection( this );\n\n};\n\nMatrix4.prototype.crossVector = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.translate = function () {\n\n\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateX = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateY = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateZ = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateByAxis = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n};\n\nMatrix4.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\treturn attribute.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {\n\n\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n};\n\nMatrix4.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\n//\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nQuaternion.prototype.inverse = function ( ) {\n\n\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\treturn this.invert();\n\n};\n\n//\n\nRay.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nRay.prototype.isIntersectionPlane = function ( plane ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\treturn this.intersectsPlane( plane );\n\n};\n\nRay.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\n//\n\nTriangle.prototype.area = function () {\n\n\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\treturn this.getArea();\n\n};\n\nTriangle.prototype.barycoordFromPoint = function ( point, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn this.getBarycoord( point, target );\n\n};\n\nTriangle.prototype.midpoint = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\treturn this.getMidpoint( target );\n\n};\n\nTriangle.prototypenormal = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn this.getNormal( target );\n\n};\n\nTriangle.prototype.plane = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\treturn this.getPlane( target );\n\n};\n\nTriangle.barycoordFromPoint = function ( point, a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n};\n\nTriangle.normal = function ( a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn Triangle.getNormal( a, b, c, target );\n\n};\n\n//\n\nShape.prototype.extractAllPoints = function ( divisions ) {\n\n\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\treturn this.extractPoints( divisions );\n\n};\n\nShape.prototype.extrude = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\treturn new ExtrudeGeometry( this, options );\n\n};\n\nShape.prototype.makeGeometry = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\treturn new ShapeGeometry( this, options );\n\n};\n\n//\n\nVector2.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector2.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector2.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector3.prototype.setEulerFromRotationMatrix = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n};\n\nVector3.prototype.setEulerFromQuaternion = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n};\n\nVector3.prototype.getPositionFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\treturn this.setFromMatrixPosition( m );\n\n};\n\nVector3.prototype.getScaleFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\treturn this.setFromMatrixScale( m );\n\n};\n\nVector3.prototype.getColumnFromMatrix = function ( index, matrix ) {\n\n\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\treturn this.setFromMatrixColumn( matrix, index );\n\n};\n\nVector3.prototype.applyProjection = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\treturn this.applyMatrix4( m );\n\n};\n\nVector3.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector3.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector3.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector4.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector4.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nObject3D.prototype.getChildByName = function ( name ) {\n\n\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\treturn this.getObjectByName( name );\n\n};\n\nObject3D.prototype.renderDepth = function () {\n\n\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n};\n\nObject3D.prototype.translate = function ( distance, axis ) {\n\n\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\treturn this.translateOnAxis( axis, distance );\n\n};\n\nObject3D.prototype.getWorldRotation = function () {\n\n\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n};\n\nObject3D.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nMesh.prototype.setDrawMode = function () {\n\n\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n};\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nBufferAttribute.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nBufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n},\n\nBufferAttribute.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nBufferGeometry.prototype.addIndex = function ( index ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\tthis.setIndex( index );\n\n};\n\nBufferGeometry.prototype.addAttribute = function ( name, attribute ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t}\n\n\tif ( name === 'index' ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\tthis.setIndex( attribute );\n\n\t\treturn this;\n\n\t}\n\n\treturn this.setAttribute( name, attribute );\n\n};\n\nBufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {\n\n\tif ( indexOffset !== undefined ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t}\n\n\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\tthis.addGroup( start, count );\n\n};\n\nBufferGeometry.prototype.clearDrawCalls = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\tthis.clearGroups();\n\n};\n\nBufferGeometry.prototype.computeOffsets = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n};\n\nBufferGeometry.prototype.removeAttribute = function ( name ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\treturn this.deleteAttribute( name );\n\n};\n\nBufferGeometry.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nInterleavedBuffer.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nInterleavedBuffer.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nExtrudeGeometry.prototype.getArrays = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShapeList = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShape = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );\n\n};\n\n//\n\nScene.prototype.dispose = function () {\n\n\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n};\n\n//\n\nUniform.prototype.onUpdate = function () {\n\n\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\treturn this;\n\n};\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t},\n\n\tvertexTangents: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .vertexTangents has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .vertexTangents has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nWebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\tthis.setRenderTarget( renderTarget );\n\tthis.clear( color, depth, stencil );\n\n};\n\nWebGLRenderer.prototype.animate = function ( callback ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\tthis.setAnimationLoop( callback );\n\n};\n\nWebGLRenderer.prototype.getCurrentRenderTarget = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\treturn this.getRenderTarget();\n\n};\n\nWebGLRenderer.prototype.getMaxAnisotropy = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\treturn this.capabilities.getMaxAnisotropy();\n\n};\n\nWebGLRenderer.prototype.getPrecision = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\treturn this.capabilities.precision;\n\n};\n\nWebGLRenderer.prototype.resetGLState = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\treturn this.state.reset();\n\n};\n\nWebGLRenderer.prototype.supportsFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_float' );\n\n};\n\nWebGLRenderer.prototype.supportsHalfFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_half_float' );\n\n};\n\nWebGLRenderer.prototype.supportsStandardDerivatives = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n};\n\nWebGLRenderer.prototype.supportsBlendMinMax = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n};\n\nWebGLRenderer.prototype.supportsVertexTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\treturn this.capabilities.vertexTextures;\n\n};\n\nWebGLRenderer.prototype.supportsInstancedArrays = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n};\n\nWebGLRenderer.prototype.enableScissorTest = function ( boolean ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\tthis.setScissorTest( boolean );\n\n};\n\nWebGLRenderer.prototype.initMaterial = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPrePlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPostPlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.updateShadowMap = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setFaceCulling = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.allocTextureUnit = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture2D = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTextureCube = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.getActiveMipMapLevel = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\treturn this.getActiveMipmapLevel();\n\n};\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nAudio.prototype.load = function ( file ) {\n\n\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\tconst scope = this;\n\tconst audioLoader = new AudioLoader();\n\taudioLoader.load( file, function ( buffer ) {\n\n\t\tscope.setBuffer( buffer );\n\n\t} );\n\treturn this;\n\n};\n\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxGeometry as BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleGeometry as CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeGeometry as ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry as CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry as DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry as ExtrudeBufferGeometry, ExtrudeGeometry, FaceColors, FileLoader, FlatShading, Float16BufferAttribute, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronGeometry as IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry as LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry as OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricGeometry as ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneGeometry as PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry as PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry as RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry as ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereGeometry as SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry as TetrahedronBufferGeometry, TetrahedronGeometry, TextGeometry as TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusGeometry as TorusBufferGeometry, TorusGeometry, TorusKnotGeometry as TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry as TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n", "/**\n * @license\n * Copyright 2010-2021 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst e=\"136\";const t={LEFT:0,MIDDLE:1,RIGHT:2,ROTATE:0,DOLLY:1,PAN:2};const n={ROTATE:0,PAN:1,DOLLY_PAN:2,DOLLY_ROTATE:3};const r=0;const i=1;const s=2;const a=3;const o=0;const l=1;const c=2;const u=3;const h=0;const d=1;const p=2;const f=1;const m=2;const g=0;const y=1;const x=2;const b=3;const _=4;const M=5;const w=100;const S=101;const T=102;const E=103;const A=104;const L=200;const C=201;const R=202;const P=203;const I=204;const D=205;const B=206;const V=207;const N=208;const U=209;const z=210;const G=0;const F=1;const O=2;const H=3;const k=4;const W=5;const j=6;const q=7;const X=0;const J=1;const Y=2;const Z=0;const Q=1;const K=2;const $=3;const ee=4;const te=5;const ne=300;const re=301;const ie=302;const se=303;const ae=304;const oe=306;const le=307;const ce=1e3;const ue=1001;const he=1002;const de=1003;const pe=1004;const fe=1004;const me=1005;const ge=1005;const ye=1006;const ve=1007;const xe=1007;const be=1008;const _e=1008;const Me=1009;const we=1010;const Se=1011;const Te=1012;const Ee=1013;const Ae=1014;const Le=1015;const Ce=1016;const Re=1017;const Pe=1018;const Ie=1019;const De=1020;const Be=1021;const Ve=1022;const Ne=1023;const Ue=1024;const ze=1025;const Ge=1026;const Fe=1027;const Oe=1028;const He=1029;const ke=1030;const We=1031;const je=1032;const qe=1033;const Xe=33776;const Je=33777;const Ye=33778;const Ze=33779;const Qe=35840;const Ke=35841;const $e=35842;const et=35843;const tt=36196;const nt=37492;const rt=37496;const it=37808;const st=37809;const at=37810;const ot=37811;const lt=37812;const ct=37813;const ut=37814;const ht=37815;const dt=37816;const pt=37817;const ft=37818;const mt=37819;const gt=37820;const yt=37821;const vt=36492;const xt=37840;const bt=37841;const _t=37842;const Mt=37843;const wt=37844;const St=37845;const Tt=37846;const Et=37847;const At=37848;const Lt=37849;const Ct=37850;const Rt=37851;const Pt=37852;const It=37853;const Dt=2200;const Bt=2201;const Vt=2202;const Nt=2300;const Ut=2301;const zt=2302;const Gt=2400;const Ft=2401;const Ot=2402;const Ht=2500;const kt=2501;const Wt=0;const jt=1;const qt=2;const Xt=3e3;const Jt=3001;const Yt=3200;const Zt=3201;const Qt=0;const Kt=1;const $t=0;const en=7680;const tn=7681;const nn=7682;const rn=7683;const sn=34055;const an=34056;const on=5386;const ln=512;const cn=513;const un=514;const hn=515;const dn=516;const pn=517;const fn=518;const mn=519;const gn=35044;const yn=35048;const vn=35040;const xn=35045;const bn=35049;const _n=35041;const Mn=35046;const wn=35050;const Sn=35042;const Tn=\"100\";const En=\"300 es\";class EventDispatcher{addEventListener(e,t){void 0===this._listeners&&(this._listeners={});const n=this._listeners;void 0===n[e]&&(n[e]=[]);-1===n[e].indexOf(t)&&n[e].push(t)}hasEventListener(e,t){if(void 0===this._listeners)return false;const n=this._listeners;return void 0!==n[e]&&-1!==n[e].indexOf(t)}removeEventListener(e,t){if(void 0===this._listeners)return;const n=this._listeners;const r=n[e];if(void 0!==r){const e=r.indexOf(t);-1!==e&&r.splice(e,1)}}dispatchEvent(e){if(void 0===this._listeners)return;const t=this._listeners;const n=t[e.type];if(void 0!==n){e.target=this;const t=n.slice(0);for(let n=0,r=t.length;n<r;n++)t[n].call(this,e);e.target=null}}}const An=[];for(let e=0;e<256;e++)An[e]=(e<16?\"0\":\"\")+e.toString(16);let Ln=1234567;const Cn=Math.PI/180;const Rn=180/Math.PI;function generateUUID(){const e=4294967295*Math.random()|0;const t=4294967295*Math.random()|0;const n=4294967295*Math.random()|0;const r=4294967295*Math.random()|0;const i=An[255&e]+An[e>>8&255]+An[e>>16&255]+An[e>>24&255]+\"-\"+An[255&t]+An[t>>8&255]+\"-\"+An[t>>16&15|64]+An[t>>24&255]+\"-\"+An[63&n|128]+An[n>>8&255]+\"-\"+An[n>>16&255]+An[n>>24&255]+An[255&r]+An[r>>8&255]+An[r>>16&255]+An[r>>24&255];return i.toUpperCase()}function clamp(e,t,n){return Math.max(t,Math.min(n,e))}function euclideanModulo(e,t){return(e%t+t)%t}function mapLinear(e,t,n,r,i){return r+(e-t)*(i-r)/(n-t)}function inverseLerp(e,t,n){return e!==t?(n-e)/(t-e):0}function lerp(e,t,n){return(1-n)*e+n*t}function damp(e,t,n,r){return lerp(e,t,1-Math.exp(-n*r))}function pingpong(e,t=1){return t-Math.abs(euclideanModulo(e,2*t)-t)}function smoothstep(e,t,n){if(e<=t)return 0;if(e>=n)return 1;e=(e-t)/(n-t);return e*e*(3-2*e)}function smootherstep(e,t,n){if(e<=t)return 0;if(e>=n)return 1;e=(e-t)/(n-t);return e*e*e*(e*(6*e-15)+10)}function randInt(e,t){return e+Math.floor(Math.random()*(t-e+1))}function randFloat(e,t){return e+Math.random()*(t-e)}function randFloatSpread(e){return e*(.5-Math.random())}function seededRandom(e){void 0!==e&&(Ln=e%2147483647);Ln=16807*Ln%2147483647;return(Ln-1)/2147483646}function degToRad(e){return e*Cn}function radToDeg(e){return e*Rn}function isPowerOfTwo(e){return 0===(e&e-1)&&0!==e}function ceilPowerOfTwo(e){return Math.pow(2,Math.ceil(Math.log(e)/Math.LN2))}function floorPowerOfTwo(e){return Math.pow(2,Math.floor(Math.log(e)/Math.LN2))}function setQuaternionFromProperEuler(e,t,n,r,i){const s=Math.cos;const a=Math.sin;const o=s(n/2);const l=a(n/2);const c=s((t+r)/2);const u=a((t+r)/2);const h=s((t-r)/2);const d=a((t-r)/2);const p=s((r-t)/2);const f=a((r-t)/2);switch(i){case\"XYX\":e.set(o*u,l*h,l*d,o*c);break;case\"YZY\":e.set(l*d,o*u,l*h,o*c);break;case\"ZXZ\":e.set(l*h,l*d,o*u,o*c);break;case\"XZX\":e.set(o*u,l*f,l*p,o*c);break;case\"YXY\":e.set(l*p,o*u,l*f,o*c);break;case\"ZYZ\":e.set(l*f,l*p,o*u,o*c);break;default:console.warn(\"THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: \"+i)}}var Pn=Object.freeze({__proto__:null,DEG2RAD:Cn,RAD2DEG:Rn,generateUUID:generateUUID,clamp:clamp,euclideanModulo:euclideanModulo,mapLinear:mapLinear,inverseLerp:inverseLerp,lerp:lerp,damp:damp,pingpong:pingpong,smoothstep:smoothstep,smootherstep:smootherstep,randInt:randInt,randFloat:randFloat,randFloatSpread:randFloatSpread,seededRandom:seededRandom,degToRad:degToRad,radToDeg:radToDeg,isPowerOfTwo:isPowerOfTwo,ceilPowerOfTwo:ceilPowerOfTwo,floorPowerOfTwo:floorPowerOfTwo,setQuaternionFromProperEuler:setQuaternionFromProperEuler});class Vector2{constructor(e=0,t=0){this.x=e;this.y=t}get width(){return this.x}set width(e){this.x=e}get height(){return this.y}set height(e){this.y=e}set(e,t){this.x=e;this.y=t;return this}setScalar(e){this.x=e;this.y=e;return this}setX(e){this.x=e;return this}setY(e){this.y=e;return this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;default:throw new Error(\"index is out of range: \"+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;default:throw new Error(\"index is out of range: \"+e)}}clone(){return new this.constructor(this.x,this.y)}copy(e){this.x=e.x;this.y=e.y;return this}add(e,t){if(void 0!==t){console.warn(\"THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.\");return this.addVectors(e,t)}this.x+=e.x;this.y+=e.y;return this}addScalar(e){this.x+=e;this.y+=e;return this}addVectors(e,t){this.x=e.x+t.x;this.y=e.y+t.y;return this}addScaledVector(e,t){this.x+=e.x*t;this.y+=e.y*t;return this}sub(e,t){if(void 0!==t){console.warn(\"THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\");return this.subVectors(e,t)}this.x-=e.x;this.y-=e.y;return this}subScalar(e){this.x-=e;this.y-=e;return this}subVectors(e,t){this.x=e.x-t.x;this.y=e.y-t.y;return this}multiply(e){this.x*=e.x;this.y*=e.y;return this}multiplyScalar(e){this.x*=e;this.y*=e;return this}divide(e){this.x/=e.x;this.y/=e.y;return this}divideScalar(e){return this.multiplyScalar(1/e)}applyMatrix3(e){const t=this.x,n=this.y;const r=e.elements;this.x=r[0]*t+r[3]*n+r[6];this.y=r[1]*t+r[4]*n+r[7];return this}min(e){this.x=Math.min(this.x,e.x);this.y=Math.min(this.y,e.y);return this}max(e){this.x=Math.max(this.x,e.x);this.y=Math.max(this.y,e.y);return this}clamp(e,t){this.x=Math.max(e.x,Math.min(t.x,this.x));this.y=Math.max(e.y,Math.min(t.y,this.y));return this}clampScalar(e,t){this.x=Math.max(e,Math.min(t,this.x));this.y=Math.max(e,Math.min(t,this.y));return this}clampLength(e,t){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(e,Math.min(t,n)))}floor(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this}ceil(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this}round(){this.x=Math.round(this.x);this.y=Math.round(this.y);return this}roundToZero(){this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x);this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y);return this}negate(){this.x=-this.x;this.y=-this.y;return this}dot(e){return this.x*e.x+this.y*e.y}cross(e){return this.x*e.y-this.y*e.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){const e=Math.atan2(-this.y,-this.x)+Math.PI;return e}distanceTo(e){return Math.sqrt(this.distanceToSquared(e))}distanceToSquared(e){const t=this.x-e.x,n=this.y-e.y;return t*t+n*n}manhattanDistanceTo(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){this.x+=(e.x-this.x)*t;this.y+=(e.y-this.y)*t;return this}lerpVectors(e,t,n){this.x=e.x+(t.x-e.x)*n;this.y=e.y+(t.y-e.y)*n;return this}equals(e){return e.x===this.x&&e.y===this.y}fromArray(e,t=0){this.x=e[t];this.y=e[t+1];return this}toArray(e=[],t=0){e[t]=this.x;e[t+1]=this.y;return e}fromBufferAttribute(e,t,n){void 0!==n&&console.warn(\"THREE.Vector2: offset has been removed from .fromBufferAttribute().\");this.x=e.getX(t);this.y=e.getY(t);return this}rotateAround(e,t){const n=Math.cos(t),r=Math.sin(t);const i=this.x-e.x;const s=this.y-e.y;this.x=i*n-s*r+e.x;this.y=i*r+s*n+e.y;return this}random(){this.x=Math.random();this.y=Math.random();return this}*[Symbol.iterator](){yield this.x;yield this.y}}Vector2.prototype.isVector2=true;class Matrix3{constructor(){this.elements=[1,0,0,0,1,0,0,0,1];arguments.length>0&&console.error(\"THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.\")}set(e,t,n,r,i,s,a,o,l){const c=this.elements;c[0]=e;c[1]=r;c[2]=a;c[3]=t;c[4]=i;c[5]=o;c[6]=n;c[7]=s;c[8]=l;return this}identity(){this.set(1,0,0,0,1,0,0,0,1);return this}copy(e){const t=this.elements;const n=e.elements;t[0]=n[0];t[1]=n[1];t[2]=n[2];t[3]=n[3];t[4]=n[4];t[5]=n[5];t[6]=n[6];t[7]=n[7];t[8]=n[8];return this}extractBasis(e,t,n){e.setFromMatrix3Column(this,0);t.setFromMatrix3Column(this,1);n.setFromMatrix3Column(this,2);return this}setFromMatrix4(e){const t=e.elements;this.set(t[0],t[4],t[8],t[1],t[5],t[9],t[2],t[6],t[10]);return this}multiply(e){return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){const n=e.elements;const r=t.elements;const i=this.elements;const s=n[0],a=n[3],o=n[6];const l=n[1],c=n[4],u=n[7];const h=n[2],d=n[5],p=n[8];const f=r[0],m=r[3],g=r[6];const y=r[1],x=r[4],b=r[7];const _=r[2],M=r[5],w=r[8];i[0]=s*f+a*y+o*_;i[3]=s*m+a*x+o*M;i[6]=s*g+a*b+o*w;i[1]=l*f+c*y+u*_;i[4]=l*m+c*x+u*M;i[7]=l*g+c*b+u*w;i[2]=h*f+d*y+p*_;i[5]=h*m+d*x+p*M;i[8]=h*g+d*b+p*w;return this}multiplyScalar(e){const t=this.elements;t[0]*=e;t[3]*=e;t[6]*=e;t[1]*=e;t[4]*=e;t[7]*=e;t[2]*=e;t[5]*=e;t[8]*=e;return this}determinant(){const e=this.elements;const t=e[0],n=e[1],r=e[2],i=e[3],s=e[4],a=e[5],o=e[6],l=e[7],c=e[8];return t*s*c-t*a*l-n*i*c+n*a*o+r*i*l-r*s*o}invert(){const e=this.elements,t=e[0],n=e[1],r=e[2],i=e[3],s=e[4],a=e[5],o=e[6],l=e[7],c=e[8],u=c*s-a*l,h=a*o-c*i,d=l*i-s*o,p=t*u+n*h+r*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const f=1/p;e[0]=u*f;e[1]=(r*l-c*n)*f;e[2]=(a*n-r*s)*f;e[3]=h*f;e[4]=(c*t-r*o)*f;e[5]=(r*i-a*t)*f;e[6]=d*f;e[7]=(n*o-l*t)*f;e[8]=(s*t-n*i)*f;return this}transpose(){let e;const t=this.elements;e=t[1];t[1]=t[3];t[3]=e;e=t[2];t[2]=t[6];t[6]=e;e=t[5];t[5]=t[7];t[7]=e;return this}getNormalMatrix(e){return this.setFromMatrix4(e).invert().transpose()}transposeIntoArray(e){const t=this.elements;e[0]=t[0];e[1]=t[3];e[2]=t[6];e[3]=t[1];e[4]=t[4];e[5]=t[7];e[6]=t[2];e[7]=t[5];e[8]=t[8];return this}setUvTransform(e,t,n,r,i,s,a){const o=Math.cos(i);const l=Math.sin(i);this.set(n*o,n*l,-n*(o*s+l*a)+s+e,-r*l,r*o,-r*(-l*s+o*a)+a+t,0,0,1);return this}scale(e,t){const n=this.elements;n[0]*=e;n[3]*=e;n[6]*=e;n[1]*=t;n[4]*=t;n[7]*=t;return this}rotate(e){const t=Math.cos(e);const n=Math.sin(e);const r=this.elements;const i=r[0],s=r[3],a=r[6];const o=r[1],l=r[4],c=r[7];r[0]=t*i+n*o;r[3]=t*s+n*l;r[6]=t*a+n*c;r[1]=-n*i+t*o;r[4]=-n*s+t*l;r[7]=-n*a+t*c;return this}translate(e,t){const n=this.elements;n[0]+=e*n[2];n[3]+=e*n[5];n[6]+=e*n[8];n[1]+=t*n[2];n[4]+=t*n[5];n[7]+=t*n[8];return this}equals(e){const t=this.elements;const n=e.elements;for(let e=0;e<9;e++)if(t[e]!==n[e])return false;return true}fromArray(e,t=0){for(let n=0;n<9;n++)this.elements[n]=e[n+t];return this}toArray(e=[],t=0){const n=this.elements;e[t]=n[0];e[t+1]=n[1];e[t+2]=n[2];e[t+3]=n[3];e[t+4]=n[4];e[t+5]=n[5];e[t+6]=n[6];e[t+7]=n[7];e[t+8]=n[8];return e}clone(){return(new this.constructor).fromArray(this.elements)}}Matrix3.prototype.isMatrix3=true;function arrayMax(e){if(0===e.length)return-Infinity;let t=e[0];for(let n=1,r=e.length;n<r;++n)e[n]>t&&(t=e[n]);return t}const In={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function getTypedArray(e,t){return new In[e](t)}function createElementNS(e){return document.createElementNS(\"http://www.w3.org/1999/xhtml\",e)}let Dn;class ImageUtils{static getDataURL(e){if(/^data:/i.test(e.src))return e.src;if(\"undefined\"==typeof HTMLCanvasElement)return e.src;let t;if(e instanceof HTMLCanvasElement)t=e;else{void 0===Dn&&(Dn=createElementNS(\"canvas\"));Dn.width=e.width;Dn.height=e.height;const n=Dn.getContext(\"2d\");e instanceof ImageData?n.putImageData(e,0,0):n.drawImage(e,0,0,e.width,e.height);t=Dn}if(t.width>2048||t.height>2048){console.warn(\"THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons\",e);return t.toDataURL(\"image/jpeg\",.6)}return t.toDataURL(\"image/png\")}}let Bn=0;class Texture extends EventDispatcher{constructor(e=Texture.DEFAULT_IMAGE,t=Texture.DEFAULT_MAPPING,n=ue,r=ue,i=ye,s=be,a=Ne,o=Me,l=1,c=Xt){super();Object.defineProperty(this,\"id\",{value:Bn++});this.uuid=generateUUID();this.name=\"\";this.image=e;this.mipmaps=[];this.mapping=t;this.wrapS=n;this.wrapT=r;this.magFilter=i;this.minFilter=s;this.anisotropy=l;this.format=a;this.internalFormat=null;this.type=o;this.offset=new Vector2(0,0);this.repeat=new Vector2(1,1);this.center=new Vector2(0,0);this.rotation=0;this.matrixAutoUpdate=true;this.matrix=new Matrix3;this.generateMipmaps=true;this.premultiplyAlpha=false;this.flipY=true;this.unpackAlignment=4;this.encoding=c;this.userData={};this.version=0;this.onUpdate=null;this.isRenderTargetTexture=false}updateMatrix(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}clone(){return(new this.constructor).copy(this)}copy(e){this.name=e.name;this.image=e.image;this.mipmaps=e.mipmaps.slice(0);this.mapping=e.mapping;this.wrapS=e.wrapS;this.wrapT=e.wrapT;this.magFilter=e.magFilter;this.minFilter=e.minFilter;this.anisotropy=e.anisotropy;this.format=e.format;this.internalFormat=e.internalFormat;this.type=e.type;this.offset.copy(e.offset);this.repeat.copy(e.repeat);this.center.copy(e.center);this.rotation=e.rotation;this.matrixAutoUpdate=e.matrixAutoUpdate;this.matrix.copy(e.matrix);this.generateMipmaps=e.generateMipmaps;this.premultiplyAlpha=e.premultiplyAlpha;this.flipY=e.flipY;this.unpackAlignment=e.unpackAlignment;this.encoding=e.encoding;this.userData=JSON.parse(JSON.stringify(e.userData));return this}toJSON(e){const t=void 0===e||\"string\"===typeof e;if(!t&&void 0!==e.textures[this.uuid])return e.textures[this.uuid];const n={metadata:{version:4.5,type:\"Texture\",generator:\"Texture.toJSON\"},uuid:this.uuid,name:this.name,mapping:this.mapping,repeat:[this.repeat.x,this.repeat.y],offset:[this.offset.x,this.offset.y],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],format:this.format,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};if(void 0!==this.image){const r=this.image;void 0===r.uuid&&(r.uuid=generateUUID());if(!t&&void 0===e.images[r.uuid]){let t;if(Array.isArray(r)){t=[];for(let e=0,n=r.length;e<n;e++)r[e].isDataTexture?t.push(serializeImage(r[e].image)):t.push(serializeImage(r[e]))}else t=serializeImage(r);e.images[r.uuid]={uuid:r.uuid,url:t}}n.image=r.uuid}\"{}\"!==JSON.stringify(this.userData)&&(n.userData=this.userData);t||(e.textures[this.uuid]=n);return n}dispose(){this.dispatchEvent({type:\"dispose\"})}transformUv(e){if(this.mapping!==ne)return e;e.applyMatrix3(this.matrix);if(e.x<0||e.x>1)switch(this.wrapS){case ce:e.x=e.x-Math.floor(e.x);break;case ue:e.x=e.x<0?0:1;break;case he:1===Math.abs(Math.floor(e.x)%2)?e.x=Math.ceil(e.x)-e.x:e.x=e.x-Math.floor(e.x);break}if(e.y<0||e.y>1)switch(this.wrapT){case ce:e.y=e.y-Math.floor(e.y);break;case ue:e.y=e.y<0?0:1;break;case he:1===Math.abs(Math.floor(e.y)%2)?e.y=Math.ceil(e.y)-e.y:e.y=e.y-Math.floor(e.y);break}this.flipY&&(e.y=1-e.y);return e}set needsUpdate(e){true===e&&this.version++}}Texture.DEFAULT_IMAGE=void 0;Texture.DEFAULT_MAPPING=ne;Texture.prototype.isTexture=true;function serializeImage(e){if(\"undefined\"!==typeof HTMLImageElement&&e instanceof HTMLImageElement||\"undefined\"!==typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||\"undefined\"!==typeof ImageBitmap&&e instanceof ImageBitmap)return ImageUtils.getDataURL(e);if(e.data)return{data:Array.prototype.slice.call(e.data),width:e.width,height:e.height,type:e.data.constructor.name};console.warn(\"THREE.Texture: Unable to serialize Texture.\");return{}}class Vector4{constructor(e=0,t=0,n=0,r=1){this.x=e;this.y=t;this.z=n;this.w=r}get width(){return this.z}set width(e){this.z=e}get height(){return this.w}set height(e){this.w=e}set(e,t,n,r){this.x=e;this.y=t;this.z=n;this.w=r;return this}setScalar(e){this.x=e;this.y=e;this.z=e;this.w=e;return this}setX(e){this.x=e;return this}setY(e){this.y=e;return this}setZ(e){this.z=e;return this}setW(e){this.w=e;return this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;case 3:this.w=t;break;default:throw new Error(\"index is out of range: \"+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error(\"index is out of range: \"+e)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(e){this.x=e.x;this.y=e.y;this.z=e.z;this.w=void 0!==e.w?e.w:1;return this}add(e,t){if(void 0!==t){console.warn(\"THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.\");return this.addVectors(e,t)}this.x+=e.x;this.y+=e.y;this.z+=e.z;this.w+=e.w;return this}addScalar(e){this.x+=e;this.y+=e;this.z+=e;this.w+=e;return this}addVectors(e,t){this.x=e.x+t.x;this.y=e.y+t.y;this.z=e.z+t.z;this.w=e.w+t.w;return this}addScaledVector(e,t){this.x+=e.x*t;this.y+=e.y*t;this.z+=e.z*t;this.w+=e.w*t;return this}sub(e,t){if(void 0!==t){console.warn(\"THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\");return this.subVectors(e,t)}this.x-=e.x;this.y-=e.y;this.z-=e.z;this.w-=e.w;return this}subScalar(e){this.x-=e;this.y-=e;this.z-=e;this.w-=e;return this}subVectors(e,t){this.x=e.x-t.x;this.y=e.y-t.y;this.z=e.z-t.z;this.w=e.w-t.w;return this}multiply(e){this.x*=e.x;this.y*=e.y;this.z*=e.z;this.w*=e.w;return this}multiplyScalar(e){this.x*=e;this.y*=e;this.z*=e;this.w*=e;return this}applyMatrix4(e){const t=this.x,n=this.y,r=this.z,i=this.w;const s=e.elements;this.x=s[0]*t+s[4]*n+s[8]*r+s[12]*i;this.y=s[1]*t+s[5]*n+s[9]*r+s[13]*i;this.z=s[2]*t+s[6]*n+s[10]*r+s[14]*i;this.w=s[3]*t+s[7]*n+s[11]*r+s[15]*i;return this}divideScalar(e){return this.multiplyScalar(1/e)}setAxisAngleFromQuaternion(e){this.w=2*Math.acos(e.w);const t=Math.sqrt(1-e.w*e.w);if(t<1e-4){this.x=1;this.y=0;this.z=0}else{this.x=e.x/t;this.y=e.y/t;this.z=e.z/t}return this}setAxisAngleFromRotationMatrix(e){let t,n,r,i;const s=.01,a=.1,o=e.elements,l=o[0],c=o[4],u=o[8],h=o[1],d=o[5],p=o[9],f=o[2],m=o[6],g=o[10];if(Math.abs(c-h)<s&&Math.abs(u-f)<s&&Math.abs(p-m)<s){if(Math.abs(c+h)<a&&Math.abs(u+f)<a&&Math.abs(p+m)<a&&Math.abs(l+d+g-3)<a){this.set(1,0,0,0);return this}t=Math.PI;const e=(l+1)/2;const o=(d+1)/2;const y=(g+1)/2;const x=(c+h)/4;const b=(u+f)/4;const _=(p+m)/4;if(e>o&&e>y)if(e<s){n=0;r=.707106781;i=.707106781}else{n=Math.sqrt(e);r=x/n;i=b/n}else if(o>y)if(o<s){n=.707106781;r=0;i=.707106781}else{r=Math.sqrt(o);n=x/r;i=_/r}else if(y<s){n=.707106781;r=.707106781;i=0}else{i=Math.sqrt(y);n=b/i;r=_/i}this.set(n,r,i,t);return this}let y=Math.sqrt((m-p)*(m-p)+(u-f)*(u-f)+(h-c)*(h-c));Math.abs(y)<.001&&(y=1);this.x=(m-p)/y;this.y=(u-f)/y;this.z=(h-c)/y;this.w=Math.acos((l+d+g-1)/2);return this}min(e){this.x=Math.min(this.x,e.x);this.y=Math.min(this.y,e.y);this.z=Math.min(this.z,e.z);this.w=Math.min(this.w,e.w);return this}max(e){this.x=Math.max(this.x,e.x);this.y=Math.max(this.y,e.y);this.z=Math.max(this.z,e.z);this.w=Math.max(this.w,e.w);return this}clamp(e,t){this.x=Math.max(e.x,Math.min(t.x,this.x));this.y=Math.max(e.y,Math.min(t.y,this.y));this.z=Math.max(e.z,Math.min(t.z,this.z));this.w=Math.max(e.w,Math.min(t.w,this.w));return this}clampScalar(e,t){this.x=Math.max(e,Math.min(t,this.x));this.y=Math.max(e,Math.min(t,this.y));this.z=Math.max(e,Math.min(t,this.z));this.w=Math.max(e,Math.min(t,this.w));return this}clampLength(e,t){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(e,Math.min(t,n)))}floor(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this}ceil(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);this.w=Math.ceil(this.w);return this}round(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);this.w=Math.round(this.w);return this}roundToZero(){this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x);this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y);this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z);this.w=this.w<0?Math.ceil(this.w):Math.floor(this.w);return this}negate(){this.x=-this.x;this.y=-this.y;this.z=-this.z;this.w=-this.w;return this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z+this.w*e.w}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){this.x+=(e.x-this.x)*t;this.y+=(e.y-this.y)*t;this.z+=(e.z-this.z)*t;this.w+=(e.w-this.w)*t;return this}lerpVectors(e,t,n){this.x=e.x+(t.x-e.x)*n;this.y=e.y+(t.y-e.y)*n;this.z=e.z+(t.z-e.z)*n;this.w=e.w+(t.w-e.w)*n;return this}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z&&e.w===this.w}fromArray(e,t=0){this.x=e[t];this.y=e[t+1];this.z=e[t+2];this.w=e[t+3];return this}toArray(e=[],t=0){e[t]=this.x;e[t+1]=this.y;e[t+2]=this.z;e[t+3]=this.w;return e}fromBufferAttribute(e,t,n){void 0!==n&&console.warn(\"THREE.Vector4: offset has been removed from .fromBufferAttribute().\");this.x=e.getX(t);this.y=e.getY(t);this.z=e.getZ(t);this.w=e.getW(t);return this}random(){this.x=Math.random();this.y=Math.random();this.z=Math.random();this.w=Math.random();return this}*[Symbol.iterator](){yield this.x;yield this.y;yield this.z;yield this.w}}Vector4.prototype.isVector4=true;class WebGLRenderTarget extends EventDispatcher{constructor(e,t,n={}){super();this.width=e;this.height=t;this.depth=1;this.scissor=new Vector4(0,0,e,t);this.scissorTest=false;this.viewport=new Vector4(0,0,e,t);this.texture=new Texture(void 0,n.mapping,n.wrapS,n.wrapT,n.magFilter,n.minFilter,n.format,n.type,n.anisotropy,n.encoding);this.texture.isRenderTargetTexture=true;this.texture.image={width:e,height:t,depth:1};this.texture.generateMipmaps=void 0!==n.generateMipmaps&&n.generateMipmaps;this.texture.internalFormat=void 0!==n.internalFormat?n.internalFormat:null;this.texture.minFilter=void 0!==n.minFilter?n.minFilter:ye;this.depthBuffer=void 0===n.depthBuffer||n.depthBuffer;this.stencilBuffer=void 0!==n.stencilBuffer&&n.stencilBuffer;this.depthTexture=void 0!==n.depthTexture?n.depthTexture:null}setTexture(e){e.image={width:this.width,height:this.height,depth:this.depth};this.texture=e}setSize(e,t,n=1){if(this.width!==e||this.height!==t||this.depth!==n){this.width=e;this.height=t;this.depth=n;this.texture.image.width=e;this.texture.image.height=t;this.texture.image.depth=n;this.dispose()}this.viewport.set(0,0,e,t);this.scissor.set(0,0,e,t)}clone(){return(new this.constructor).copy(this)}copy(e){this.width=e.width;this.height=e.height;this.depth=e.depth;this.viewport.copy(e.viewport);this.texture=e.texture.clone();this.texture.image={...this.texture.image};this.depthBuffer=e.depthBuffer;this.stencilBuffer=e.stencilBuffer;this.depthTexture=e.depthTexture;return this}dispose(){this.dispatchEvent({type:\"dispose\"})}}WebGLRenderTarget.prototype.isWebGLRenderTarget=true;class WebGLMultipleRenderTargets extends WebGLRenderTarget{constructor(e,t,n){super(e,t);const r=this.texture;this.texture=[];for(let e=0;e<n;e++)this.texture[e]=r.clone()}setSize(e,t,n=1){if(this.width!==e||this.height!==t||this.depth!==n){this.width=e;this.height=t;this.depth=n;for(let r=0,i=this.texture.length;r<i;r++){this.texture[r].image.width=e;this.texture[r].image.height=t;this.texture[r].image.depth=n}this.dispose()}this.viewport.set(0,0,e,t);this.scissor.set(0,0,e,t);return this}copy(e){this.dispose();this.width=e.width;this.height=e.height;this.depth=e.depth;this.viewport.set(0,0,this.width,this.height);this.scissor.set(0,0,this.width,this.height);this.depthBuffer=e.depthBuffer;this.stencilBuffer=e.stencilBuffer;this.depthTexture=e.depthTexture;this.texture.length=0;for(let t=0,n=e.texture.length;t<n;t++)this.texture[t]=e.texture[t].clone();return this}}WebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets=true;class WebGLMultisampleRenderTarget extends WebGLRenderTarget{constructor(e,t,n={}){super(e,t,n);this.samples=4;this.ignoreDepthForMultisampleCopy=void 0===n.ignoreDepth||n.ignoreDepth;this.useRenderToTexture=void 0!==n.useRenderToTexture&&n.useRenderToTexture;this.useRenderbuffer=false===this.useRenderToTexture}copy(e){super.copy.call(this,e);this.samples=e.samples;this.useRenderToTexture=e.useRenderToTexture;this.useRenderbuffer=e.useRenderbuffer;return this}}WebGLMultisampleRenderTarget.prototype.isWebGLMultisampleRenderTarget=true;class Quaternion{constructor(e=0,t=0,n=0,r=1){this._x=e;this._y=t;this._z=n;this._w=r}static slerp(e,t,n,r){console.warn(\"THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.\");return n.slerpQuaternions(e,t,r)}static slerpFlat(e,t,n,r,i,s,a){let o=n[r+0],l=n[r+1],c=n[r+2],u=n[r+3];const h=i[s+0],d=i[s+1],p=i[s+2],f=i[s+3];if(0!==a)if(1!==a){if(u!==f||o!==h||l!==d||c!==p){let e=1-a;const t=o*h+l*d+c*p+u*f,n=t>=0?1:-1,r=1-t*t;if(r>Number.EPSILON){const i=Math.sqrt(r),s=Math.atan2(i,t*n);e=Math.sin(e*s)/i;a=Math.sin(a*s)/i}const i=a*n;o=o*e+h*i;l=l*e+d*i;c=c*e+p*i;u=u*e+f*i;if(e===1-a){const e=1/Math.sqrt(o*o+l*l+c*c+u*u);o*=e;l*=e;c*=e;u*=e}}e[t]=o;e[t+1]=l;e[t+2]=c;e[t+3]=u}else{e[t+0]=h;e[t+1]=d;e[t+2]=p;e[t+3]=f}else{e[t+0]=o;e[t+1]=l;e[t+2]=c;e[t+3]=u}}static multiplyQuaternionsFlat(e,t,n,r,i,s){const a=n[r];const o=n[r+1];const l=n[r+2];const c=n[r+3];const u=i[s];const h=i[s+1];const d=i[s+2];const p=i[s+3];e[t]=a*p+c*u+o*d-l*h;e[t+1]=o*p+c*h+l*u-a*d;e[t+2]=l*p+c*d+a*h-o*u;e[t+3]=c*p-a*u-o*h-l*d;return e}get x(){return this._x}set x(e){this._x=e;this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e;this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e;this._onChangeCallback()}get w(){return this._w}set w(e){this._w=e;this._onChangeCallback()}set(e,t,n,r){this._x=e;this._y=t;this._z=n;this._w=r;this._onChangeCallback();return this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(e){this._x=e.x;this._y=e.y;this._z=e.z;this._w=e.w;this._onChangeCallback();return this}setFromEuler(e,t){if(!(e&&e.isEuler))throw new Error(\"THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.\");const n=e._x,r=e._y,i=e._z,s=e._order;const a=Math.cos;const o=Math.sin;const l=a(n/2);const c=a(r/2);const u=a(i/2);const h=o(n/2);const d=o(r/2);const p=o(i/2);switch(s){case\"XYZ\":this._x=h*c*u+l*d*p;this._y=l*d*u-h*c*p;this._z=l*c*p+h*d*u;this._w=l*c*u-h*d*p;break;case\"YXZ\":this._x=h*c*u+l*d*p;this._y=l*d*u-h*c*p;this._z=l*c*p-h*d*u;this._w=l*c*u+h*d*p;break;case\"ZXY\":this._x=h*c*u-l*d*p;this._y=l*d*u+h*c*p;this._z=l*c*p+h*d*u;this._w=l*c*u-h*d*p;break;case\"ZYX\":this._x=h*c*u-l*d*p;this._y=l*d*u+h*c*p;this._z=l*c*p-h*d*u;this._w=l*c*u+h*d*p;break;case\"YZX\":this._x=h*c*u+l*d*p;this._y=l*d*u+h*c*p;this._z=l*c*p-h*d*u;this._w=l*c*u-h*d*p;break;case\"XZY\":this._x=h*c*u-l*d*p;this._y=l*d*u-h*c*p;this._z=l*c*p+h*d*u;this._w=l*c*u+h*d*p;break;default:console.warn(\"THREE.Quaternion: .setFromEuler() encountered an unknown order: \"+s)}false!==t&&this._onChangeCallback();return this}setFromAxisAngle(e,t){const n=t/2,r=Math.sin(n);this._x=e.x*r;this._y=e.y*r;this._z=e.z*r;this._w=Math.cos(n);this._onChangeCallback();return this}setFromRotationMatrix(e){const t=e.elements,n=t[0],r=t[4],i=t[8],s=t[1],a=t[5],o=t[9],l=t[2],c=t[6],u=t[10],h=n+a+u;if(h>0){const e=.5/Math.sqrt(h+1);this._w=.25/e;this._x=(c-o)*e;this._y=(i-l)*e;this._z=(s-r)*e}else if(n>a&&n>u){const e=2*Math.sqrt(1+n-a-u);this._w=(c-o)/e;this._x=.25*e;this._y=(r+s)/e;this._z=(i+l)/e}else if(a>u){const e=2*Math.sqrt(1+a-n-u);this._w=(i-l)/e;this._x=(r+s)/e;this._y=.25*e;this._z=(o+c)/e}else{const e=2*Math.sqrt(1+u-n-a);this._w=(s-r)/e;this._x=(i+l)/e;this._y=(o+c)/e;this._z=.25*e}this._onChangeCallback();return this}setFromUnitVectors(e,t){let n=e.dot(t)+1;if(n<Number.EPSILON){n=0;if(Math.abs(e.x)>Math.abs(e.z)){this._x=-e.y;this._y=e.x;this._z=0;this._w=n}else{this._x=0;this._y=-e.z;this._z=e.y;this._w=n}}else{this._x=e.y*t.z-e.z*t.y;this._y=e.z*t.x-e.x*t.z;this._z=e.x*t.y-e.y*t.x;this._w=n}return this.normalize()}angleTo(e){return 2*Math.acos(Math.abs(clamp(this.dot(e),-1,1)))}rotateTowards(e,t){const n=this.angleTo(e);if(0===n)return this;const r=Math.min(1,t/n);this.slerp(e,r);return this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){this._x*=-1;this._y*=-1;this._z*=-1;this._onChangeCallback();return this}dot(e){return this._x*e._x+this._y*e._y+this._z*e._z+this._w*e._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let e=this.length();if(0===e){this._x=0;this._y=0;this._z=0;this._w=1}else{e=1/e;this._x=this._x*e;this._y=this._y*e;this._z=this._z*e;this._w=this._w*e}this._onChangeCallback();return this}multiply(e,t){if(void 0!==t){console.warn(\"THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.\");return this.multiplyQuaternions(e,t)}return this.multiplyQuaternions(this,e)}premultiply(e){return this.multiplyQuaternions(e,this)}multiplyQuaternions(e,t){const n=e._x,r=e._y,i=e._z,s=e._w;const a=t._x,o=t._y,l=t._z,c=t._w;this._x=n*c+s*a+r*l-i*o;this._y=r*c+s*o+i*a-n*l;this._z=i*c+s*l+n*o-r*a;this._w=s*c-n*a-r*o-i*l;this._onChangeCallback();return this}slerp(e,t){if(0===t)return this;if(1===t)return this.copy(e);const n=this._x,r=this._y,i=this._z,s=this._w;let a=s*e._w+n*e._x+r*e._y+i*e._z;if(a<0){this._w=-e._w;this._x=-e._x;this._y=-e._y;this._z=-e._z;a=-a}else this.copy(e);if(a>=1){this._w=s;this._x=n;this._y=r;this._z=i;return this}const o=1-a*a;if(o<=Number.EPSILON){const e=1-t;this._w=e*s+t*this._w;this._x=e*n+t*this._x;this._y=e*r+t*this._y;this._z=e*i+t*this._z;this.normalize();this._onChangeCallback();return this}const l=Math.sqrt(o);const c=Math.atan2(l,a);const u=Math.sin((1-t)*c)/l,h=Math.sin(t*c)/l;this._w=s*u+this._w*h;this._x=n*u+this._x*h;this._y=r*u+this._y*h;this._z=i*u+this._z*h;this._onChangeCallback();return this}slerpQuaternions(e,t,n){this.copy(e).slerp(t,n)}random(){const e=Math.random();const t=Math.sqrt(1-e);const n=Math.sqrt(e);const r=2*Math.PI*Math.random();const i=2*Math.PI*Math.random();return this.set(t*Math.cos(r),n*Math.sin(i),n*Math.cos(i),t*Math.sin(r))}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._w===this._w}fromArray(e,t=0){this._x=e[t];this._y=e[t+1];this._z=e[t+2];this._w=e[t+3];this._onChangeCallback();return this}toArray(e=[],t=0){e[t]=this._x;e[t+1]=this._y;e[t+2]=this._z;e[t+3]=this._w;return e}fromBufferAttribute(e,t){this._x=e.getX(t);this._y=e.getY(t);this._z=e.getZ(t);this._w=e.getW(t);return this}_onChange(e){this._onChangeCallback=e;return this}_onChangeCallback(){}}Quaternion.prototype.isQuaternion=true;class Vector3{constructor(e=0,t=0,n=0){this.x=e;this.y=t;this.z=n}set(e,t,n){void 0===n&&(n=this.z);this.x=e;this.y=t;this.z=n;return this}setScalar(e){this.x=e;this.y=e;this.z=e;return this}setX(e){this.x=e;return this}setY(e){this.y=e;return this}setZ(e){this.z=e;return this}setComponent(e,t){switch(e){case 0:this.x=t;break;case 1:this.y=t;break;case 2:this.z=t;break;default:throw new Error(\"index is out of range: \"+e)}return this}getComponent(e){switch(e){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error(\"index is out of range: \"+e)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(e){this.x=e.x;this.y=e.y;this.z=e.z;return this}add(e,t){if(void 0!==t){console.warn(\"THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.\");return this.addVectors(e,t)}this.x+=e.x;this.y+=e.y;this.z+=e.z;return this}addScalar(e){this.x+=e;this.y+=e;this.z+=e;return this}addVectors(e,t){this.x=e.x+t.x;this.y=e.y+t.y;this.z=e.z+t.z;return this}addScaledVector(e,t){this.x+=e.x*t;this.y+=e.y*t;this.z+=e.z*t;return this}sub(e,t){if(void 0!==t){console.warn(\"THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\");return this.subVectors(e,t)}this.x-=e.x;this.y-=e.y;this.z-=e.z;return this}subScalar(e){this.x-=e;this.y-=e;this.z-=e;return this}subVectors(e,t){this.x=e.x-t.x;this.y=e.y-t.y;this.z=e.z-t.z;return this}multiply(e,t){if(void 0!==t){console.warn(\"THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.\");return this.multiplyVectors(e,t)}this.x*=e.x;this.y*=e.y;this.z*=e.z;return this}multiplyScalar(e){this.x*=e;this.y*=e;this.z*=e;return this}multiplyVectors(e,t){this.x=e.x*t.x;this.y=e.y*t.y;this.z=e.z*t.z;return this}applyEuler(e){e&&e.isEuler||console.error(\"THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.\");return this.applyQuaternion(Nn.setFromEuler(e))}applyAxisAngle(e,t){return this.applyQuaternion(Nn.setFromAxisAngle(e,t))}applyMatrix3(e){const t=this.x,n=this.y,r=this.z;const i=e.elements;this.x=i[0]*t+i[3]*n+i[6]*r;this.y=i[1]*t+i[4]*n+i[7]*r;this.z=i[2]*t+i[5]*n+i[8]*r;return this}applyNormalMatrix(e){return this.applyMatrix3(e).normalize()}applyMatrix4(e){const t=this.x,n=this.y,r=this.z;const i=e.elements;const s=1/(i[3]*t+i[7]*n+i[11]*r+i[15]);this.x=(i[0]*t+i[4]*n+i[8]*r+i[12])*s;this.y=(i[1]*t+i[5]*n+i[9]*r+i[13])*s;this.z=(i[2]*t+i[6]*n+i[10]*r+i[14])*s;return this}applyQuaternion(e){const t=this.x,n=this.y,r=this.z;const i=e.x,s=e.y,a=e.z,o=e.w;const l=o*t+s*r-a*n;const c=o*n+a*t-i*r;const u=o*r+i*n-s*t;const h=-i*t-s*n-a*r;this.x=l*o+h*-i+c*-a-u*-s;this.y=c*o+h*-s+u*-i-l*-a;this.z=u*o+h*-a+l*-s-c*-i;return this}project(e){return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix)}unproject(e){return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld)}transformDirection(e){const t=this.x,n=this.y,r=this.z;const i=e.elements;this.x=i[0]*t+i[4]*n+i[8]*r;this.y=i[1]*t+i[5]*n+i[9]*r;this.z=i[2]*t+i[6]*n+i[10]*r;return this.normalize()}divide(e){this.x/=e.x;this.y/=e.y;this.z/=e.z;return this}divideScalar(e){return this.multiplyScalar(1/e)}min(e){this.x=Math.min(this.x,e.x);this.y=Math.min(this.y,e.y);this.z=Math.min(this.z,e.z);return this}max(e){this.x=Math.max(this.x,e.x);this.y=Math.max(this.y,e.y);this.z=Math.max(this.z,e.z);return this}clamp(e,t){this.x=Math.max(e.x,Math.min(t.x,this.x));this.y=Math.max(e.y,Math.min(t.y,this.y));this.z=Math.max(e.z,Math.min(t.z,this.z));return this}clampScalar(e,t){this.x=Math.max(e,Math.min(t,this.x));this.y=Math.max(e,Math.min(t,this.y));this.z=Math.max(e,Math.min(t,this.z));return this}clampLength(e,t){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(e,Math.min(t,n)))}floor(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this}ceil(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this}round(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);return this}roundToZero(){this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x);this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y);this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z);return this}negate(){this.x=-this.x;this.y=-this.y;this.z=-this.z;return this}dot(e){return this.x*e.x+this.y*e.y+this.z*e.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(e){return this.normalize().multiplyScalar(e)}lerp(e,t){this.x+=(e.x-this.x)*t;this.y+=(e.y-this.y)*t;this.z+=(e.z-this.z)*t;return this}lerpVectors(e,t,n){this.x=e.x+(t.x-e.x)*n;this.y=e.y+(t.y-e.y)*n;this.z=e.z+(t.z-e.z)*n;return this}cross(e,t){if(void 0!==t){console.warn(\"THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.\");return this.crossVectors(e,t)}return this.crossVectors(this,e)}crossVectors(e,t){const n=e.x,r=e.y,i=e.z;const s=t.x,a=t.y,o=t.z;this.x=r*o-i*a;this.y=i*s-n*o;this.z=n*a-r*s;return this}projectOnVector(e){const t=e.lengthSq();if(0===t)return this.set(0,0,0);const n=e.dot(this)/t;return this.copy(e).multiplyScalar(n)}projectOnPlane(e){Vn.copy(this).projectOnVector(e);return this.sub(Vn)}reflect(e){return this.sub(Vn.copy(e).multiplyScalar(2*this.dot(e)))}angleTo(e){const t=Math.sqrt(this.lengthSq()*e.lengthSq());if(0===t)return Math.PI/2;const n=this.dot(e)/t;return Math.acos(clamp(n,-1,1))}distanceTo(e){return Math.sqrt(this.distanceToSquared(e))}distanceToSquared(e){const t=this.x-e.x,n=this.y-e.y,r=this.z-e.z;return t*t+n*n+r*r}manhattanDistanceTo(e){return Math.abs(this.x-e.x)+Math.abs(this.y-e.y)+Math.abs(this.z-e.z)}setFromSpherical(e){return this.setFromSphericalCoords(e.radius,e.phi,e.theta)}setFromSphericalCoords(e,t,n){const r=Math.sin(t)*e;this.x=r*Math.sin(n);this.y=Math.cos(t)*e;this.z=r*Math.cos(n);return this}setFromCylindrical(e){return this.setFromCylindricalCoords(e.radius,e.theta,e.y)}setFromCylindricalCoords(e,t,n){this.x=e*Math.sin(t);this.y=n;this.z=e*Math.cos(t);return this}setFromMatrixPosition(e){const t=e.elements;this.x=t[12];this.y=t[13];this.z=t[14];return this}setFromMatrixScale(e){const t=this.setFromMatrixColumn(e,0).length();const n=this.setFromMatrixColumn(e,1).length();const r=this.setFromMatrixColumn(e,2).length();this.x=t;this.y=n;this.z=r;return this}setFromMatrixColumn(e,t){return this.fromArray(e.elements,4*t)}setFromMatrix3Column(e,t){return this.fromArray(e.elements,3*t)}equals(e){return e.x===this.x&&e.y===this.y&&e.z===this.z}fromArray(e,t=0){this.x=e[t];this.y=e[t+1];this.z=e[t+2];return this}toArray(e=[],t=0){e[t]=this.x;e[t+1]=this.y;e[t+2]=this.z;return e}fromBufferAttribute(e,t,n){void 0!==n&&console.warn(\"THREE.Vector3: offset has been removed from .fromBufferAttribute().\");this.x=e.getX(t);this.y=e.getY(t);this.z=e.getZ(t);return this}random(){this.x=Math.random();this.y=Math.random();this.z=Math.random();return this}randomDirection(){const e=2*(Math.random()-.5);const t=Math.random()*Math.PI*2;const n=Math.sqrt(1-e**2);this.x=n*Math.cos(t);this.y=n*Math.sin(t);this.z=e;return this}*[Symbol.iterator](){yield this.x;yield this.y;yield this.z}}Vector3.prototype.isVector3=true;const Vn=new Vector3;const Nn=new Quaternion;class Box3{constructor(e=new Vector3(Infinity,Infinity,Infinity),t=new Vector3(-Infinity,-Infinity,-Infinity)){this.min=e;this.max=t}set(e,t){this.min.copy(e);this.max.copy(t);return this}setFromArray(e){let t=Infinity;let n=Infinity;let r=Infinity;let i=-Infinity;let s=-Infinity;let a=-Infinity;for(let o=0,l=e.length;o<l;o+=3){const l=e[o];const c=e[o+1];const u=e[o+2];l<t&&(t=l);c<n&&(n=c);u<r&&(r=u);l>i&&(i=l);c>s&&(s=c);u>a&&(a=u)}this.min.set(t,n,r);this.max.set(i,s,a);return this}setFromBufferAttribute(e){let t=Infinity;let n=Infinity;let r=Infinity;let i=-Infinity;let s=-Infinity;let a=-Infinity;for(let o=0,l=e.count;o<l;o++){const l=e.getX(o);const c=e.getY(o);const u=e.getZ(o);l<t&&(t=l);c<n&&(n=c);u<r&&(r=u);l>i&&(i=l);c>s&&(s=c);u>a&&(a=u)}this.min.set(t,n,r);this.max.set(i,s,a);return this}setFromPoints(e){this.makeEmpty();for(let t=0,n=e.length;t<n;t++)this.expandByPoint(e[t]);return this}setFromCenterAndSize(e,t){const n=zn.copy(t).multiplyScalar(.5);this.min.copy(e).sub(n);this.max.copy(e).add(n);return this}setFromObject(e){this.makeEmpty();return this.expandByObject(e)}clone(){return(new this.constructor).copy(this)}copy(e){this.min.copy(e.min);this.max.copy(e.max);return this}makeEmpty(){this.min.x=this.min.y=this.min.z=Infinity;this.max.x=this.max.y=this.max.z=-Infinity;return this}isEmpty(){return this.max.x<this.min.x||this.max.y<this.min.y||this.max.z<this.min.z}getCenter(e){return this.isEmpty()?e.set(0,0,0):e.addVectors(this.min,this.max).multiplyScalar(.5)}getSize(e){return this.isEmpty()?e.set(0,0,0):e.subVectors(this.max,this.min)}expandByPoint(e){this.min.min(e);this.max.max(e);return this}expandByVector(e){this.min.sub(e);this.max.add(e);return this}expandByScalar(e){this.min.addScalar(-e);this.max.addScalar(e);return this}expandByObject(e){e.updateWorldMatrix(false,false);const t=e.geometry;if(void 0!==t){null===t.boundingBox&&t.computeBoundingBox();Gn.copy(t.boundingBox);Gn.applyMatrix4(e.matrixWorld);this.union(Gn)}const n=e.children;for(let e=0,t=n.length;e<t;e++)this.expandByObject(n[e]);return this}containsPoint(e){return!(e.x<this.min.x||e.x>this.max.x||e.y<this.min.y||e.y>this.max.y||e.z<this.min.z||e.z>this.max.z)}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y&&this.min.z<=e.min.z&&e.max.z<=this.max.z}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y),(e.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(e){return!(e.max.x<this.min.x||e.min.x>this.max.x||e.max.y<this.min.y||e.min.y>this.max.y||e.max.z<this.min.z||e.min.z>this.max.z)}intersectsSphere(e){this.clampPoint(e.center,zn);return zn.distanceToSquared(e.center)<=e.radius*e.radius}intersectsPlane(e){let t,n;if(e.normal.x>0){t=e.normal.x*this.min.x;n=e.normal.x*this.max.x}else{t=e.normal.x*this.max.x;n=e.normal.x*this.min.x}if(e.normal.y>0){t+=e.normal.y*this.min.y;n+=e.normal.y*this.max.y}else{t+=e.normal.y*this.max.y;n+=e.normal.y*this.min.y}if(e.normal.z>0){t+=e.normal.z*this.min.z;n+=e.normal.z*this.max.z}else{t+=e.normal.z*this.max.z;n+=e.normal.z*this.min.z}return t<=-e.constant&&n>=-e.constant}intersectsTriangle(e){if(this.isEmpty())return false;this.getCenter(qn);Xn.subVectors(this.max,qn);Fn.subVectors(e.a,qn);On.subVectors(e.b,qn);Hn.subVectors(e.c,qn);kn.subVectors(On,Fn);Wn.subVectors(Hn,On);jn.subVectors(Fn,Hn);let t=[0,-kn.z,kn.y,0,-Wn.z,Wn.y,0,-jn.z,jn.y,kn.z,0,-kn.x,Wn.z,0,-Wn.x,jn.z,0,-jn.x,-kn.y,kn.x,0,-Wn.y,Wn.x,0,-jn.y,jn.x,0];if(!satForAxes(t,Fn,On,Hn,Xn))return false;t=[1,0,0,0,1,0,0,0,1];if(!satForAxes(t,Fn,On,Hn,Xn))return false;Jn.crossVectors(kn,Wn);t=[Jn.x,Jn.y,Jn.z];return satForAxes(t,Fn,On,Hn,Xn)}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){const t=zn.copy(e).clamp(this.min,this.max);return t.sub(e).length()}getBoundingSphere(e){this.getCenter(e.center);e.radius=.5*this.getSize(zn).length();return e}intersect(e){this.min.max(e.min);this.max.min(e.max);this.isEmpty()&&this.makeEmpty();return this}union(e){this.min.min(e.min);this.max.max(e.max);return this}applyMatrix4(e){if(this.isEmpty())return this;Un[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(e);Un[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(e);Un[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(e);Un[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(e);Un[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(e);Un[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(e);Un[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(e);Un[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(e);this.setFromPoints(Un);return this}translate(e){this.min.add(e);this.max.add(e);return this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}}Box3.prototype.isBox3=true;const Un=[new Vector3,new Vector3,new Vector3,new Vector3,new Vector3,new Vector3,new Vector3,new Vector3];const zn=new Vector3;const Gn=new Box3;const Fn=new Vector3;const On=new Vector3;const Hn=new Vector3;const kn=new Vector3;const Wn=new Vector3;const jn=new Vector3;const qn=new Vector3;const Xn=new Vector3;const Jn=new Vector3;const Yn=new Vector3;function satForAxes(e,t,n,r,i){for(let s=0,a=e.length-3;s<=a;s+=3){Yn.fromArray(e,s);const a=i.x*Math.abs(Yn.x)+i.y*Math.abs(Yn.y)+i.z*Math.abs(Yn.z);const o=t.dot(Yn);const l=n.dot(Yn);const c=r.dot(Yn);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return false}return true}const Zn=new Box3;const Qn=new Vector3;const Kn=new Vector3;const $n=new Vector3;class Sphere{constructor(e=new Vector3,t=-1){this.center=e;this.radius=t}set(e,t){this.center.copy(e);this.radius=t;return this}setFromPoints(e,t){const n=this.center;void 0!==t?n.copy(t):Zn.setFromPoints(e).getCenter(n);let r=0;for(let t=0,i=e.length;t<i;t++)r=Math.max(r,n.distanceToSquared(e[t]));this.radius=Math.sqrt(r);return this}copy(e){this.center.copy(e.center);this.radius=e.radius;return this}isEmpty(){return this.radius<0}makeEmpty(){this.center.set(0,0,0);this.radius=-1;return this}containsPoint(e){return e.distanceToSquared(this.center)<=this.radius*this.radius}distanceToPoint(e){return e.distanceTo(this.center)-this.radius}intersectsSphere(e){const t=this.radius+e.radius;return e.center.distanceToSquared(this.center)<=t*t}intersectsBox(e){return e.intersectsSphere(this)}intersectsPlane(e){return Math.abs(e.distanceToPoint(this.center))<=this.radius}clampPoint(e,t){const n=this.center.distanceToSquared(e);t.copy(e);if(n>this.radius*this.radius){t.sub(this.center).normalize();t.multiplyScalar(this.radius).add(this.center)}return t}getBoundingBox(e){if(this.isEmpty()){e.makeEmpty();return e}e.set(this.center,this.center);e.expandByScalar(this.radius);return e}applyMatrix4(e){this.center.applyMatrix4(e);this.radius=this.radius*e.getMaxScaleOnAxis();return this}translate(e){this.center.add(e);return this}expandByPoint(e){$n.subVectors(e,this.center);const t=$n.lengthSq();if(t>this.radius*this.radius){const e=Math.sqrt(t);const n=.5*(e-this.radius);this.center.add($n.multiplyScalar(n/e));this.radius+=n}return this}union(e){true===this.center.equals(e.center)?Kn.set(0,0,1).multiplyScalar(e.radius):Kn.subVectors(e.center,this.center).normalize().multiplyScalar(e.radius);this.expandByPoint(Qn.copy(e.center).add(Kn));this.expandByPoint(Qn.copy(e.center).sub(Kn));return this}equals(e){return e.center.equals(this.center)&&e.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const er=new Vector3;const tr=new Vector3;const nr=new Vector3;const rr=new Vector3;const ir=new Vector3;const sr=new Vector3;const ar=new Vector3;class Ray{constructor(e=new Vector3,t=new Vector3(0,0,-1)){this.origin=e;this.direction=t}set(e,t){this.origin.copy(e);this.direction.copy(t);return this}copy(e){this.origin.copy(e.origin);this.direction.copy(e.direction);return this}at(e,t){return t.copy(this.direction).multiplyScalar(e).add(this.origin)}lookAt(e){this.direction.copy(e).sub(this.origin).normalize();return this}recast(e){this.origin.copy(this.at(e,er));return this}closestPointToPoint(e,t){t.subVectors(e,this.origin);const n=t.dot(this.direction);return n<0?t.copy(this.origin):t.copy(this.direction).multiplyScalar(n).add(this.origin)}distanceToPoint(e){return Math.sqrt(this.distanceSqToPoint(e))}distanceSqToPoint(e){const t=er.subVectors(e,this.origin).dot(this.direction);if(t<0)return this.origin.distanceToSquared(e);er.copy(this.direction).multiplyScalar(t).add(this.origin);return er.distanceToSquared(e)}distanceSqToSegment(e,t,n,r){tr.copy(e).add(t).multiplyScalar(.5);nr.copy(t).sub(e).normalize();rr.copy(this.origin).sub(tr);const i=.5*e.distanceTo(t);const s=-this.direction.dot(nr);const a=rr.dot(this.direction);const o=-rr.dot(nr);const l=rr.lengthSq();const c=Math.abs(1-s*s);let u,h,d,p;if(c>0){u=s*o-a;h=s*a-o;p=i*c;if(u>=0)if(h>=-p)if(h<=p){const e=1/c;u*=e;h*=e;d=u*(u+s*h+2*a)+h*(s*u+h+2*o)+l}else{h=i;u=Math.max(0,-(s*h+a));d=-u*u+h*(h+2*o)+l}else{h=-i;u=Math.max(0,-(s*h+a));d=-u*u+h*(h+2*o)+l}else if(h<=-p){u=Math.max(0,-(-s*i+a));h=u>0?-i:Math.min(Math.max(-i,-o),i);d=-u*u+h*(h+2*o)+l}else if(h<=p){u=0;h=Math.min(Math.max(-i,-o),i);d=h*(h+2*o)+l}else{u=Math.max(0,-(s*i+a));h=u>0?i:Math.min(Math.max(-i,-o),i);d=-u*u+h*(h+2*o)+l}}else{h=s>0?-i:i;u=Math.max(0,-(s*h+a));d=-u*u+h*(h+2*o)+l}n&&n.copy(this.direction).multiplyScalar(u).add(this.origin);r&&r.copy(nr).multiplyScalar(h).add(tr);return d}intersectSphere(e,t){er.subVectors(e.center,this.origin);const n=er.dot(this.direction);const r=er.dot(er)-n*n;const i=e.radius*e.radius;if(r>i)return null;const s=Math.sqrt(i-r);const a=n-s;const o=n+s;return a<0&&o<0?null:a<0?this.at(o,t):this.at(a,t)}intersectsSphere(e){return this.distanceSqToPoint(e.center)<=e.radius*e.radius}distanceToPlane(e){const t=e.normal.dot(this.direction);if(0===t)return 0===e.distanceToPoint(this.origin)?0:null;const n=-(this.origin.dot(e.normal)+e.constant)/t;return n>=0?n:null}intersectPlane(e,t){const n=this.distanceToPlane(e);return null===n?null:this.at(n,t)}intersectsPlane(e){const t=e.distanceToPoint(this.origin);if(0===t)return true;const n=e.normal.dot(this.direction);return n*t<0}intersectBox(e,t){let n,r,i,s,a,o;const l=1/this.direction.x,c=1/this.direction.y,u=1/this.direction.z;const h=this.origin;if(l>=0){n=(e.min.x-h.x)*l;r=(e.max.x-h.x)*l}else{n=(e.max.x-h.x)*l;r=(e.min.x-h.x)*l}if(c>=0){i=(e.min.y-h.y)*c;s=(e.max.y-h.y)*c}else{i=(e.max.y-h.y)*c;s=(e.min.y-h.y)*c}if(n>s||i>r)return null;(i>n||n!==n)&&(n=i);(s<r||r!==r)&&(r=s);if(u>=0){a=(e.min.z-h.z)*u;o=(e.max.z-h.z)*u}else{a=(e.max.z-h.z)*u;o=(e.min.z-h.z)*u}if(n>o||a>r)return null;(a>n||n!==n)&&(n=a);(o<r||r!==r)&&(r=o);return r<0?null:this.at(n>=0?n:r,t)}intersectsBox(e){return null!==this.intersectBox(e,er)}intersectTriangle(e,t,n,r,i){ir.subVectors(t,e);sr.subVectors(n,e);ar.crossVectors(ir,sr);let s=this.direction.dot(ar);let a;if(s>0){if(r)return null;a=1}else{if(!(s<0))return null;a=-1;s=-s}rr.subVectors(this.origin,e);const o=a*this.direction.dot(sr.crossVectors(rr,sr));if(o<0)return null;const l=a*this.direction.dot(ir.cross(rr));if(l<0)return null;if(o+l>s)return null;const c=-a*rr.dot(ar);return c<0?null:this.at(c/s,i)}applyMatrix4(e){this.origin.applyMatrix4(e);this.direction.transformDirection(e);return this}equals(e){return e.origin.equals(this.origin)&&e.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class Matrix4{constructor(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1];arguments.length>0&&console.error(\"THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.\")}set(e,t,n,r,i,s,a,o,l,c,u,h,d,p,f,m){const g=this.elements;g[0]=e;g[4]=t;g[8]=n;g[12]=r;g[1]=i;g[5]=s;g[9]=a;g[13]=o;g[2]=l;g[6]=c;g[10]=u;g[14]=h;g[3]=d;g[7]=p;g[11]=f;g[15]=m;return this}identity(){this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);return this}clone(){return(new Matrix4).fromArray(this.elements)}copy(e){const t=this.elements;const n=e.elements;t[0]=n[0];t[1]=n[1];t[2]=n[2];t[3]=n[3];t[4]=n[4];t[5]=n[5];t[6]=n[6];t[7]=n[7];t[8]=n[8];t[9]=n[9];t[10]=n[10];t[11]=n[11];t[12]=n[12];t[13]=n[13];t[14]=n[14];t[15]=n[15];return this}copyPosition(e){const t=this.elements,n=e.elements;t[12]=n[12];t[13]=n[13];t[14]=n[14];return this}setFromMatrix3(e){const t=e.elements;this.set(t[0],t[3],t[6],0,t[1],t[4],t[7],0,t[2],t[5],t[8],0,0,0,0,1);return this}extractBasis(e,t,n){e.setFromMatrixColumn(this,0);t.setFromMatrixColumn(this,1);n.setFromMatrixColumn(this,2);return this}makeBasis(e,t,n){this.set(e.x,t.x,n.x,0,e.y,t.y,n.y,0,e.z,t.z,n.z,0,0,0,0,1);return this}extractRotation(e){const t=this.elements;const n=e.elements;const r=1/or.setFromMatrixColumn(e,0).length();const i=1/or.setFromMatrixColumn(e,1).length();const s=1/or.setFromMatrixColumn(e,2).length();t[0]=n[0]*r;t[1]=n[1]*r;t[2]=n[2]*r;t[3]=0;t[4]=n[4]*i;t[5]=n[5]*i;t[6]=n[6]*i;t[7]=0;t[8]=n[8]*s;t[9]=n[9]*s;t[10]=n[10]*s;t[11]=0;t[12]=0;t[13]=0;t[14]=0;t[15]=1;return this}makeRotationFromEuler(e){e&&e.isEuler||console.error(\"THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.\");const t=this.elements;const n=e.x,r=e.y,i=e.z;const s=Math.cos(n),a=Math.sin(n);const o=Math.cos(r),l=Math.sin(r);const c=Math.cos(i),u=Math.sin(i);if(\"XYZ\"===e.order){const e=s*c,n=s*u,r=a*c,i=a*u;t[0]=o*c;t[4]=-o*u;t[8]=l;t[1]=n+r*l;t[5]=e-i*l;t[9]=-a*o;t[2]=i-e*l;t[6]=r+n*l;t[10]=s*o}else if(\"YXZ\"===e.order){const e=o*c,n=o*u,r=l*c,i=l*u;t[0]=e+i*a;t[4]=r*a-n;t[8]=s*l;t[1]=s*u;t[5]=s*c;t[9]=-a;t[2]=n*a-r;t[6]=i+e*a;t[10]=s*o}else if(\"ZXY\"===e.order){const e=o*c,n=o*u,r=l*c,i=l*u;t[0]=e-i*a;t[4]=-s*u;t[8]=r+n*a;t[1]=n+r*a;t[5]=s*c;t[9]=i-e*a;t[2]=-s*l;t[6]=a;t[10]=s*o}else if(\"ZYX\"===e.order){const e=s*c,n=s*u,r=a*c,i=a*u;t[0]=o*c;t[4]=r*l-n;t[8]=e*l+i;t[1]=o*u;t[5]=i*l+e;t[9]=n*l-r;t[2]=-l;t[6]=a*o;t[10]=s*o}else if(\"YZX\"===e.order){const e=s*o,n=s*l,r=a*o,i=a*l;t[0]=o*c;t[4]=i-e*u;t[8]=r*u+n;t[1]=u;t[5]=s*c;t[9]=-a*c;t[2]=-l*c;t[6]=n*u+r;t[10]=e-i*u}else if(\"XZY\"===e.order){const e=s*o,n=s*l,r=a*o,i=a*l;t[0]=o*c;t[4]=-u;t[8]=l*c;t[1]=e*u+i;t[5]=s*c;t[9]=n*u-r;t[2]=r*u-n;t[6]=a*c;t[10]=i*u+e}t[3]=0;t[7]=0;t[11]=0;t[12]=0;t[13]=0;t[14]=0;t[15]=1;return this}makeRotationFromQuaternion(e){return this.compose(cr,e,ur)}lookAt(e,t,n){const r=this.elements;pr.subVectors(e,t);0===pr.lengthSq()&&(pr.z=1);pr.normalize();hr.crossVectors(n,pr);if(0===hr.lengthSq()){1===Math.abs(n.z)?pr.x+=1e-4:pr.z+=1e-4;pr.normalize();hr.crossVectors(n,pr)}hr.normalize();dr.crossVectors(pr,hr);r[0]=hr.x;r[4]=dr.x;r[8]=pr.x;r[1]=hr.y;r[5]=dr.y;r[9]=pr.y;r[2]=hr.z;r[6]=dr.z;r[10]=pr.z;return this}multiply(e,t){if(void 0!==t){console.warn(\"THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.\");return this.multiplyMatrices(e,t)}return this.multiplyMatrices(this,e)}premultiply(e){return this.multiplyMatrices(e,this)}multiplyMatrices(e,t){const n=e.elements;const r=t.elements;const i=this.elements;const s=n[0],a=n[4],o=n[8],l=n[12];const c=n[1],u=n[5],h=n[9],d=n[13];const p=n[2],f=n[6],m=n[10],g=n[14];const y=n[3],x=n[7],b=n[11],_=n[15];const M=r[0],w=r[4],S=r[8],T=r[12];const E=r[1],A=r[5],L=r[9],C=r[13];const R=r[2],P=r[6],I=r[10],D=r[14];const B=r[3],V=r[7],N=r[11],U=r[15];i[0]=s*M+a*E+o*R+l*B;i[4]=s*w+a*A+o*P+l*V;i[8]=s*S+a*L+o*I+l*N;i[12]=s*T+a*C+o*D+l*U;i[1]=c*M+u*E+h*R+d*B;i[5]=c*w+u*A+h*P+d*V;i[9]=c*S+u*L+h*I+d*N;i[13]=c*T+u*C+h*D+d*U;i[2]=p*M+f*E+m*R+g*B;i[6]=p*w+f*A+m*P+g*V;i[10]=p*S+f*L+m*I+g*N;i[14]=p*T+f*C+m*D+g*U;i[3]=y*M+x*E+b*R+_*B;i[7]=y*w+x*A+b*P+_*V;i[11]=y*S+x*L+b*I+_*N;i[15]=y*T+x*C+b*D+_*U;return this}multiplyScalar(e){const t=this.elements;t[0]*=e;t[4]*=e;t[8]*=e;t[12]*=e;t[1]*=e;t[5]*=e;t[9]*=e;t[13]*=e;t[2]*=e;t[6]*=e;t[10]*=e;t[14]*=e;t[3]*=e;t[7]*=e;t[11]*=e;t[15]*=e;return this}determinant(){const e=this.elements;const t=e[0],n=e[4],r=e[8],i=e[12];const s=e[1],a=e[5],o=e[9],l=e[13];const c=e[2],u=e[6],h=e[10],d=e[14];const p=e[3],f=e[7],m=e[11],g=e[15];return p*(+i*o*u-r*l*u-i*a*h+n*l*h+r*a*d-n*o*d)+f*(+t*o*d-t*l*h+i*s*h-r*s*d+r*l*c-i*o*c)+m*(+t*l*u-t*a*d-i*s*u+n*s*d+i*a*c-n*l*c)+g*(-r*a*c-t*o*u+t*a*h+r*s*u-n*s*h+n*o*c)}transpose(){const e=this.elements;let t;t=e[1];e[1]=e[4];e[4]=t;t=e[2];e[2]=e[8];e[8]=t;t=e[6];e[6]=e[9];e[9]=t;t=e[3];e[3]=e[12];e[12]=t;t=e[7];e[7]=e[13];e[13]=t;t=e[11];e[11]=e[14];e[14]=t;return this}setPosition(e,t,n){const r=this.elements;if(e.isVector3){r[12]=e.x;r[13]=e.y;r[14]=e.z}else{r[12]=e;r[13]=t;r[14]=n}return this}invert(){const e=this.elements,t=e[0],n=e[1],r=e[2],i=e[3],s=e[4],a=e[5],o=e[6],l=e[7],c=e[8],u=e[9],h=e[10],d=e[11],p=e[12],f=e[13],m=e[14],g=e[15],y=u*m*l-f*h*l+f*o*d-a*m*d-u*o*g+a*h*g,x=p*h*l-c*m*l-p*o*d+s*m*d+c*o*g-s*h*g,b=c*f*l-p*u*l+p*a*d-s*f*d-c*a*g+s*u*g,_=p*u*o-c*f*o-p*a*h+s*f*h+c*a*m-s*u*m;const M=t*y+n*x+r*b+i*_;if(0===M)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const w=1/M;e[0]=y*w;e[1]=(f*h*i-u*m*i-f*r*d+n*m*d+u*r*g-n*h*g)*w;e[2]=(a*m*i-f*o*i+f*r*l-n*m*l-a*r*g+n*o*g)*w;e[3]=(u*o*i-a*h*i-u*r*l+n*h*l+a*r*d-n*o*d)*w;e[4]=x*w;e[5]=(c*m*i-p*h*i+p*r*d-t*m*d-c*r*g+t*h*g)*w;e[6]=(p*o*i-s*m*i-p*r*l+t*m*l+s*r*g-t*o*g)*w;e[7]=(s*h*i-c*o*i+c*r*l-t*h*l-s*r*d+t*o*d)*w;e[8]=b*w;e[9]=(p*u*i-c*f*i-p*n*d+t*f*d+c*n*g-t*u*g)*w;e[10]=(s*f*i-p*a*i+p*n*l-t*f*l-s*n*g+t*a*g)*w;e[11]=(c*a*i-s*u*i-c*n*l+t*u*l+s*n*d-t*a*d)*w;e[12]=_*w;e[13]=(c*f*r-p*u*r+p*n*h-t*f*h-c*n*m+t*u*m)*w;e[14]=(p*a*r-s*f*r-p*n*o+t*f*o+s*n*m-t*a*m)*w;e[15]=(s*u*r-c*a*r+c*n*o-t*u*o-s*n*h+t*a*h)*w;return this}scale(e){const t=this.elements;const n=e.x,r=e.y,i=e.z;t[0]*=n;t[4]*=r;t[8]*=i;t[1]*=n;t[5]*=r;t[9]*=i;t[2]*=n;t[6]*=r;t[10]*=i;t[3]*=n;t[7]*=r;t[11]*=i;return this}getMaxScaleOnAxis(){const e=this.elements;const t=e[0]*e[0]+e[1]*e[1]+e[2]*e[2];const n=e[4]*e[4]+e[5]*e[5]+e[6]*e[6];const r=e[8]*e[8]+e[9]*e[9]+e[10]*e[10];return Math.sqrt(Math.max(t,n,r))}makeTranslation(e,t,n){this.set(1,0,0,e,0,1,0,t,0,0,1,n,0,0,0,1);return this}makeRotationX(e){const t=Math.cos(e),n=Math.sin(e);this.set(1,0,0,0,0,t,-n,0,0,n,t,0,0,0,0,1);return this}makeRotationY(e){const t=Math.cos(e),n=Math.sin(e);this.set(t,0,n,0,0,1,0,0,-n,0,t,0,0,0,0,1);return this}makeRotationZ(e){const t=Math.cos(e),n=Math.sin(e);this.set(t,-n,0,0,n,t,0,0,0,0,1,0,0,0,0,1);return this}makeRotationAxis(e,t){const n=Math.cos(t);const r=Math.sin(t);const i=1-n;const s=e.x,a=e.y,o=e.z;const l=i*s,c=i*a;this.set(l*s+n,l*a-r*o,l*o+r*a,0,l*a+r*o,c*a+n,c*o-r*s,0,l*o-r*a,c*o+r*s,i*o*o+n,0,0,0,0,1);return this}makeScale(e,t,n){this.set(e,0,0,0,0,t,0,0,0,0,n,0,0,0,0,1);return this}makeShear(e,t,n,r,i,s){this.set(1,n,i,0,e,1,s,0,t,r,1,0,0,0,0,1);return this}compose(e,t,n){const r=this.elements;const i=t._x,s=t._y,a=t._z,o=t._w;const l=i+i,c=s+s,u=a+a;const h=i*l,d=i*c,p=i*u;const f=s*c,m=s*u,g=a*u;const y=o*l,x=o*c,b=o*u;const _=n.x,M=n.y,w=n.z;r[0]=(1-(f+g))*_;r[1]=(d+b)*_;r[2]=(p-x)*_;r[3]=0;r[4]=(d-b)*M;r[5]=(1-(h+g))*M;r[6]=(m+y)*M;r[7]=0;r[8]=(p+x)*w;r[9]=(m-y)*w;r[10]=(1-(h+f))*w;r[11]=0;r[12]=e.x;r[13]=e.y;r[14]=e.z;r[15]=1;return this}decompose(e,t,n){const r=this.elements;let i=or.set(r[0],r[1],r[2]).length();const s=or.set(r[4],r[5],r[6]).length();const a=or.set(r[8],r[9],r[10]).length();const o=this.determinant();o<0&&(i=-i);e.x=r[12];e.y=r[13];e.z=r[14];lr.copy(this);const l=1/i;const c=1/s;const u=1/a;lr.elements[0]*=l;lr.elements[1]*=l;lr.elements[2]*=l;lr.elements[4]*=c;lr.elements[5]*=c;lr.elements[6]*=c;lr.elements[8]*=u;lr.elements[9]*=u;lr.elements[10]*=u;t.setFromRotationMatrix(lr);n.x=i;n.y=s;n.z=a;return this}makePerspective(e,t,n,r,i,s){void 0===s&&console.warn(\"THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.\");const a=this.elements;const o=2*i/(t-e);const l=2*i/(n-r);const c=(t+e)/(t-e);const u=(n+r)/(n-r);const h=-(s+i)/(s-i);const d=-2*s*i/(s-i);a[0]=o;a[4]=0;a[8]=c;a[12]=0;a[1]=0;a[5]=l;a[9]=u;a[13]=0;a[2]=0;a[6]=0;a[10]=h;a[14]=d;a[3]=0;a[7]=0;a[11]=-1;a[15]=0;return this}makeOrthographic(e,t,n,r,i,s){const a=this.elements;const o=1/(t-e);const l=1/(n-r);const c=1/(s-i);const u=(t+e)*o;const h=(n+r)*l;const d=(s+i)*c;a[0]=2*o;a[4]=0;a[8]=0;a[12]=-u;a[1]=0;a[5]=2*l;a[9]=0;a[13]=-h;a[2]=0;a[6]=0;a[10]=-2*c;a[14]=-d;a[3]=0;a[7]=0;a[11]=0;a[15]=1;return this}equals(e){const t=this.elements;const n=e.elements;for(let e=0;e<16;e++)if(t[e]!==n[e])return false;return true}fromArray(e,t=0){for(let n=0;n<16;n++)this.elements[n]=e[n+t];return this}toArray(e=[],t=0){const n=this.elements;e[t]=n[0];e[t+1]=n[1];e[t+2]=n[2];e[t+3]=n[3];e[t+4]=n[4];e[t+5]=n[5];e[t+6]=n[6];e[t+7]=n[7];e[t+8]=n[8];e[t+9]=n[9];e[t+10]=n[10];e[t+11]=n[11];e[t+12]=n[12];e[t+13]=n[13];e[t+14]=n[14];e[t+15]=n[15];return e}}Matrix4.prototype.isMatrix4=true;const or=new Vector3;const lr=new Matrix4;const cr=new Vector3(0,0,0);const ur=new Vector3(1,1,1);const hr=new Vector3;const dr=new Vector3;const pr=new Vector3;const fr=new Matrix4;const mr=new Quaternion;class Euler{constructor(e=0,t=0,n=0,r=Euler.DefaultOrder){this._x=e;this._y=t;this._z=n;this._order=r}get x(){return this._x}set x(e){this._x=e;this._onChangeCallback()}get y(){return this._y}set y(e){this._y=e;this._onChangeCallback()}get z(){return this._z}set z(e){this._z=e;this._onChangeCallback()}get order(){return this._order}set order(e){this._order=e;this._onChangeCallback()}set(e,t,n,r=this._order){this._x=e;this._y=t;this._z=n;this._order=r;this._onChangeCallback();return this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(e){this._x=e._x;this._y=e._y;this._z=e._z;this._order=e._order;this._onChangeCallback();return this}setFromRotationMatrix(e,t=this._order,n=true){const r=e.elements;const i=r[0],s=r[4],a=r[8];const o=r[1],l=r[5],c=r[9];const u=r[2],h=r[6],d=r[10];switch(t){case\"XYZ\":this._y=Math.asin(clamp(a,-1,1));if(Math.abs(a)<.9999999){this._x=Math.atan2(-c,d);this._z=Math.atan2(-s,i)}else{this._x=Math.atan2(h,l);this._z=0}break;case\"YXZ\":this._x=Math.asin(-clamp(c,-1,1));if(Math.abs(c)<.9999999){this._y=Math.atan2(a,d);this._z=Math.atan2(o,l)}else{this._y=Math.atan2(-u,i);this._z=0}break;case\"ZXY\":this._x=Math.asin(clamp(h,-1,1));if(Math.abs(h)<.9999999){this._y=Math.atan2(-u,d);this._z=Math.atan2(-s,l)}else{this._y=0;this._z=Math.atan2(o,i)}break;case\"ZYX\":this._y=Math.asin(-clamp(u,-1,1));if(Math.abs(u)<.9999999){this._x=Math.atan2(h,d);this._z=Math.atan2(o,i)}else{this._x=0;this._z=Math.atan2(-s,l)}break;case\"YZX\":this._z=Math.asin(clamp(o,-1,1));if(Math.abs(o)<.9999999){this._x=Math.atan2(-c,l);this._y=Math.atan2(-u,i)}else{this._x=0;this._y=Math.atan2(a,d)}break;case\"XZY\":this._z=Math.asin(-clamp(s,-1,1));if(Math.abs(s)<.9999999){this._x=Math.atan2(h,l);this._y=Math.atan2(a,i)}else{this._x=Math.atan2(-c,d);this._y=0}break;default:console.warn(\"THREE.Euler: .setFromRotationMatrix() encountered an unknown order: \"+t)}this._order=t;true===n&&this._onChangeCallback();return this}setFromQuaternion(e,t,n){fr.makeRotationFromQuaternion(e);return this.setFromRotationMatrix(fr,t,n)}setFromVector3(e,t=this._order){return this.set(e.x,e.y,e.z,t)}reorder(e){mr.setFromEuler(this);return this.setFromQuaternion(mr,e)}equals(e){return e._x===this._x&&e._y===this._y&&e._z===this._z&&e._order===this._order}fromArray(e){this._x=e[0];this._y=e[1];this._z=e[2];void 0!==e[3]&&(this._order=e[3]);this._onChangeCallback();return this}toArray(e=[],t=0){e[t]=this._x;e[t+1]=this._y;e[t+2]=this._z;e[t+3]=this._order;return e}toVector3(e){return e?e.set(this._x,this._y,this._z):new Vector3(this._x,this._y,this._z)}_onChange(e){this._onChangeCallback=e;return this}_onChangeCallback(){}}Euler.prototype.isEuler=true;Euler.DefaultOrder=\"XYZ\";Euler.RotationOrders=[\"XYZ\",\"YZX\",\"ZXY\",\"XZY\",\"YXZ\",\"ZYX\"];class Layers{constructor(){this.mask=1}set(e){this.mask=(1<<e|0)>>>0}enable(e){this.mask|=1<<e|0}enableAll(){this.mask=-1}toggle(e){this.mask^=1<<e|0}disable(e){this.mask&=~(1<<e|0)}disableAll(){this.mask=0}test(e){return 0!==(this.mask&e.mask)}isEnabled(e){return 0!==(this.mask&(1<<e|0))}}let gr=0;const yr=new Vector3;const vr=new Quaternion;const xr=new Matrix4;const br=new Vector3;const _r=new Vector3;const Mr=new Vector3;const wr=new Quaternion;const Sr=new Vector3(1,0,0);const Tr=new Vector3(0,1,0);const Er=new Vector3(0,0,1);const Ar={type:\"added\"};const Lr={type:\"removed\"};class Object3D extends EventDispatcher{constructor(){super();Object.defineProperty(this,\"id\",{value:gr++});this.uuid=generateUUID();this.name=\"\";this.type=\"Object3D\";this.parent=null;this.children=[];this.up=Object3D.DefaultUp.clone();const e=new Vector3;const t=new Euler;const n=new Quaternion;const r=new Vector3(1,1,1);function onRotationChange(){n.setFromEuler(t,false)}function onQuaternionChange(){t.setFromQuaternion(n,void 0,false)}t._onChange(onRotationChange);n._onChange(onQuaternionChange);Object.defineProperties(this,{position:{configurable:true,enumerable:true,value:e},rotation:{configurable:true,enumerable:true,value:t},quaternion:{configurable:true,enumerable:true,value:n},scale:{configurable:true,enumerable:true,value:r},modelViewMatrix:{value:new Matrix4},normalMatrix:{value:new Matrix3}});this.matrix=new Matrix4;this.matrixWorld=new Matrix4;this.matrixAutoUpdate=Object3D.DefaultMatrixAutoUpdate;this.matrixWorldNeedsUpdate=false;this.layers=new Layers;this.visible=true;this.castShadow=false;this.receiveShadow=false;this.frustumCulled=true;this.renderOrder=0;this.animations=[];this.userData={}}onBeforeRender(){}onAfterRender(){}applyMatrix4(e){this.matrixAutoUpdate&&this.updateMatrix();this.matrix.premultiply(e);this.matrix.decompose(this.position,this.quaternion,this.scale)}applyQuaternion(e){this.quaternion.premultiply(e);return this}setRotationFromAxisAngle(e,t){this.quaternion.setFromAxisAngle(e,t)}setRotationFromEuler(e){this.quaternion.setFromEuler(e,true)}setRotationFromMatrix(e){this.quaternion.setFromRotationMatrix(e)}setRotationFromQuaternion(e){this.quaternion.copy(e)}rotateOnAxis(e,t){vr.setFromAxisAngle(e,t);this.quaternion.multiply(vr);return this}rotateOnWorldAxis(e,t){vr.setFromAxisAngle(e,t);this.quaternion.premultiply(vr);return this}rotateX(e){return this.rotateOnAxis(Sr,e)}rotateY(e){return this.rotateOnAxis(Tr,e)}rotateZ(e){return this.rotateOnAxis(Er,e)}translateOnAxis(e,t){yr.copy(e).applyQuaternion(this.quaternion);this.position.add(yr.multiplyScalar(t));return this}translateX(e){return this.translateOnAxis(Sr,e)}translateY(e){return this.translateOnAxis(Tr,e)}translateZ(e){return this.translateOnAxis(Er,e)}localToWorld(e){return e.applyMatrix4(this.matrixWorld)}worldToLocal(e){return e.applyMatrix4(xr.copy(this.matrixWorld).invert())}lookAt(e,t,n){e.isVector3?br.copy(e):br.set(e,t,n);const r=this.parent;this.updateWorldMatrix(true,false);_r.setFromMatrixPosition(this.matrixWorld);this.isCamera||this.isLight?xr.lookAt(_r,br,this.up):xr.lookAt(br,_r,this.up);this.quaternion.setFromRotationMatrix(xr);if(r){xr.extractRotation(r.matrixWorld);vr.setFromRotationMatrix(xr);this.quaternion.premultiply(vr.invert())}}add(e){if(arguments.length>1){for(let e=0;e<arguments.length;e++)this.add(arguments[e]);return this}if(e===this){console.error(\"THREE.Object3D.add: object can't be added as a child of itself.\",e);return this}if(e&&e.isObject3D){null!==e.parent&&e.parent.remove(e);e.parent=this;this.children.push(e);e.dispatchEvent(Ar)}else console.error(\"THREE.Object3D.add: object not an instance of THREE.Object3D.\",e);return this}remove(e){if(arguments.length>1){for(let e=0;e<arguments.length;e++)this.remove(arguments[e]);return this}const t=this.children.indexOf(e);if(-1!==t){e.parent=null;this.children.splice(t,1);e.dispatchEvent(Lr)}return this}removeFromParent(){const e=this.parent;null!==e&&e.remove(this);return this}clear(){for(let e=0;e<this.children.length;e++){const t=this.children[e];t.parent=null;t.dispatchEvent(Lr)}this.children.length=0;return this}attach(e){this.updateWorldMatrix(true,false);xr.copy(this.matrixWorld).invert();if(null!==e.parent){e.parent.updateWorldMatrix(true,false);xr.multiply(e.parent.matrixWorld)}e.applyMatrix4(xr);this.add(e);e.updateWorldMatrix(false,true);return this}getObjectById(e){return this.getObjectByProperty(\"id\",e)}getObjectByName(e){return this.getObjectByProperty(\"name\",e)}getObjectByProperty(e,t){if(this[e]===t)return this;for(let n=0,r=this.children.length;n<r;n++){const r=this.children[n];const i=r.getObjectByProperty(e,t);if(void 0!==i)return i}}getWorldPosition(e){this.updateWorldMatrix(true,false);return e.setFromMatrixPosition(this.matrixWorld)}getWorldQuaternion(e){this.updateWorldMatrix(true,false);this.matrixWorld.decompose(_r,e,Mr);return e}getWorldScale(e){this.updateWorldMatrix(true,false);this.matrixWorld.decompose(_r,wr,e);return e}getWorldDirection(e){this.updateWorldMatrix(true,false);const t=this.matrixWorld.elements;return e.set(t[8],t[9],t[10]).normalize()}raycast(){}traverse(e){e(this);const t=this.children;for(let n=0,r=t.length;n<r;n++)t[n].traverse(e)}traverseVisible(e){if(false===this.visible)return;e(this);const t=this.children;for(let n=0,r=t.length;n<r;n++)t[n].traverseVisible(e)}traverseAncestors(e){const t=this.parent;if(null!==t){e(t);t.traverseAncestors(e)}}updateMatrix(){this.matrix.compose(this.position,this.quaternion,this.scale);this.matrixWorldNeedsUpdate=true}updateMatrixWorld(e){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||e){null===this.parent?this.matrixWorld.copy(this.matrix):this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix);this.matrixWorldNeedsUpdate=false;e=true}const t=this.children;for(let n=0,r=t.length;n<r;n++)t[n].updateMatrixWorld(e)}updateWorldMatrix(e,t){const n=this.parent;true===e&&null!==n&&n.updateWorldMatrix(true,false);this.matrixAutoUpdate&&this.updateMatrix();null===this.parent?this.matrixWorld.copy(this.matrix):this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix);if(true===t){const e=this.children;for(let t=0,n=e.length;t<n;t++)e[t].updateWorldMatrix(false,true)}}toJSON(e){const t=void 0===e||\"string\"===typeof e;const n={};if(t){e={geometries:{},materials:{},textures:{},images:{},shapes:{},skeletons:{},animations:{}};n.metadata={version:4.5,type:\"Object\",generator:\"Object3D.toJSON\"}}const r={};r.uuid=this.uuid;r.type=this.type;\"\"!==this.name&&(r.name=this.name);true===this.castShadow&&(r.castShadow=true);true===this.receiveShadow&&(r.receiveShadow=true);false===this.visible&&(r.visible=false);false===this.frustumCulled&&(r.frustumCulled=false);0!==this.renderOrder&&(r.renderOrder=this.renderOrder);\"{}\"!==JSON.stringify(this.userData)&&(r.userData=this.userData);r.layers=this.layers.mask;r.matrix=this.matrix.toArray();false===this.matrixAutoUpdate&&(r.matrixAutoUpdate=false);if(this.isInstancedMesh){r.type=\"InstancedMesh\";r.count=this.count;r.instanceMatrix=this.instanceMatrix.toJSON();null!==this.instanceColor&&(r.instanceColor=this.instanceColor.toJSON())}function serialize(t,n){void 0===t[n.uuid]&&(t[n.uuid]=n.toJSON(e));return n.uuid}if(this.isScene){this.background&&(this.background.isColor?r.background=this.background.toJSON():this.background.isTexture&&(r.background=this.background.toJSON(e).uuid));this.environment&&this.environment.isTexture&&(r.environment=this.environment.toJSON(e).uuid)}else if(this.isMesh||this.isLine||this.isPoints){r.geometry=serialize(e.geometries,this.geometry);const t=this.geometry.parameters;if(void 0!==t&&void 0!==t.shapes){const n=t.shapes;if(Array.isArray(n))for(let t=0,r=n.length;t<r;t++){const r=n[t];serialize(e.shapes,r)}else serialize(e.shapes,n)}}if(this.isSkinnedMesh){r.bindMode=this.bindMode;r.bindMatrix=this.bindMatrix.toArray();if(void 0!==this.skeleton){serialize(e.skeletons,this.skeleton);r.skeleton=this.skeleton.uuid}}if(void 0!==this.material)if(Array.isArray(this.material)){const t=[];for(let n=0,r=this.material.length;n<r;n++)t.push(serialize(e.materials,this.material[n]));r.material=t}else r.material=serialize(e.materials,this.material);if(this.children.length>0){r.children=[];for(let t=0;t<this.children.length;t++)r.children.push(this.children[t].toJSON(e).object)}if(this.animations.length>0){r.animations=[];for(let t=0;t<this.animations.length;t++){const n=this.animations[t];r.animations.push(serialize(e.animations,n))}}if(t){const t=extractFromCache(e.geometries);const r=extractFromCache(e.materials);const i=extractFromCache(e.textures);const s=extractFromCache(e.images);const a=extractFromCache(e.shapes);const o=extractFromCache(e.skeletons);const l=extractFromCache(e.animations);t.length>0&&(n.geometries=t);r.length>0&&(n.materials=r);i.length>0&&(n.textures=i);s.length>0&&(n.images=s);a.length>0&&(n.shapes=a);o.length>0&&(n.skeletons=o);l.length>0&&(n.animations=l)}n.object=r;return n;function extractFromCache(e){const t=[];for(const n in e){const r=e[n];delete r.metadata;t.push(r)}return t}}clone(e){return(new this.constructor).copy(this,e)}copy(e,t=true){this.name=e.name;this.up.copy(e.up);this.position.copy(e.position);this.rotation.order=e.rotation.order;this.quaternion.copy(e.quaternion);this.scale.copy(e.scale);this.matrix.copy(e.matrix);this.matrixWorld.copy(e.matrixWorld);this.matrixAutoUpdate=e.matrixAutoUpdate;this.matrixWorldNeedsUpdate=e.matrixWorldNeedsUpdate;this.layers.mask=e.layers.mask;this.visible=e.visible;this.castShadow=e.castShadow;this.receiveShadow=e.receiveShadow;this.frustumCulled=e.frustumCulled;this.renderOrder=e.renderOrder;this.userData=JSON.parse(JSON.stringify(e.userData));if(true===t)for(let t=0;t<e.children.length;t++){const n=e.children[t];this.add(n.clone())}return this}}Object3D.DefaultUp=new Vector3(0,1,0);Object3D.DefaultMatrixAutoUpdate=true;Object3D.prototype.isObject3D=true;const Cr=new Vector3;const Rr=new Vector3;const Pr=new Vector3;const Ir=new Vector3;const Dr=new Vector3;const Br=new Vector3;const Vr=new Vector3;const Nr=new Vector3;const Ur=new Vector3;const zr=new Vector3;class Triangle{constructor(e=new Vector3,t=new Vector3,n=new Vector3){this.a=e;this.b=t;this.c=n}static getNormal(e,t,n,r){r.subVectors(n,t);Cr.subVectors(e,t);r.cross(Cr);const i=r.lengthSq();return i>0?r.multiplyScalar(1/Math.sqrt(i)):r.set(0,0,0)}static getBarycoord(e,t,n,r,i){Cr.subVectors(r,t);Rr.subVectors(n,t);Pr.subVectors(e,t);const s=Cr.dot(Cr);const a=Cr.dot(Rr);const o=Cr.dot(Pr);const l=Rr.dot(Rr);const c=Rr.dot(Pr);const u=s*l-a*a;if(0===u)return i.set(-2,-1,-1);const h=1/u;const d=(l*o-a*c)*h;const p=(s*c-a*o)*h;return i.set(1-d-p,p,d)}static containsPoint(e,t,n,r){this.getBarycoord(e,t,n,r,Ir);return Ir.x>=0&&Ir.y>=0&&Ir.x+Ir.y<=1}static getUV(e,t,n,r,i,s,a,o){this.getBarycoord(e,t,n,r,Ir);o.set(0,0);o.addScaledVector(i,Ir.x);o.addScaledVector(s,Ir.y);o.addScaledVector(a,Ir.z);return o}static isFrontFacing(e,t,n,r){Cr.subVectors(n,t);Rr.subVectors(e,t);return Cr.cross(Rr).dot(r)<0}set(e,t,n){this.a.copy(e);this.b.copy(t);this.c.copy(n);return this}setFromPointsAndIndices(e,t,n,r){this.a.copy(e[t]);this.b.copy(e[n]);this.c.copy(e[r]);return this}setFromAttributeAndIndices(e,t,n,r){this.a.fromBufferAttribute(e,t);this.b.fromBufferAttribute(e,n);this.c.fromBufferAttribute(e,r);return this}clone(){return(new this.constructor).copy(this)}copy(e){this.a.copy(e.a);this.b.copy(e.b);this.c.copy(e.c);return this}getArea(){Cr.subVectors(this.c,this.b);Rr.subVectors(this.a,this.b);return.5*Cr.cross(Rr).length()}getMidpoint(e){return e.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(e){return Triangle.getNormal(this.a,this.b,this.c,e)}getPlane(e){return e.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(e,t){return Triangle.getBarycoord(e,this.a,this.b,this.c,t)}getUV(e,t,n,r,i){return Triangle.getUV(e,this.a,this.b,this.c,t,n,r,i)}containsPoint(e){return Triangle.containsPoint(e,this.a,this.b,this.c)}isFrontFacing(e){return Triangle.isFrontFacing(this.a,this.b,this.c,e)}intersectsBox(e){return e.intersectsTriangle(this)}closestPointToPoint(e,t){const n=this.a,r=this.b,i=this.c;let s,a;Dr.subVectors(r,n);Br.subVectors(i,n);Nr.subVectors(e,n);const o=Dr.dot(Nr);const l=Br.dot(Nr);if(o<=0&&l<=0)return t.copy(n);Ur.subVectors(e,r);const c=Dr.dot(Ur);const u=Br.dot(Ur);if(c>=0&&u<=c)return t.copy(r);const h=o*u-c*l;if(h<=0&&o>=0&&c<=0){s=o/(o-c);return t.copy(n).addScaledVector(Dr,s)}zr.subVectors(e,i);const d=Dr.dot(zr);const p=Br.dot(zr);if(p>=0&&d<=p)return t.copy(i);const f=d*l-o*p;if(f<=0&&l>=0&&p<=0){a=l/(l-p);return t.copy(n).addScaledVector(Br,a)}const m=c*p-d*u;if(m<=0&&u-c>=0&&d-p>=0){Vr.subVectors(i,r);a=(u-c)/(u-c+(d-p));return t.copy(r).addScaledVector(Vr,a)}const g=1/(m+f+h);s=f*g;a=h*g;return t.copy(n).addScaledVector(Dr,s).addScaledVector(Br,a)}equals(e){return e.a.equals(this.a)&&e.b.equals(this.b)&&e.c.equals(this.c)}}let Gr=0;class Material extends EventDispatcher{constructor(){super();Object.defineProperty(this,\"id\",{value:Gr++});this.uuid=generateUUID();this.name=\"\";this.type=\"Material\";this.fog=true;this.blending=y;this.side=h;this.vertexColors=false;this.opacity=1;this.format=Ne;this.transparent=false;this.blendSrc=I;this.blendDst=D;this.blendEquation=w;this.blendSrcAlpha=null;this.blendDstAlpha=null;this.blendEquationAlpha=null;this.depthFunc=H;this.depthTest=true;this.depthWrite=true;this.stencilWriteMask=255;this.stencilFunc=mn;this.stencilRef=0;this.stencilFuncMask=255;this.stencilFail=en;this.stencilZFail=en;this.stencilZPass=en;this.stencilWrite=false;this.clippingPlanes=null;this.clipIntersection=false;this.clipShadows=false;this.shadowSide=null;this.colorWrite=true;this.precision=null;this.polygonOffset=false;this.polygonOffsetFactor=0;this.polygonOffsetUnits=0;this.dithering=false;this.alphaToCoverage=false;this.premultipliedAlpha=false;this.visible=true;this.toneMapped=true;this.userData={};this.version=0;this._alphaTest=0}get alphaTest(){return this._alphaTest}set alphaTest(e){this._alphaTest>0!==e>0&&this.version++;this._alphaTest=e}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(e){if(void 0!==e)for(const t in e){const n=e[t];if(void 0===n){console.warn(\"THREE.Material: '\"+t+\"' parameter is undefined.\");continue}if(\"shading\"===t){console.warn(\"THREE.\"+this.type+\": .shading has been removed. Use the boolean .flatShading instead.\");this.flatShading=n===f;continue}const r=this[t];void 0!==r?r&&r.isColor?r.set(n):r&&r.isVector3&&n&&n.isVector3?r.copy(n):this[t]=n:console.warn(\"THREE.\"+this.type+\": '\"+t+\"' is not a property of this material.\")}}toJSON(e){const t=void 0===e||\"string\"===typeof e;t&&(e={textures:{},images:{}});const n={metadata:{version:4.5,type:\"Material\",generator:\"Material.toJSON\"}};n.uuid=this.uuid;n.type=this.type;\"\"!==this.name&&(n.name=this.name);this.color&&this.color.isColor&&(n.color=this.color.getHex());void 0!==this.roughness&&(n.roughness=this.roughness);void 0!==this.metalness&&(n.metalness=this.metalness);void 0!==this.sheen&&(n.sheen=this.sheen);this.sheenColor&&this.sheenColor.isColor&&(n.sheenColor=this.sheenColor.getHex());void 0!==this.sheenRoughness&&(n.sheenRoughness=this.sheenRoughness);this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex());this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity);this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex());void 0!==this.specularIntensity&&(n.specularIntensity=this.specularIntensity);this.specularColor&&this.specularColor.isColor&&(n.specularColor=this.specularColor.getHex());void 0!==this.shininess&&(n.shininess=this.shininess);void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat);void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness);this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(e).uuid);this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(e).uuid);if(this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture){n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(e).uuid;n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()}this.map&&this.map.isTexture&&(n.map=this.map.toJSON(e).uuid);this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(e).uuid);this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(e).uuid);if(this.lightMap&&this.lightMap.isTexture){n.lightMap=this.lightMap.toJSON(e).uuid;n.lightMapIntensity=this.lightMapIntensity}if(this.aoMap&&this.aoMap.isTexture){n.aoMap=this.aoMap.toJSON(e).uuid;n.aoMapIntensity=this.aoMapIntensity}if(this.bumpMap&&this.bumpMap.isTexture){n.bumpMap=this.bumpMap.toJSON(e).uuid;n.bumpScale=this.bumpScale}if(this.normalMap&&this.normalMap.isTexture){n.normalMap=this.normalMap.toJSON(e).uuid;n.normalMapType=this.normalMapType;n.normalScale=this.normalScale.toArray()}if(this.displacementMap&&this.displacementMap.isTexture){n.displacementMap=this.displacementMap.toJSON(e).uuid;n.displacementScale=this.displacementScale;n.displacementBias=this.displacementBias}this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(e).uuid);this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(e).uuid);this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(e).uuid);this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(e).uuid);this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(n.specularIntensityMap=this.specularIntensityMap.toJSON(e).uuid);this.specularColorMap&&this.specularColorMap.isTexture&&(n.specularColorMap=this.specularColorMap.toJSON(e).uuid);if(this.envMap&&this.envMap.isTexture){n.envMap=this.envMap.toJSON(e).uuid;void 0!==this.combine&&(n.combine=this.combine)}void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity);void 0!==this.reflectivity&&(n.reflectivity=this.reflectivity);void 0!==this.refractionRatio&&(n.refractionRatio=this.refractionRatio);this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(e).uuid);void 0!==this.transmission&&(n.transmission=this.transmission);this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(e).uuid);void 0!==this.thickness&&(n.thickness=this.thickness);this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(e).uuid);void 0!==this.attenuationDistance&&(n.attenuationDistance=this.attenuationDistance);void 0!==this.attenuationColor&&(n.attenuationColor=this.attenuationColor.getHex());void 0!==this.size&&(n.size=this.size);null!==this.shadowSide&&(n.shadowSide=this.shadowSide);void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation);this.blending!==y&&(n.blending=this.blending);this.side!==h&&(n.side=this.side);this.vertexColors&&(n.vertexColors=true);this.opacity<1&&(n.opacity=this.opacity);this.format!==Ne&&(n.format=this.format);true===this.transparent&&(n.transparent=this.transparent);n.depthFunc=this.depthFunc;n.depthTest=this.depthTest;n.depthWrite=this.depthWrite;n.colorWrite=this.colorWrite;n.stencilWrite=this.stencilWrite;n.stencilWriteMask=this.stencilWriteMask;n.stencilFunc=this.stencilFunc;n.stencilRef=this.stencilRef;n.stencilFuncMask=this.stencilFuncMask;n.stencilFail=this.stencilFail;n.stencilZFail=this.stencilZFail;n.stencilZPass=this.stencilZPass;this.rotation&&0!==this.rotation&&(n.rotation=this.rotation);true===this.polygonOffset&&(n.polygonOffset=true);0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor);0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits);this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth);void 0!==this.dashSize&&(n.dashSize=this.dashSize);void 0!==this.gapSize&&(n.gapSize=this.gapSize);void 0!==this.scale&&(n.scale=this.scale);true===this.dithering&&(n.dithering=true);this.alphaTest>0&&(n.alphaTest=this.alphaTest);true===this.alphaToCoverage&&(n.alphaToCoverage=this.alphaToCoverage);true===this.premultipliedAlpha&&(n.premultipliedAlpha=this.premultipliedAlpha);true===this.wireframe&&(n.wireframe=this.wireframe);this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth);\"round\"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap);\"round\"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin);true===this.flatShading&&(n.flatShading=this.flatShading);false===this.visible&&(n.visible=false);false===this.toneMapped&&(n.toneMapped=false);\"{}\"!==JSON.stringify(this.userData)&&(n.userData=this.userData);function extractFromCache(e){const t=[];for(const n in e){const r=e[n];delete r.metadata;t.push(r)}return t}if(t){const t=extractFromCache(e.textures);const r=extractFromCache(e.images);t.length>0&&(n.textures=t);r.length>0&&(n.images=r)}return n}clone(){return(new this.constructor).copy(this)}copy(e){this.name=e.name;this.fog=e.fog;this.blending=e.blending;this.side=e.side;this.vertexColors=e.vertexColors;this.opacity=e.opacity;this.format=e.format;this.transparent=e.transparent;this.blendSrc=e.blendSrc;this.blendDst=e.blendDst;this.blendEquation=e.blendEquation;this.blendSrcAlpha=e.blendSrcAlpha;this.blendDstAlpha=e.blendDstAlpha;this.blendEquationAlpha=e.blendEquationAlpha;this.depthFunc=e.depthFunc;this.depthTest=e.depthTest;this.depthWrite=e.depthWrite;this.stencilWriteMask=e.stencilWriteMask;this.stencilFunc=e.stencilFunc;this.stencilRef=e.stencilRef;this.stencilFuncMask=e.stencilFuncMask;this.stencilFail=e.stencilFail;this.stencilZFail=e.stencilZFail;this.stencilZPass=e.stencilZPass;this.stencilWrite=e.stencilWrite;const t=e.clippingPlanes;let n=null;if(null!==t){const e=t.length;n=new Array(e);for(let r=0;r!==e;++r)n[r]=t[r].clone()}this.clippingPlanes=n;this.clipIntersection=e.clipIntersection;this.clipShadows=e.clipShadows;this.shadowSide=e.shadowSide;this.colorWrite=e.colorWrite;this.precision=e.precision;this.polygonOffset=e.polygonOffset;this.polygonOffsetFactor=e.polygonOffsetFactor;this.polygonOffsetUnits=e.polygonOffsetUnits;this.dithering=e.dithering;this.alphaTest=e.alphaTest;this.alphaToCoverage=e.alphaToCoverage;this.premultipliedAlpha=e.premultipliedAlpha;this.visible=e.visible;this.toneMapped=e.toneMapped;this.userData=JSON.parse(JSON.stringify(e.userData));return this}dispose(){this.dispatchEvent({type:\"dispose\"})}set needsUpdate(e){true===e&&this.version++}}Material.prototype.isMaterial=true;const Fr={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074};const Or={h:0,s:0,l:0};const Hr={h:0,s:0,l:0};function hue2rgb(e,t,n){n<0&&(n+=1);n>1&&(n-=1);return n<1/6?e+6*(t-e)*n:n<.5?t:n<2/3?e+6*(t-e)*(2/3-n):e}function SRGBToLinear(e){return e<.04045?.0773993808*e:Math.pow(.9478672986*e+.0521327014,2.4)}function LinearToSRGB(e){return e<.0031308?12.92*e:1.055*Math.pow(e,.41666)-.055}class Color{constructor(e,t,n){return void 0===t&&void 0===n?this.set(e):this.setRGB(e,t,n)}set(e){e&&e.isColor?this.copy(e):\"number\"===typeof e?this.setHex(e):\"string\"===typeof e&&this.setStyle(e);return this}setScalar(e){this.r=e;this.g=e;this.b=e;return this}setHex(e){e=Math.floor(e);this.r=(e>>16&255)/255;this.g=(e>>8&255)/255;this.b=(255&e)/255;return this}setRGB(e,t,n){this.r=e;this.g=t;this.b=n;return this}setHSL(e,t,n){e=euclideanModulo(e,1);t=clamp(t,0,1);n=clamp(n,0,1);if(0===t)this.r=this.g=this.b=n;else{const r=n<=.5?n*(1+t):n+t-n*t;const i=2*n-r;this.r=hue2rgb(i,r,e+1/3);this.g=hue2rgb(i,r,e);this.b=hue2rgb(i,r,e-1/3)}return this}setStyle(e){function handleAlpha(t){void 0!==t&&parseFloat(t)<1&&console.warn(\"THREE.Color: Alpha component of \"+e+\" will be ignored.\")}let t;if(t=/^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec(e)){let e;const n=t[1];const r=t[2];switch(n){case\"rgb\":case\"rgba\":if(e=/^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(r)){this.r=Math.min(255,parseInt(e[1],10))/255;this.g=Math.min(255,parseInt(e[2],10))/255;this.b=Math.min(255,parseInt(e[3],10))/255;handleAlpha(e[4]);return this}if(e=/^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(r)){this.r=Math.min(100,parseInt(e[1],10))/100;this.g=Math.min(100,parseInt(e[2],10))/100;this.b=Math.min(100,parseInt(e[3],10))/100;handleAlpha(e[4]);return this}break;case\"hsl\":case\"hsla\":if(e=/^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(r)){const t=parseFloat(e[1])/360;const n=parseInt(e[2],10)/100;const r=parseInt(e[3],10)/100;handleAlpha(e[4]);return this.setHSL(t,n,r)}break}}else if(t=/^\\#([A-Fa-f\\d]+)$/.exec(e)){const e=t[1];const n=e.length;if(3===n){this.r=parseInt(e.charAt(0)+e.charAt(0),16)/255;this.g=parseInt(e.charAt(1)+e.charAt(1),16)/255;this.b=parseInt(e.charAt(2)+e.charAt(2),16)/255;return this}if(6===n){this.r=parseInt(e.charAt(0)+e.charAt(1),16)/255;this.g=parseInt(e.charAt(2)+e.charAt(3),16)/255;this.b=parseInt(e.charAt(4)+e.charAt(5),16)/255;return this}}return e&&e.length>0?this.setColorName(e):this}setColorName(e){const t=Fr[e.toLowerCase()];void 0!==t?this.setHex(t):console.warn(\"THREE.Color: Unknown color \"+e);return this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(e){this.r=e.r;this.g=e.g;this.b=e.b;return this}copySRGBToLinear(e){this.r=SRGBToLinear(e.r);this.g=SRGBToLinear(e.g);this.b=SRGBToLinear(e.b);return this}copyLinearToSRGB(e){this.r=LinearToSRGB(e.r);this.g=LinearToSRGB(e.g);this.b=LinearToSRGB(e.b);return this}convertSRGBToLinear(){this.copySRGBToLinear(this);return this}convertLinearToSRGB(){this.copyLinearToSRGB(this);return this}getHex(){return 255*this.r<<16^255*this.g<<8^255*this.b<<0}getHexString(){return(\"000000\"+this.getHex().toString(16)).slice(-6)}getHSL(e){const t=this.r,n=this.g,r=this.b;const i=Math.max(t,n,r);const s=Math.min(t,n,r);let a,o;const l=(s+i)/2;if(s===i){a=0;o=0}else{const e=i-s;o=l<=.5?e/(i+s):e/(2-i-s);switch(i){case t:a=(n-r)/e+(n<r?6:0);break;case n:a=(r-t)/e+2;break;case r:a=(t-n)/e+4;break}a/=6}e.h=a;e.s=o;e.l=l;return e}getStyle(){return\"rgb(\"+(255*this.r|0)+\",\"+(255*this.g|0)+\",\"+(255*this.b|0)+\")\"}offsetHSL(e,t,n){this.getHSL(Or);Or.h+=e;Or.s+=t;Or.l+=n;this.setHSL(Or.h,Or.s,Or.l);return this}add(e){this.r+=e.r;this.g+=e.g;this.b+=e.b;return this}addColors(e,t){this.r=e.r+t.r;this.g=e.g+t.g;this.b=e.b+t.b;return this}addScalar(e){this.r+=e;this.g+=e;this.b+=e;return this}sub(e){this.r=Math.max(0,this.r-e.r);this.g=Math.max(0,this.g-e.g);this.b=Math.max(0,this.b-e.b);return this}multiply(e){this.r*=e.r;this.g*=e.g;this.b*=e.b;return this}multiplyScalar(e){this.r*=e;this.g*=e;this.b*=e;return this}lerp(e,t){this.r+=(e.r-this.r)*t;this.g+=(e.g-this.g)*t;this.b+=(e.b-this.b)*t;return this}lerpColors(e,t,n){this.r=e.r+(t.r-e.r)*n;this.g=e.g+(t.g-e.g)*n;this.b=e.b+(t.b-e.b)*n;return this}lerpHSL(e,t){this.getHSL(Or);e.getHSL(Hr);const n=lerp(Or.h,Hr.h,t);const r=lerp(Or.s,Hr.s,t);const i=lerp(Or.l,Hr.l,t);this.setHSL(n,r,i);return this}equals(e){return e.r===this.r&&e.g===this.g&&e.b===this.b}fromArray(e,t=0){this.r=e[t];this.g=e[t+1];this.b=e[t+2];return this}toArray(e=[],t=0){e[t]=this.r;e[t+1]=this.g;e[t+2]=this.b;return e}fromBufferAttribute(e,t){this.r=e.getX(t);this.g=e.getY(t);this.b=e.getZ(t);if(true===e.normalized){this.r/=255;this.g/=255;this.b/=255}return this}toJSON(){return this.getHex()}}Color.NAMES=Fr;Color.prototype.isColor=true;Color.prototype.r=1;Color.prototype.g=1;Color.prototype.b=1;class MeshBasicMaterial extends Material{constructor(e){super();this.type=\"MeshBasicMaterial\";this.color=new Color(16777215);this.map=null;this.lightMap=null;this.lightMapIntensity=1;this.aoMap=null;this.aoMapIntensity=1;this.specularMap=null;this.alphaMap=null;this.envMap=null;this.combine=X;this.reflectivity=1;this.refractionRatio=.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap=\"round\";this.wireframeLinejoin=\"round\";this.setValues(e)}copy(e){super.copy(e);this.color.copy(e.color);this.map=e.map;this.lightMap=e.lightMap;this.lightMapIntensity=e.lightMapIntensity;this.aoMap=e.aoMap;this.aoMapIntensity=e.aoMapIntensity;this.specularMap=e.specularMap;this.alphaMap=e.alphaMap;this.envMap=e.envMap;this.combine=e.combine;this.reflectivity=e.reflectivity;this.refractionRatio=e.refractionRatio;this.wireframe=e.wireframe;this.wireframeLinewidth=e.wireframeLinewidth;this.wireframeLinecap=e.wireframeLinecap;this.wireframeLinejoin=e.wireframeLinejoin;return this}}MeshBasicMaterial.prototype.isMeshBasicMaterial=true;const kr=new Vector3;const Wr=new Vector2;class BufferAttribute{constructor(e,t,n){if(Array.isArray(e))throw new TypeError(\"THREE.BufferAttribute: array should be a Typed Array.\");this.name=\"\";this.array=e;this.itemSize=t;this.count=void 0!==e?e.length/t:0;this.normalized=true===n;this.usage=gn;this.updateRange={offset:0,count:-1};this.version=0}onUploadCallback(){}set needsUpdate(e){true===e&&this.version++}setUsage(e){this.usage=e;return this}copy(e){this.name=e.name;this.array=new e.array.constructor(e.array);this.itemSize=e.itemSize;this.count=e.count;this.normalized=e.normalized;this.usage=e.usage;return this}copyAt(e,t,n){e*=this.itemSize;n*=t.itemSize;for(let r=0,i=this.itemSize;r<i;r++)this.array[e+r]=t.array[n+r];return this}copyArray(e){this.array.set(e);return this}copyColorsArray(e){const t=this.array;let n=0;for(let r=0,i=e.length;r<i;r++){let i=e[r];if(void 0===i){console.warn(\"THREE.BufferAttribute.copyColorsArray(): color is undefined\",r);i=new Color}t[n++]=i.r;t[n++]=i.g;t[n++]=i.b}return this}copyVector2sArray(e){const t=this.array;let n=0;for(let r=0,i=e.length;r<i;r++){let i=e[r];if(void 0===i){console.warn(\"THREE.BufferAttribute.copyVector2sArray(): vector is undefined\",r);i=new Vector2}t[n++]=i.x;t[n++]=i.y}return this}copyVector3sArray(e){const t=this.array;let n=0;for(let r=0,i=e.length;r<i;r++){let i=e[r];if(void 0===i){console.warn(\"THREE.BufferAttribute.copyVector3sArray(): vector is undefined\",r);i=new Vector3}t[n++]=i.x;t[n++]=i.y;t[n++]=i.z}return this}copyVector4sArray(e){const t=this.array;let n=0;for(let r=0,i=e.length;r<i;r++){let i=e[r];if(void 0===i){console.warn(\"THREE.BufferAttribute.copyVector4sArray(): vector is undefined\",r);i=new Vector4}t[n++]=i.x;t[n++]=i.y;t[n++]=i.z;t[n++]=i.w}return this}applyMatrix3(e){if(2===this.itemSize)for(let t=0,n=this.count;t<n;t++){Wr.fromBufferAttribute(this,t);Wr.applyMatrix3(e);this.setXY(t,Wr.x,Wr.y)}else if(3===this.itemSize)for(let t=0,n=this.count;t<n;t++){kr.fromBufferAttribute(this,t);kr.applyMatrix3(e);this.setXYZ(t,kr.x,kr.y,kr.z)}return this}applyMatrix4(e){for(let t=0,n=this.count;t<n;t++){kr.x=this.getX(t);kr.y=this.getY(t);kr.z=this.getZ(t);kr.applyMatrix4(e);this.setXYZ(t,kr.x,kr.y,kr.z)}return this}applyNormalMatrix(e){for(let t=0,n=this.count;t<n;t++){kr.x=this.getX(t);kr.y=this.getY(t);kr.z=this.getZ(t);kr.applyNormalMatrix(e);this.setXYZ(t,kr.x,kr.y,kr.z)}return this}transformDirection(e){for(let t=0,n=this.count;t<n;t++){kr.x=this.getX(t);kr.y=this.getY(t);kr.z=this.getZ(t);kr.transformDirection(e);this.setXYZ(t,kr.x,kr.y,kr.z)}return this}set(e,t=0){this.array.set(e,t);return this}getX(e){return this.array[e*this.itemSize]}setX(e,t){this.array[e*this.itemSize]=t;return this}getY(e){return this.array[e*this.itemSize+1]}setY(e,t){this.array[e*this.itemSize+1]=t;return this}getZ(e){return this.array[e*this.itemSize+2]}setZ(e,t){this.array[e*this.itemSize+2]=t;return this}getW(e){return this.array[e*this.itemSize+3]}setW(e,t){this.array[e*this.itemSize+3]=t;return this}setXY(e,t,n){e*=this.itemSize;this.array[e+0]=t;this.array[e+1]=n;return this}setXYZ(e,t,n,r){e*=this.itemSize;this.array[e+0]=t;this.array[e+1]=n;this.array[e+2]=r;return this}setXYZW(e,t,n,r,i){e*=this.itemSize;this.array[e+0]=t;this.array[e+1]=n;this.array[e+2]=r;this.array[e+3]=i;return this}onUpload(e){this.onUploadCallback=e;return this}clone(){return new this.constructor(this.array,this.itemSize).copy(this)}toJSON(){const e={itemSize:this.itemSize,type:this.array.constructor.name,array:Array.prototype.slice.call(this.array),normalized:this.normalized};\"\"!==this.name&&(e.name=this.name);this.usage!==gn&&(e.usage=this.usage);0===this.updateRange.offset&&-1===this.updateRange.count||(e.updateRange=this.updateRange);return e}}BufferAttribute.prototype.isBufferAttribute=true;class Int8BufferAttribute extends BufferAttribute{constructor(e,t,n){super(new Int8Array(e),t,n)}}class Uint8BufferAttribute extends BufferAttribute{constructor(e,t,n){super(new Uint8Array(e),t,n)}}class Uint8ClampedBufferAttribute extends BufferAttribute{constructor(e,t,n){super(new Uint8ClampedArray(e),t,n)}}class Int16BufferAttribute extends BufferAttribute{constructor(e,t,n){super(new Int16Array(e),t,n)}}class Uint16BufferAttribute extends BufferAttribute{constructor(e,t,n){super(new Uint16Array(e),t,n)}}class Int32BufferAttribute extends BufferAttribute{constructor(e,t,n){super(new Int32Array(e),t,n)}}class Uint32BufferAttribute extends BufferAttribute{constructor(e,t,n){super(new Uint32Array(e),t,n)}}class Float16BufferAttribute extends BufferAttribute{constructor(e,t,n){super(new Uint16Array(e),t,n)}}Float16BufferAttribute.prototype.isFloat16BufferAttribute=true;class Float32BufferAttribute extends BufferAttribute{constructor(e,t,n){super(new Float32Array(e),t,n)}}class Float64BufferAttribute extends BufferAttribute{constructor(e,t,n){super(new Float64Array(e),t,n)}}let jr=0;const qr=new Matrix4;const Xr=new Object3D;const Jr=new Vector3;const Yr=new Box3;const Zr=new Box3;const Qr=new Vector3;class BufferGeometry extends EventDispatcher{constructor(){super();Object.defineProperty(this,\"id\",{value:jr++});this.uuid=generateUUID();this.name=\"\";this.type=\"BufferGeometry\";this.index=null;this.attributes={};this.morphAttributes={};this.morphTargetsRelative=false;this.groups=[];this.boundingBox=null;this.boundingSphere=null;this.drawRange={start:0,count:Infinity};this.userData={}}getIndex(){return this.index}setIndex(e){Array.isArray(e)?this.index=new(arrayMax(e)>65535?Uint32BufferAttribute:Uint16BufferAttribute)(e,1):this.index=e;return this}getAttribute(e){return this.attributes[e]}setAttribute(e,t){this.attributes[e]=t;return this}deleteAttribute(e){delete this.attributes[e];return this}hasAttribute(e){return void 0!==this.attributes[e]}addGroup(e,t,n=0){this.groups.push({start:e,count:t,materialIndex:n})}clearGroups(){this.groups=[]}setDrawRange(e,t){this.drawRange.start=e;this.drawRange.count=t}applyMatrix4(e){const t=this.attributes.position;if(void 0!==t){t.applyMatrix4(e);t.needsUpdate=true}const n=this.attributes.normal;if(void 0!==n){const t=(new Matrix3).getNormalMatrix(e);n.applyNormalMatrix(t);n.needsUpdate=true}const r=this.attributes.tangent;if(void 0!==r){r.transformDirection(e);r.needsUpdate=true}null!==this.boundingBox&&this.computeBoundingBox();null!==this.boundingSphere&&this.computeBoundingSphere();return this}applyQuaternion(e){qr.makeRotationFromQuaternion(e);this.applyMatrix4(qr);return this}rotateX(e){qr.makeRotationX(e);this.applyMatrix4(qr);return this}rotateY(e){qr.makeRotationY(e);this.applyMatrix4(qr);return this}rotateZ(e){qr.makeRotationZ(e);this.applyMatrix4(qr);return this}translate(e,t,n){qr.makeTranslation(e,t,n);this.applyMatrix4(qr);return this}scale(e,t,n){qr.makeScale(e,t,n);this.applyMatrix4(qr);return this}lookAt(e){Xr.lookAt(e);Xr.updateMatrix();this.applyMatrix4(Xr.matrix);return this}center(){this.computeBoundingBox();this.boundingBox.getCenter(Jr).negate();this.translate(Jr.x,Jr.y,Jr.z);return this}setFromPoints(e){const t=[];for(let n=0,r=e.length;n<r;n++){const r=e[n];t.push(r.x,r.y,r.z||0)}this.setAttribute(\"position\",new Float32BufferAttribute(t,3));return this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new Box3);const e=this.attributes.position;const t=this.morphAttributes.position;if(e&&e.isGLBufferAttribute){console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".',this);this.boundingBox.set(new Vector3(-Infinity,-Infinity,-Infinity),new Vector3(Infinity,Infinity,Infinity))}else{if(void 0!==e){this.boundingBox.setFromBufferAttribute(e);if(t)for(let e=0,n=t.length;e<n;e++){const n=t[e];Yr.setFromBufferAttribute(n);if(this.morphTargetsRelative){Qr.addVectors(this.boundingBox.min,Yr.min);this.boundingBox.expandByPoint(Qr);Qr.addVectors(this.boundingBox.max,Yr.max);this.boundingBox.expandByPoint(Qr)}else{this.boundingBox.expandByPoint(Yr.min);this.boundingBox.expandByPoint(Yr.max)}}}else this.boundingBox.makeEmpty();(isNaN(this.boundingBox.min.x)||isNaN(this.boundingBox.min.y)||isNaN(this.boundingBox.min.z))&&console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.',this)}}computeBoundingSphere(){null===this.boundingSphere&&(this.boundingSphere=new Sphere);const e=this.attributes.position;const t=this.morphAttributes.position;if(e&&e.isGLBufferAttribute){console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".',this);this.boundingSphere.set(new Vector3,Infinity)}else if(e){const n=this.boundingSphere.center;Yr.setFromBufferAttribute(e);if(t)for(let e=0,n=t.length;e<n;e++){const n=t[e];Zr.setFromBufferAttribute(n);if(this.morphTargetsRelative){Qr.addVectors(Yr.min,Zr.min);Yr.expandByPoint(Qr);Qr.addVectors(Yr.max,Zr.max);Yr.expandByPoint(Qr)}else{Yr.expandByPoint(Zr.min);Yr.expandByPoint(Zr.max)}}Yr.getCenter(n);let r=0;for(let t=0,i=e.count;t<i;t++){Qr.fromBufferAttribute(e,t);r=Math.max(r,n.distanceToSquared(Qr))}if(t)for(let i=0,s=t.length;i<s;i++){const s=t[i];const a=this.morphTargetsRelative;for(let t=0,i=s.count;t<i;t++){Qr.fromBufferAttribute(s,t);if(a){Jr.fromBufferAttribute(e,t);Qr.add(Jr)}r=Math.max(r,n.distanceToSquared(Qr))}}this.boundingSphere.radius=Math.sqrt(r);isNaN(this.boundingSphere.radius)&&console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.',this)}}computeTangents(){const e=this.index;const t=this.attributes;if(null===e||void 0===t.position||void 0===t.normal||void 0===t.uv){console.error(\"THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)\");return}const n=e.array;const r=t.position.array;const i=t.normal.array;const s=t.uv.array;const a=r.length/3;void 0===t.tangent&&this.setAttribute(\"tangent\",new BufferAttribute(new Float32Array(4*a),4));const o=t.tangent.array;const l=[],c=[];for(let e=0;e<a;e++){l[e]=new Vector3;c[e]=new Vector3}const u=new Vector3,h=new Vector3,d=new Vector3,p=new Vector2,f=new Vector2,m=new Vector2,g=new Vector3,y=new Vector3;function handleTriangle(e,t,n){u.fromArray(r,3*e);h.fromArray(r,3*t);d.fromArray(r,3*n);p.fromArray(s,2*e);f.fromArray(s,2*t);m.fromArray(s,2*n);h.sub(u);d.sub(u);f.sub(p);m.sub(p);const i=1/(f.x*m.y-m.x*f.y);if(isFinite(i)){g.copy(h).multiplyScalar(m.y).addScaledVector(d,-f.y).multiplyScalar(i);y.copy(d).multiplyScalar(f.x).addScaledVector(h,-m.x).multiplyScalar(i);l[e].add(g);l[t].add(g);l[n].add(g);c[e].add(y);c[t].add(y);c[n].add(y)}}let x=this.groups;0===x.length&&(x=[{start:0,count:n.length}]);for(let e=0,t=x.length;e<t;++e){const t=x[e];const r=t.start;const i=t.count;for(let e=r,t=r+i;e<t;e+=3)handleTriangle(n[e+0],n[e+1],n[e+2])}const b=new Vector3,_=new Vector3;const M=new Vector3,w=new Vector3;function handleVertex(e){M.fromArray(i,3*e);w.copy(M);const t=l[e];b.copy(t);b.sub(M.multiplyScalar(M.dot(t))).normalize();_.crossVectors(w,t);const n=_.dot(c[e]);const r=n<0?-1:1;o[4*e]=b.x;o[4*e+1]=b.y;o[4*e+2]=b.z;o[4*e+3]=r}for(let e=0,t=x.length;e<t;++e){const t=x[e];const r=t.start;const i=t.count;for(let e=r,t=r+i;e<t;e+=3){handleVertex(n[e+0]);handleVertex(n[e+1]);handleVertex(n[e+2])}}}computeVertexNormals(){const e=this.index;const t=this.getAttribute(\"position\");if(void 0!==t){let n=this.getAttribute(\"normal\");if(void 0===n){n=new BufferAttribute(new Float32Array(3*t.count),3);this.setAttribute(\"normal\",n)}else for(let e=0,t=n.count;e<t;e++)n.setXYZ(e,0,0,0);const r=new Vector3,i=new Vector3,s=new Vector3;const a=new Vector3,o=new Vector3,l=new Vector3;const c=new Vector3,u=new Vector3;if(e)for(let h=0,d=e.count;h<d;h+=3){const d=e.getX(h+0);const p=e.getX(h+1);const f=e.getX(h+2);r.fromBufferAttribute(t,d);i.fromBufferAttribute(t,p);s.fromBufferAttribute(t,f);c.subVectors(s,i);u.subVectors(r,i);c.cross(u);a.fromBufferAttribute(n,d);o.fromBufferAttribute(n,p);l.fromBufferAttribute(n,f);a.add(c);o.add(c);l.add(c);n.setXYZ(d,a.x,a.y,a.z);n.setXYZ(p,o.x,o.y,o.z);n.setXYZ(f,l.x,l.y,l.z)}else for(let e=0,a=t.count;e<a;e+=3){r.fromBufferAttribute(t,e+0);i.fromBufferAttribute(t,e+1);s.fromBufferAttribute(t,e+2);c.subVectors(s,i);u.subVectors(r,i);c.cross(u);n.setXYZ(e+0,c.x,c.y,c.z);n.setXYZ(e+1,c.x,c.y,c.z);n.setXYZ(e+2,c.x,c.y,c.z)}this.normalizeNormals();n.needsUpdate=true}}merge(e,t){if(!(e&&e.isBufferGeometry)){console.error(\"THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.\",e);return}if(void 0===t){t=0;console.warn(\"THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.\")}const n=this.attributes;for(const r in n){if(void 0===e.attributes[r])continue;const i=n[r];const s=i.array;const a=e.attributes[r];const o=a.array;const l=a.itemSize*t;const c=Math.min(o.length,s.length-l);for(let e=0,t=l;e<c;e++,t++)s[t]=o[e]}return this}normalizeNormals(){const e=this.attributes.normal;for(let t=0,n=e.count;t<n;t++){Qr.fromBufferAttribute(e,t);Qr.normalize();e.setXYZ(t,Qr.x,Qr.y,Qr.z)}}toNonIndexed(){function convertBufferAttribute(e,t){const n=e.array;const r=e.itemSize;const i=e.normalized;const s=new n.constructor(t.length*r);let a=0,o=0;for(let i=0,l=t.length;i<l;i++){a=e.isInterleavedBufferAttribute?t[i]*e.data.stride+e.offset:t[i]*r;for(let e=0;e<r;e++)s[o++]=n[a++]}return new BufferAttribute(s,r,i)}if(null===this.index){console.warn(\"THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.\");return this}const e=new BufferGeometry;const t=this.index.array;const n=this.attributes;for(const r in n){const i=n[r];const s=convertBufferAttribute(i,t);e.setAttribute(r,s)}const r=this.morphAttributes;for(const n in r){const i=[];const s=r[n];for(let e=0,n=s.length;e<n;e++){const n=s[e];const r=convertBufferAttribute(n,t);i.push(r)}e.morphAttributes[n]=i}e.morphTargetsRelative=this.morphTargetsRelative;const i=this.groups;for(let t=0,n=i.length;t<n;t++){const n=i[t];e.addGroup(n.start,n.count,n.materialIndex)}return e}toJSON(){const e={metadata:{version:4.5,type:\"BufferGeometry\",generator:\"BufferGeometry.toJSON\"}};e.uuid=this.uuid;e.type=this.type;\"\"!==this.name&&(e.name=this.name);Object.keys(this.userData).length>0&&(e.userData=this.userData);if(void 0!==this.parameters){const t=this.parameters;for(const n in t)void 0!==t[n]&&(e[n]=t[n]);return e}e.data={attributes:{}};const t=this.index;null!==t&&(e.data.index={type:t.array.constructor.name,array:Array.prototype.slice.call(t.array)});const n=this.attributes;for(const t in n){const r=n[t];e.data.attributes[t]=r.toJSON(e.data)}const r={};let i=false;for(const t in this.morphAttributes){const n=this.morphAttributes[t];const s=[];for(let t=0,r=n.length;t<r;t++){const r=n[t];s.push(r.toJSON(e.data))}if(s.length>0){r[t]=s;i=true}}if(i){e.data.morphAttributes=r;e.data.morphTargetsRelative=this.morphTargetsRelative}const s=this.groups;s.length>0&&(e.data.groups=JSON.parse(JSON.stringify(s)));const a=this.boundingSphere;null!==a&&(e.data.boundingSphere={center:a.center.toArray(),radius:a.radius});return e}clone(){return(new this.constructor).copy(this)}copy(e){this.index=null;this.attributes={};this.morphAttributes={};this.groups=[];this.boundingBox=null;this.boundingSphere=null;const t={};this.name=e.name;const n=e.index;null!==n&&this.setIndex(n.clone(t));const r=e.attributes;for(const e in r){const n=r[e];this.setAttribute(e,n.clone(t))}const i=e.morphAttributes;for(const e in i){const n=[];const r=i[e];for(let e=0,i=r.length;e<i;e++)n.push(r[e].clone(t));this.morphAttributes[e]=n}this.morphTargetsRelative=e.morphTargetsRelative;const s=e.groups;for(let e=0,t=s.length;e<t;e++){const t=s[e];this.addGroup(t.start,t.count,t.materialIndex)}const a=e.boundingBox;null!==a&&(this.boundingBox=a.clone());const o=e.boundingSphere;null!==o&&(this.boundingSphere=o.clone());this.drawRange.start=e.drawRange.start;this.drawRange.count=e.drawRange.count;this.userData=e.userData;void 0!==e.parameters&&(this.parameters=Object.assign({},e.parameters));return this}dispose(){this.dispatchEvent({type:\"dispose\"})}}BufferGeometry.prototype.isBufferGeometry=true;const Kr=new Matrix4;const $r=new Ray;const ei=new Sphere;const ti=new Vector3;const ni=new Vector3;const ri=new Vector3;const ii=new Vector3;const si=new Vector3;const ai=new Vector3;const oi=new Vector3;const li=new Vector3;const ci=new Vector3;const ui=new Vector2;const hi=new Vector2;const di=new Vector2;const pi=new Vector3;const fi=new Vector3;class Mesh extends Object3D{constructor(e=new BufferGeometry,t=new MeshBasicMaterial){super();this.type=\"Mesh\";this.geometry=e;this.material=t;this.updateMorphTargets()}copy(e){super.copy(e);void 0!==e.morphTargetInfluences&&(this.morphTargetInfluences=e.morphTargetInfluences.slice());void 0!==e.morphTargetDictionary&&(this.morphTargetDictionary=Object.assign({},e.morphTargetDictionary));this.material=e.material;this.geometry=e.geometry;return this}updateMorphTargets(){const e=this.geometry;if(e.isBufferGeometry){const t=e.morphAttributes;const n=Object.keys(t);if(n.length>0){const e=t[n[0]];if(void 0!==e){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(let t=0,n=e.length;t<n;t++){const n=e[t].name||String(t);this.morphTargetInfluences.push(0);this.morphTargetDictionary[n]=t}}}}else{const t=e.morphTargets;void 0!==t&&t.length>0&&console.error(\"THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\")}}raycast(e,t){const n=this.geometry;const r=this.material;const i=this.matrixWorld;if(void 0===r)return;null===n.boundingSphere&&n.computeBoundingSphere();ei.copy(n.boundingSphere);ei.applyMatrix4(i);if(false===e.ray.intersectsSphere(ei))return;Kr.copy(i).invert();$r.copy(e.ray).applyMatrix4(Kr);if(null!==n.boundingBox&&false===$r.intersectsBox(n.boundingBox))return;let s;if(n.isBufferGeometry){const i=n.index;const a=n.attributes.position;const o=n.morphAttributes.position;const l=n.morphTargetsRelative;const c=n.attributes.uv;const u=n.attributes.uv2;const h=n.groups;const d=n.drawRange;if(null!==i)if(Array.isArray(r))for(let n=0,p=h.length;n<p;n++){const p=h[n];const f=r[p.materialIndex];const m=Math.max(p.start,d.start);const g=Math.min(i.count,Math.min(p.start+p.count,d.start+d.count));for(let n=m,r=g;n<r;n+=3){const r=i.getX(n);const h=i.getX(n+1);const d=i.getX(n+2);s=checkBufferGeometryIntersection(this,f,e,$r,a,o,l,c,u,r,h,d);if(s){s.faceIndex=Math.floor(n/3);s.face.materialIndex=p.materialIndex;t.push(s)}}}else{const n=Math.max(0,d.start);const h=Math.min(i.count,d.start+d.count);for(let d=n,p=h;d<p;d+=3){const n=i.getX(d);const h=i.getX(d+1);const p=i.getX(d+2);s=checkBufferGeometryIntersection(this,r,e,$r,a,o,l,c,u,n,h,p);if(s){s.faceIndex=Math.floor(d/3);t.push(s)}}}else if(void 0!==a)if(Array.isArray(r))for(let n=0,i=h.length;n<i;n++){const i=h[n];const p=r[i.materialIndex];const f=Math.max(i.start,d.start);const m=Math.min(a.count,Math.min(i.start+i.count,d.start+d.count));for(let n=f,r=m;n<r;n+=3){const r=n;const h=n+1;const d=n+2;s=checkBufferGeometryIntersection(this,p,e,$r,a,o,l,c,u,r,h,d);if(s){s.faceIndex=Math.floor(n/3);s.face.materialIndex=i.materialIndex;t.push(s)}}}else{const n=Math.max(0,d.start);const i=Math.min(a.count,d.start+d.count);for(let h=n,d=i;h<d;h+=3){const n=h;const i=h+1;const d=h+2;s=checkBufferGeometryIntersection(this,r,e,$r,a,o,l,c,u,n,i,d);if(s){s.faceIndex=Math.floor(h/3);t.push(s)}}}}else n.isGeometry&&console.error(\"THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\")}}Mesh.prototype.isMesh=true;function checkIntersection(e,t,n,r,i,s,a,o){let l;l=t.side===d?r.intersectTriangle(a,s,i,true,o):r.intersectTriangle(i,s,a,t.side!==p,o);if(null===l)return null;fi.copy(o);fi.applyMatrix4(e.matrixWorld);const c=n.ray.origin.distanceTo(fi);return c<n.near||c>n.far?null:{distance:c,point:fi.clone(),object:e}}function checkBufferGeometryIntersection(e,t,n,r,i,s,a,o,l,c,u,h){ti.fromBufferAttribute(i,c);ni.fromBufferAttribute(i,u);ri.fromBufferAttribute(i,h);const d=e.morphTargetInfluences;if(s&&d){oi.set(0,0,0);li.set(0,0,0);ci.set(0,0,0);for(let e=0,t=s.length;e<t;e++){const t=d[e];const n=s[e];if(0!==t){ii.fromBufferAttribute(n,c);si.fromBufferAttribute(n,u);ai.fromBufferAttribute(n,h);if(a){oi.addScaledVector(ii,t);li.addScaledVector(si,t);ci.addScaledVector(ai,t)}else{oi.addScaledVector(ii.sub(ti),t);li.addScaledVector(si.sub(ni),t);ci.addScaledVector(ai.sub(ri),t)}}}ti.add(oi);ni.add(li);ri.add(ci)}if(e.isSkinnedMesh){e.boneTransform(c,ti);e.boneTransform(u,ni);e.boneTransform(h,ri)}const p=checkIntersection(e,t,n,r,ti,ni,ri,pi);if(p){if(o){ui.fromBufferAttribute(o,c);hi.fromBufferAttribute(o,u);di.fromBufferAttribute(o,h);p.uv=Triangle.getUV(pi,ti,ni,ri,ui,hi,di,new Vector2)}if(l){ui.fromBufferAttribute(l,c);hi.fromBufferAttribute(l,u);di.fromBufferAttribute(l,h);p.uv2=Triangle.getUV(pi,ti,ni,ri,ui,hi,di,new Vector2)}const e={a:c,b:u,c:h,normal:new Vector3,materialIndex:0};Triangle.getNormal(ti,ni,ri,e.normal);p.face=e}return p}class BoxGeometry extends BufferGeometry{constructor(e=1,t=1,n=1,r=1,i=1,s=1){super();this.type=\"BoxGeometry\";this.parameters={width:e,height:t,depth:n,widthSegments:r,heightSegments:i,depthSegments:s};const a=this;r=Math.floor(r);i=Math.floor(i);s=Math.floor(s);const o=[];const l=[];const c=[];const u=[];let h=0;let d=0;buildPlane(\"z\",\"y\",\"x\",-1,-1,n,t,e,s,i,0);buildPlane(\"z\",\"y\",\"x\",1,-1,n,t,-e,s,i,1);buildPlane(\"x\",\"z\",\"y\",1,1,e,n,t,r,s,2);buildPlane(\"x\",\"z\",\"y\",1,-1,e,n,-t,r,s,3);buildPlane(\"x\",\"y\",\"z\",1,-1,e,t,n,r,i,4);buildPlane(\"x\",\"y\",\"z\",-1,-1,e,t,-n,r,i,5);this.setIndex(o);this.setAttribute(\"position\",new Float32BufferAttribute(l,3));this.setAttribute(\"normal\",new Float32BufferAttribute(c,3));this.setAttribute(\"uv\",new Float32BufferAttribute(u,2));function buildPlane(e,t,n,r,i,s,p,f,m,g,y){const x=s/m;const b=p/g;const _=s/2;const M=p/2;const w=f/2;const S=m+1;const T=g+1;let E=0;let A=0;const L=new Vector3;for(let s=0;s<T;s++){const a=s*b-M;for(let o=0;o<S;o++){const h=o*x-_;L[e]=h*r;L[t]=a*i;L[n]=w;l.push(L.x,L.y,L.z);L[e]=0;L[t]=0;L[n]=f>0?1:-1;c.push(L.x,L.y,L.z);u.push(o/m);u.push(1-s/g);E+=1}}for(let e=0;e<g;e++)for(let t=0;t<m;t++){const n=h+t+S*e;const r=h+t+S*(e+1);const i=h+(t+1)+S*(e+1);const s=h+(t+1)+S*e;o.push(n,r,s);o.push(r,i,s);A+=6}a.addGroup(d,A,y);d+=A;h+=E}}static fromJSON(e){return new BoxGeometry(e.width,e.height,e.depth,e.widthSegments,e.heightSegments,e.depthSegments)}}function cloneUniforms(e){const t={};for(const n in e){t[n]={};for(const r in e[n]){const i=e[n][r];i&&(i.isColor||i.isMatrix3||i.isMatrix4||i.isVector2||i.isVector3||i.isVector4||i.isTexture||i.isQuaternion)?t[n][r]=i.clone():Array.isArray(i)?t[n][r]=i.slice():t[n][r]=i}}return t}function mergeUniforms(e){const t={};for(let n=0;n<e.length;n++){const r=cloneUniforms(e[n]);for(const e in r)t[e]=r[e]}return t}const mi={clone:cloneUniforms,merge:mergeUniforms};var gi=\"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";var yi=\"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";class ShaderMaterial extends Material{constructor(e){super();this.type=\"ShaderMaterial\";this.defines={};this.uniforms={};this.vertexShader=gi;this.fragmentShader=yi;this.linewidth=1;this.wireframe=false;this.wireframeLinewidth=1;this.fog=false;this.lights=false;this.clipping=false;this.extensions={derivatives:false,fragDepth:false,drawBuffers:false,shaderTextureLOD:false};this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv2:[0,0]};this.index0AttributeName=void 0;this.uniformsNeedUpdate=false;this.glslVersion=null;if(void 0!==e){void 0!==e.attributes&&console.error(\"THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.\");this.setValues(e)}}copy(e){super.copy(e);this.fragmentShader=e.fragmentShader;this.vertexShader=e.vertexShader;this.uniforms=cloneUniforms(e.uniforms);this.defines=Object.assign({},e.defines);this.wireframe=e.wireframe;this.wireframeLinewidth=e.wireframeLinewidth;this.lights=e.lights;this.clipping=e.clipping;this.extensions=Object.assign({},e.extensions);this.glslVersion=e.glslVersion;return this}toJSON(e){const t=super.toJSON(e);t.glslVersion=this.glslVersion;t.uniforms={};for(const n in this.uniforms){const r=this.uniforms[n];const i=r.value;i&&i.isTexture?t.uniforms[n]={type:\"t\",value:i.toJSON(e).uuid}:i&&i.isColor?t.uniforms[n]={type:\"c\",value:i.getHex()}:i&&i.isVector2?t.uniforms[n]={type:\"v2\",value:i.toArray()}:i&&i.isVector3?t.uniforms[n]={type:\"v3\",value:i.toArray()}:i&&i.isVector4?t.uniforms[n]={type:\"v4\",value:i.toArray()}:i&&i.isMatrix3?t.uniforms[n]={type:\"m3\",value:i.toArray()}:i&&i.isMatrix4?t.uniforms[n]={type:\"m4\",value:i.toArray()}:t.uniforms[n]={value:i}}Object.keys(this.defines).length>0&&(t.defines=this.defines);t.vertexShader=this.vertexShader;t.fragmentShader=this.fragmentShader;const n={};for(const e in this.extensions)true===this.extensions[e]&&(n[e]=true);Object.keys(n).length>0&&(t.extensions=n);return t}}ShaderMaterial.prototype.isShaderMaterial=true;class Camera extends Object3D{constructor(){super();this.type=\"Camera\";this.matrixWorldInverse=new Matrix4;this.projectionMatrix=new Matrix4;this.projectionMatrixInverse=new Matrix4}copy(e,t){super.copy(e,t);this.matrixWorldInverse.copy(e.matrixWorldInverse);this.projectionMatrix.copy(e.projectionMatrix);this.projectionMatrixInverse.copy(e.projectionMatrixInverse);return this}getWorldDirection(e){this.updateWorldMatrix(true,false);const t=this.matrixWorld.elements;return e.set(-t[8],-t[9],-t[10]).normalize()}updateMatrixWorld(e){super.updateMatrixWorld(e);this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(e,t){super.updateWorldMatrix(e,t);this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}Camera.prototype.isCamera=true;class PerspectiveCamera extends Camera{constructor(e=50,t=1,n=.1,r=2e3){super();this.type=\"PerspectiveCamera\";this.fov=e;this.zoom=1;this.near=n;this.far=r;this.focus=10;this.aspect=t;this.view=null;this.filmGauge=35;this.filmOffset=0;this.updateProjectionMatrix()}copy(e,t){super.copy(e,t);this.fov=e.fov;this.zoom=e.zoom;this.near=e.near;this.far=e.far;this.focus=e.focus;this.aspect=e.aspect;this.view=null===e.view?null:Object.assign({},e.view);this.filmGauge=e.filmGauge;this.filmOffset=e.filmOffset;return this}setFocalLength(e){const t=.5*this.getFilmHeight()/e;this.fov=2*Rn*Math.atan(t);this.updateProjectionMatrix()}getFocalLength(){const e=Math.tan(.5*Cn*this.fov);return.5*this.getFilmHeight()/e}getEffectiveFOV(){return 2*Rn*Math.atan(Math.tan(.5*Cn*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(e,t,n,r,i,s){this.aspect=e/t;null===this.view&&(this.view={enabled:true,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1});this.view.enabled=true;this.view.fullWidth=e;this.view.fullHeight=t;this.view.offsetX=n;this.view.offsetY=r;this.view.width=i;this.view.height=s;this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=false);this.updateProjectionMatrix()}updateProjectionMatrix(){const e=this.near;let t=e*Math.tan(.5*Cn*this.fov)/this.zoom;let n=2*t;let r=this.aspect*n;let i=-.5*r;const s=this.view;if(null!==this.view&&this.view.enabled){const e=s.fullWidth,a=s.fullHeight;i+=s.offsetX*r/e;t-=s.offsetY*n/a;r*=s.width/e;n*=s.height/a}const a=this.filmOffset;0!==a&&(i+=e*a/this.getFilmWidth());this.projectionMatrix.makePerspective(i,i+r,t,t-n,e,this.far);this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){const t=super.toJSON(e);t.object.fov=this.fov;t.object.zoom=this.zoom;t.object.near=this.near;t.object.far=this.far;t.object.focus=this.focus;t.object.aspect=this.aspect;null!==this.view&&(t.object.view=Object.assign({},this.view));t.object.filmGauge=this.filmGauge;t.object.filmOffset=this.filmOffset;return t}}PerspectiveCamera.prototype.isPerspectiveCamera=true;const vi=90,xi=1;class CubeCamera extends Object3D{constructor(e,t,n){super();this.type=\"CubeCamera\";if(true!==n.isWebGLCubeRenderTarget){console.error(\"THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.\");return}this.renderTarget=n;const r=new PerspectiveCamera(vi,xi,e,t);r.layers=this.layers;r.up.set(0,-1,0);r.lookAt(new Vector3(1,0,0));this.add(r);const i=new PerspectiveCamera(vi,xi,e,t);i.layers=this.layers;i.up.set(0,-1,0);i.lookAt(new Vector3(-1,0,0));this.add(i);const s=new PerspectiveCamera(vi,xi,e,t);s.layers=this.layers;s.up.set(0,0,1);s.lookAt(new Vector3(0,1,0));this.add(s);const a=new PerspectiveCamera(vi,xi,e,t);a.layers=this.layers;a.up.set(0,0,-1);a.lookAt(new Vector3(0,-1,0));this.add(a);const o=new PerspectiveCamera(vi,xi,e,t);o.layers=this.layers;o.up.set(0,-1,0);o.lookAt(new Vector3(0,0,1));this.add(o);const l=new PerspectiveCamera(vi,xi,e,t);l.layers=this.layers;l.up.set(0,-1,0);l.lookAt(new Vector3(0,0,-1));this.add(l)}update(e,t){null===this.parent&&this.updateMatrixWorld();const n=this.renderTarget;const[r,i,s,a,o,l]=this.children;const c=e.xr.enabled;const u=e.getRenderTarget();e.xr.enabled=false;const h=n.texture.generateMipmaps;n.texture.generateMipmaps=false;e.setRenderTarget(n,0);e.render(t,r);e.setRenderTarget(n,1);e.render(t,i);e.setRenderTarget(n,2);e.render(t,s);e.setRenderTarget(n,3);e.render(t,a);e.setRenderTarget(n,4);e.render(t,o);n.texture.generateMipmaps=h;e.setRenderTarget(n,5);e.render(t,l);e.setRenderTarget(u);e.xr.enabled=c}}class CubeTexture extends Texture{constructor(e,t,n,r,i,s,a,o,l,c){e=void 0!==e?e:[];t=void 0!==t?t:re;super(e,t,n,r,i,s,a,o,l,c);this.flipY=false}get images(){return this.image}set images(e){this.image=e}}CubeTexture.prototype.isCubeTexture=true;class WebGLCubeRenderTarget extends WebGLRenderTarget{constructor(e,t,n){if(Number.isInteger(t)){console.warn(\"THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )\");t=n}super(e,e,t);t=t||{};this.texture=new CubeTexture(void 0,t.mapping,t.wrapS,t.wrapT,t.magFilter,t.minFilter,t.format,t.type,t.anisotropy,t.encoding);this.texture.isRenderTargetTexture=true;this.texture.generateMipmaps=void 0!==t.generateMipmaps&&t.generateMipmaps;this.texture.minFilter=void 0!==t.minFilter?t.minFilter:ye;this.texture._needsFlipEnvMap=false}fromEquirectangularTexture(e,t){this.texture.type=t.type;this.texture.format=Ne;this.texture.encoding=t.encoding;this.texture.generateMipmaps=t.generateMipmaps;this.texture.minFilter=t.minFilter;this.texture.magFilter=t.magFilter;const n={uniforms:{tEquirect:{value:null}},vertexShader:\"\\n\\n\\t\\t\\t\\tvarying vec3 vWorldDirection;\\n\\n\\t\\t\\t\\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\n\\t\\t\\t\\t\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\tvoid main() {\\n\\n\\t\\t\\t\\t\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\n\\t\\t\\t\\t\\t#include <begin_vertex>\\n\\t\\t\\t\\t\\t#include <project_vertex>\\n\\n\\t\\t\\t\\t}\\n\\t\\t\\t\",fragmentShader:\"\\n\\n\\t\\t\\t\\tuniform sampler2D tEquirect;\\n\\n\\t\\t\\t\\tvarying vec3 vWorldDirection;\\n\\n\\t\\t\\t\\t#include <common>\\n\\n\\t\\t\\t\\tvoid main() {\\n\\n\\t\\t\\t\\t\\tvec3 direction = normalize( vWorldDirection );\\n\\n\\t\\t\\t\\t\\tvec2 sampleUV = equirectUv( direction );\\n\\n\\t\\t\\t\\t\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\n\\t\\t\\t\\t}\\n\\t\\t\\t\"};const r=new BoxGeometry(5,5,5);const i=new ShaderMaterial({name:\"CubemapFromEquirect\",uniforms:cloneUniforms(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:d,blending:g});i.uniforms.tEquirect.value=t;const s=new Mesh(r,i);const a=t.minFilter;t.minFilter===be&&(t.minFilter=ye);const o=new CubeCamera(1,10,this);o.update(e,s);t.minFilter=a;s.geometry.dispose();s.material.dispose();return this}clear(e,t,n,r){const i=e.getRenderTarget();for(let i=0;i<6;i++){e.setRenderTarget(this,i);e.clear(t,n,r)}e.setRenderTarget(i)}}WebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget=true;const bi=new Vector3;const _i=new Vector3;const Mi=new Matrix3;class Plane{constructor(e=new Vector3(1,0,0),t=0){this.normal=e;this.constant=t}set(e,t){this.normal.copy(e);this.constant=t;return this}setComponents(e,t,n,r){this.normal.set(e,t,n);this.constant=r;return this}setFromNormalAndCoplanarPoint(e,t){this.normal.copy(e);this.constant=-t.dot(this.normal);return this}setFromCoplanarPoints(e,t,n){const r=bi.subVectors(n,t).cross(_i.subVectors(e,t)).normalize();this.setFromNormalAndCoplanarPoint(r,e);return this}copy(e){this.normal.copy(e.normal);this.constant=e.constant;return this}normalize(){const e=1/this.normal.length();this.normal.multiplyScalar(e);this.constant*=e;return this}negate(){this.constant*=-1;this.normal.negate();return this}distanceToPoint(e){return this.normal.dot(e)+this.constant}distanceToSphere(e){return this.distanceToPoint(e.center)-e.radius}projectPoint(e,t){return t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e)}intersectLine(e,t){const n=e.delta(bi);const r=this.normal.dot(n);if(0===r)return 0===this.distanceToPoint(e.start)?t.copy(e.start):null;const i=-(e.start.dot(this.normal)+this.constant)/r;return i<0||i>1?null:t.copy(n).multiplyScalar(i).add(e.start)}intersectsLine(e){const t=this.distanceToPoint(e.start);const n=this.distanceToPoint(e.end);return t<0&&n>0||n<0&&t>0}intersectsBox(e){return e.intersectsPlane(this)}intersectsSphere(e){return e.intersectsPlane(this)}coplanarPoint(e){return e.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(e,t){const n=t||Mi.getNormalMatrix(e);const r=this.coplanarPoint(bi).applyMatrix4(e);const i=this.normal.applyMatrix3(n).normalize();this.constant=-r.dot(i);return this}translate(e){this.constant-=e.dot(this.normal);return this}equals(e){return e.normal.equals(this.normal)&&e.constant===this.constant}clone(){return(new this.constructor).copy(this)}}Plane.prototype.isPlane=true;const wi=new Sphere;const Si=new Vector3;class Frustum{constructor(e=new Plane,t=new Plane,n=new Plane,r=new Plane,i=new Plane,s=new Plane){this.planes=[e,t,n,r,i,s]}set(e,t,n,r,i,s){const a=this.planes;a[0].copy(e);a[1].copy(t);a[2].copy(n);a[3].copy(r);a[4].copy(i);a[5].copy(s);return this}copy(e){const t=this.planes;for(let n=0;n<6;n++)t[n].copy(e.planes[n]);return this}setFromProjectionMatrix(e){const t=this.planes;const n=e.elements;const r=n[0],i=n[1],s=n[2],a=n[3];const o=n[4],l=n[5],c=n[6],u=n[7];const h=n[8],d=n[9],p=n[10],f=n[11];const m=n[12],g=n[13],y=n[14],x=n[15];t[0].setComponents(a-r,u-o,f-h,x-m).normalize();t[1].setComponents(a+r,u+o,f+h,x+m).normalize();t[2].setComponents(a+i,u+l,f+d,x+g).normalize();t[3].setComponents(a-i,u-l,f-d,x-g).normalize();t[4].setComponents(a-s,u-c,f-p,x-y).normalize();t[5].setComponents(a+s,u+c,f+p,x+y).normalize();return this}intersectsObject(e){const t=e.geometry;null===t.boundingSphere&&t.computeBoundingSphere();wi.copy(t.boundingSphere).applyMatrix4(e.matrixWorld);return this.intersectsSphere(wi)}intersectsSprite(e){wi.center.set(0,0,0);wi.radius=.7071067811865476;wi.applyMatrix4(e.matrixWorld);return this.intersectsSphere(wi)}intersectsSphere(e){const t=this.planes;const n=e.center;const r=-e.radius;for(let e=0;e<6;e++){const i=t[e].distanceToPoint(n);if(i<r)return false}return true}intersectsBox(e){const t=this.planes;for(let n=0;n<6;n++){const r=t[n];Si.x=r.normal.x>0?e.max.x:e.min.x;Si.y=r.normal.y>0?e.max.y:e.min.y;Si.z=r.normal.z>0?e.max.z:e.min.z;if(r.distanceToPoint(Si)<0)return false}return true}containsPoint(e){const t=this.planes;for(let n=0;n<6;n++)if(t[n].distanceToPoint(e)<0)return false;return true}clone(){return(new this.constructor).copy(this)}}function WebGLAnimation(){let e=null;let t=false;let n=null;let r=null;function onAnimationFrame(t,i){n(t,i);r=e.requestAnimationFrame(onAnimationFrame)}return{start:function(){if(true!==t&&null!==n){r=e.requestAnimationFrame(onAnimationFrame);t=true}},stop:function(){e.cancelAnimationFrame(r);t=false},setAnimationLoop:function(e){n=e},setContext:function(t){e=t}}}function WebGLAttributes(e,t){const n=t.isWebGL2;const r=new WeakMap;function createBuffer(t,r){const i=t.array;const s=t.usage;const a=e.createBuffer();e.bindBuffer(r,a);e.bufferData(r,i,s);t.onUploadCallback();let o=5126;i instanceof Float32Array?o=5126:i instanceof Float64Array?console.warn(\"THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.\"):i instanceof Uint16Array?t.isFloat16BufferAttribute?n?o=5131:console.warn(\"THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.\"):o=5123:i instanceof Int16Array?o=5122:i instanceof Uint32Array?o=5125:i instanceof Int32Array?o=5124:i instanceof Int8Array?o=5120:(i instanceof Uint8Array||i instanceof Uint8ClampedArray)&&(o=5121);return{buffer:a,type:o,bytesPerElement:i.BYTES_PER_ELEMENT,version:t.version}}function updateBuffer(t,r,i){const s=r.array;const a=r.updateRange;e.bindBuffer(i,t);if(-1===a.count)e.bufferSubData(i,0,s);else{n?e.bufferSubData(i,a.offset*s.BYTES_PER_ELEMENT,s,a.offset,a.count):e.bufferSubData(i,a.offset*s.BYTES_PER_ELEMENT,s.subarray(a.offset,a.offset+a.count));a.count=-1}}function get(e){e.isInterleavedBufferAttribute&&(e=e.data);return r.get(e)}function remove(t){t.isInterleavedBufferAttribute&&(t=t.data);const n=r.get(t);if(n){e.deleteBuffer(n.buffer);r.delete(t)}}function update(e,t){if(e.isGLBufferAttribute){const t=r.get(e);(!t||t.version<e.version)&&r.set(e,{buffer:e.buffer,type:e.type,bytesPerElement:e.elementSize,version:e.version});return}e.isInterleavedBufferAttribute&&(e=e.data);const n=r.get(e);if(void 0===n)r.set(e,createBuffer(e,t));else if(n.version<e.version){updateBuffer(n.buffer,e,t);n.version=e.version}}return{get:get,remove:remove,update:update}}class PlaneGeometry extends BufferGeometry{constructor(e=1,t=1,n=1,r=1){super();this.type=\"PlaneGeometry\";this.parameters={width:e,height:t,widthSegments:n,heightSegments:r};const i=e/2;const s=t/2;const a=Math.floor(n);const o=Math.floor(r);const l=a+1;const c=o+1;const u=e/a;const h=t/o;const d=[];const p=[];const f=[];const m=[];for(let e=0;e<c;e++){const t=e*h-s;for(let n=0;n<l;n++){const r=n*u-i;p.push(r,-t,0);f.push(0,0,1);m.push(n/a);m.push(1-e/o)}}for(let e=0;e<o;e++)for(let t=0;t<a;t++){const n=t+l*e;const r=t+l*(e+1);const i=t+1+l*(e+1);const s=t+1+l*e;d.push(n,r,s);d.push(r,i,s)}this.setIndex(d);this.setAttribute(\"position\",new Float32BufferAttribute(p,3));this.setAttribute(\"normal\",new Float32BufferAttribute(f,3));this.setAttribute(\"uv\",new Float32BufferAttribute(m,2))}static fromJSON(e){return new PlaneGeometry(e.width,e.height,e.widthSegments,e.heightSegments)}}var Ti=\"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";var Ei=\"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";var Ai=\"#ifdef USE_ALPHATEST\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n#endif\";var Li=\"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";var Ci=\"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\\t#endif\\n#endif\";var Ri=\"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";var Pi=\"vec3 transformed = vec3( position );\";var Ii=\"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";var Di=\"vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( V * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tfloat invAlpha = 1.0 / alpha;\\n\\tfloat cos2h = dotNH * dotNH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\\tfloat V = V_Neubelt( dotNV, dotNL );\\n\\treturn sheenColor * ( D * V );\\n}\\n#endif\";var Bi=\"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";var Vi=\"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";var Ni=\"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";var Ui=\"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";var zi=\"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";var Gi=\"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";var Fi=\"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";var Oi=\"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";var Hi=\"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";var ki=\"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";var Wi=\"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 ) + 0.5;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\treturn texture2D( envMap, uv ).rgb;\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";var ji=\"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";var qi=\"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";var Xi=\"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";var Ji=\"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";var Yi=\"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";var Zi=\"gl_FragColor = linearToOutputTexel( gl_FragColor );\";var Qi=\"vec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\";var Ki=\"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";var $i=\"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";var es=\"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";var ts=\"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";var ns=\"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";var rs=\"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";var is=\"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";var ss=\"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";var as=\"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";var os=\"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn vec3( texture2D( gradientMap, coord ).r );\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";var ls=\"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tlightMapIrradiance *= PI;\\n\\t#endif\\n\\treflectedLight.indirectDiffuse += lightMapIrradiance;\\n#endif\";var cs=\"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";var us=\"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";var hs=\"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\\n\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t}\\n\\t\\treturn distanceFalloff;\\n\\t#else\\n\\t\\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\t\\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t\\t}\\n\\t\\treturn 1.0;\\n\\t#endif\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\\t\\tfloat dotNL = dot( normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";var ds=\"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 reflectVec;\\n\\t\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\t\\treflectVec = reflect( - viewDir, normal );\\n\\t\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\treflectVec = refract( - viewDir, normal, refractionRatio );\\n\\t\\t\\t#endif\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\";var ps=\"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";var fs=\"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";var ms=\"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";var gs=\"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";var ys=\"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\t#ifdef SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularColorFactor = specularColor;\\n\\t\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\t\\tspecularColorFactor *= specularColorMapTexelToLinear( texture2D( specularColorMap, vUv ) ).rgb;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularColorFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheenColor;\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tmaterial.sheenColor *= sheenColorMapTexelToLinear( texture2D( sheenColorMap, vUv ) ).rgb;\\n\\t#endif\\n\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\\n\\t#endif\\n#endif\";var vs=\"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenColor;\\n\\t\\tfloat sheenRoughness;\\n\\t#endif\\n};\\nvec3 clearcoatSpecular = vec3( 0.0 );\\nvec3 sheenSpecular = vec3( 0.0 );\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat r2 = roughness * roughness;\\n\\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\tvec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3(    0, 1,    0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\\n\\t#endif\\n\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";var xs=\"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef USE_CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotLightInfo( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";var bs=\"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometry.normal );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\\n\\t#endif\\n#endif\";var _s=\"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";var Ms=\"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";var ws=\"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";var Ss=\"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";var Ts=\"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";var Es=\"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";var As=\"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";var Ls=\"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";var Cs=\"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";var Rs=\"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";var Ps=\"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";var Is=\"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] > 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\t\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\t\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\t\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n\\t#endif\\n#endif\";var Ds=\"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t\\tuniform sampler2DArray morphTargetsTexture;\\n\\t\\tuniform vec2 morphTargetsTextureSize;\\n\\t\\tvec3 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset, const in int stride ) {\\n\\t\\t\\tfloat texelIndex = float( vertexIndex * stride + offset );\\n\\t\\t\\tfloat y = floor( texelIndex / morphTargetsTextureSize.x );\\n\\t\\t\\tfloat x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\t\\tvec3 morphUV = vec3( ( x + 0.5 ) / morphTargetsTextureSize.x, y / morphTargetsTextureSize.y, morphTargetIndex );\\n\\t\\t\\treturn texture( morphTargetsTexture, morphUV ).xyz;\\n\\t\\t}\\n\\t#else\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t\\t#else\\n\\t\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";var Bs=\"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\t\\tif ( morphTargetInfluences[ i ] > 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 1 ) * morphTargetInfluences[ i ];\\n\\t\\t\\t#else\\n\\t\\t\\t\\tif ( morphTargetInfluences[ i ] > 0.0 ) transformed += getMorph( gl_VertexID, i, 0, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t\\t#endif\\n\\t\\t}\\n\\t#else\\n\\t\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\t\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\t\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\t\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";var Vs=\"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";var Ns=\"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";var Us=\"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";var zs=\"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";var Gs=\"#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\";var Fs=\"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";var Os=\"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";var Hs=\"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";var ks=\"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";var Ws=\"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= transmissionAlpha + 0.1;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";var js=\"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";var qs=\"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";var Xs=\"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";var Js=\"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";var Ys=\"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";var Zs=\"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";var Qs=\"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";var Ks=\"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t  f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t  f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";var $s=\"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";var ea=\"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";var ta=\"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";var na=\"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";var ra=\"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";var ia=\"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";var sa=\"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";var aa=\"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";var oa=\"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";var la=\"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";var ca=\"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3(  1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108,  1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605,  1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";var ua=\"#ifdef USE_TRANSMISSION\\n\\tfloat transmissionAlpha = 1.0;\\n\\tfloat transmissionFactor = transmission;\\n\\tfloat thicknessFactor = thickness;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmission = getIBLVolumeRefraction(\\n\\t\\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\\n\\t\\tattenuationColor, attenuationDistance );\\n\\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\\n\\ttransmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor );\\n#endif\";var ha=\"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tvec3 getVolumeTransmissionRay( vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( float roughness, float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( vec2 fragCoord, float roughness, float ior ) {\\n\\t\\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 applyVolumeAttenuation( vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance ) {\\n\\t\\tif ( attenuationDistance == 0.0 ) {\\n\\t\\t\\treturn radiance;\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance * radiance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( vec3 n, vec3 v, float roughness, vec3 diffuseColor, vec3 specularColor, float specularF90,\\n\\t\\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\\n\\t\\tvec3 attenuationColor, float attenuationDistance ) {\\n\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\trefractionCoords += 1.0;\\n\\t\\trefractionCoords /= 2.0;\\n\\t\\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\\n\\t}\\n#endif\";var da=\"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";var pa=\"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";var fa=\"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";var ma=\"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";var ga=\"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";var ya=\"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";var va=\"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";const xa=\"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";const ba=\"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";const _a=\"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n\\tgl_Position.z = gl_Position.w;\\n}\";const Ma=\"#include <envmap_common_pars_fragment>\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include <cube_uv_reflection_fragment>\\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";const wa=\"#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";const Sa=\"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";const Ta=\"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvWorldPosition = worldPosition.xyz;\\n}\";const Ea=\"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main () {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";const Aa=\"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n}\";const La=\"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";const Ca=\"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include <color_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";const Ra=\"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <color_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";const Pa=\"#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinbase_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t\\t#include <defaultnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <fog_vertex>\\n}\";const Ia=\"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <fog_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include <aomap_fragment>\\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";const Da=\"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <lights_lambert_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";const Ba=\"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <fog_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <emissivemap_fragment>\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include <lightmap_fragment>\\n\\treflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";const Va=\"#define MATCAP\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <color_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n}\";const Na=\"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";const Ua=\"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";const za=\"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";const Ga=\"#define PHONG\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";const Fa=\"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_phong_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";const Oa=\"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\\tvarying vec3 vWorldPosition;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n#ifdef USE_TRANSMISSION\\n\\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";const Ha=\"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n#ifdef SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <bsdfs>\\n#include <cube_uv_reflection_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_physical_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_physical_pars_fragment>\\n#include <transmission_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <clearcoat_pars_fragment>\\n#include <roughnessmap_pars_fragment>\\n#include <metalnessmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <roughnessmap_fragment>\\n\\t#include <metalnessmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <clearcoat_normal_fragment_begin>\\n\\t#include <clearcoat_normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_physical_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\t#include <transmission_fragment>\\n\\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\\t#ifdef USE_SHEEN\\n\\t\\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\t\\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\\n\\t#endif\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";const ka=\"#define TOON\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";const Wa=\"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_toon_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_toon_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";const ja=\"uniform float size;\\nuniform float scale;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <color_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <fog_vertex>\\n}\";const qa=\"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <map_particle_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_particle_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphatest_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";const Xa=\"#include <common>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\nvoid main() {\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";const Ja=\"uniform vec3 color;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\";const Ya=\"uniform float rotation;\\nuniform vec2 center;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";const Za=\"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\";const Qa={alphamap_fragment:Ti,alphamap_pars_fragment:Ei,alphatest_fragment:Ai,alphatest_pars_fragment:Li,aomap_fragment:Ci,aomap_pars_fragment:Ri,begin_vertex:Pi,beginnormal_vertex:Ii,bsdfs:Di,bumpmap_pars_fragment:Bi,clipping_planes_fragment:Vi,clipping_planes_pars_fragment:Ni,clipping_planes_pars_vertex:Ui,clipping_planes_vertex:zi,color_fragment:Gi,color_pars_fragment:Fi,color_pars_vertex:Oi,color_vertex:Hi,common:ki,cube_uv_reflection_fragment:Wi,defaultnormal_vertex:ji,displacementmap_pars_vertex:qi,displacementmap_vertex:Xi,emissivemap_fragment:Ji,emissivemap_pars_fragment:Yi,encodings_fragment:Zi,encodings_pars_fragment:Qi,envmap_fragment:Ki,envmap_common_pars_fragment:$i,envmap_pars_fragment:es,envmap_pars_vertex:ts,envmap_physical_pars_fragment:ds,envmap_vertex:ns,fog_vertex:rs,fog_pars_vertex:is,fog_fragment:ss,fog_pars_fragment:as,gradientmap_pars_fragment:os,lightmap_fragment:ls,lightmap_pars_fragment:cs,lights_lambert_vertex:us,lights_pars_begin:hs,lights_toon_fragment:ps,lights_toon_pars_fragment:fs,lights_phong_fragment:ms,lights_phong_pars_fragment:gs,lights_physical_fragment:ys,lights_physical_pars_fragment:vs,lights_fragment_begin:xs,lights_fragment_maps:bs,lights_fragment_end:_s,logdepthbuf_fragment:Ms,logdepthbuf_pars_fragment:ws,logdepthbuf_pars_vertex:Ss,logdepthbuf_vertex:Ts,map_fragment:Es,map_pars_fragment:As,map_particle_fragment:Ls,map_particle_pars_fragment:Cs,metalnessmap_fragment:Rs,metalnessmap_pars_fragment:Ps,morphnormal_vertex:Is,morphtarget_pars_vertex:Ds,morphtarget_vertex:Bs,normal_fragment_begin:Vs,normal_fragment_maps:Ns,normal_pars_fragment:Us,normal_pars_vertex:zs,normal_vertex:Gs,normalmap_pars_fragment:Fs,clearcoat_normal_fragment_begin:Os,clearcoat_normal_fragment_maps:Hs,clearcoat_pars_fragment:ks,output_fragment:Ws,packing:js,premultiplied_alpha_fragment:qs,project_vertex:Xs,dithering_fragment:Js,dithering_pars_fragment:Ys,roughnessmap_fragment:Zs,roughnessmap_pars_fragment:Qs,shadowmap_pars_fragment:Ks,shadowmap_pars_vertex:$s,shadowmap_vertex:ea,shadowmask_pars_fragment:ta,skinbase_vertex:na,skinning_pars_vertex:ra,skinning_vertex:ia,skinnormal_vertex:sa,specularmap_fragment:aa,specularmap_pars_fragment:oa,tonemapping_fragment:la,tonemapping_pars_fragment:ca,transmission_fragment:ua,transmission_pars_fragment:ha,uv_pars_fragment:da,uv_pars_vertex:pa,uv_vertex:fa,uv2_pars_fragment:ma,uv2_pars_vertex:ga,uv2_vertex:ya,worldpos_vertex:va,background_vert:xa,background_frag:ba,cube_vert:_a,cube_frag:Ma,depth_vert:wa,depth_frag:Sa,distanceRGBA_vert:Ta,distanceRGBA_frag:Ea,equirect_vert:Aa,equirect_frag:La,linedashed_vert:Ca,linedashed_frag:Ra,meshbasic_vert:Pa,meshbasic_frag:Ia,meshlambert_vert:Da,meshlambert_frag:Ba,meshmatcap_vert:Va,meshmatcap_frag:Na,meshnormal_vert:Ua,meshnormal_frag:za,meshphong_vert:Ga,meshphong_frag:Fa,meshphysical_vert:Oa,meshphysical_frag:Ha,meshtoon_vert:ka,meshtoon_frag:Wa,points_vert:ja,points_frag:qa,shadow_vert:Xa,shadow_frag:Ja,sprite_vert:Ya,sprite_frag:Za};const Ka={common:{diffuse:{value:new Color(16777215)},opacity:{value:1},map:{value:null},uvTransform:{value:new Matrix3},uv2Transform:{value:new Matrix3},alphaMap:{value:null},alphaTest:{value:0}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1}},emissivemap:{emissiveMap:{value:null}},bumpmap:{bumpMap:{value:null},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalScale:{value:new Vector2(1,1)}},displacementmap:{displacementMap:{value:null},displacementScale:{value:1},displacementBias:{value:0}},roughnessmap:{roughnessMap:{value:null}},metalnessmap:{metalnessMap:{value:null}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new Color(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotShadowMap:{value:[]},spotShadowMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new Color(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new Matrix3}},sprite:{diffuse:{value:new Color(16777215)},opacity:{value:1},center:{value:new Vector2(.5,.5)},rotation:{value:0},map:{value:null},alphaMap:{value:null},alphaTest:{value:0},uvTransform:{value:new Matrix3}}};const $a={basic:{uniforms:mergeUniforms([Ka.common,Ka.specularmap,Ka.envmap,Ka.aomap,Ka.lightmap,Ka.fog]),vertexShader:Qa.meshbasic_vert,fragmentShader:Qa.meshbasic_frag},lambert:{uniforms:mergeUniforms([Ka.common,Ka.specularmap,Ka.envmap,Ka.aomap,Ka.lightmap,Ka.emissivemap,Ka.fog,Ka.lights,{emissive:{value:new Color(0)}}]),vertexShader:Qa.meshlambert_vert,fragmentShader:Qa.meshlambert_frag},phong:{uniforms:mergeUniforms([Ka.common,Ka.specularmap,Ka.envmap,Ka.aomap,Ka.lightmap,Ka.emissivemap,Ka.bumpmap,Ka.normalmap,Ka.displacementmap,Ka.fog,Ka.lights,{emissive:{value:new Color(0)},specular:{value:new Color(1118481)},shininess:{value:30}}]),vertexShader:Qa.meshphong_vert,fragmentShader:Qa.meshphong_frag},standard:{uniforms:mergeUniforms([Ka.common,Ka.envmap,Ka.aomap,Ka.lightmap,Ka.emissivemap,Ka.bumpmap,Ka.normalmap,Ka.displacementmap,Ka.roughnessmap,Ka.metalnessmap,Ka.fog,Ka.lights,{emissive:{value:new Color(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:Qa.meshphysical_vert,fragmentShader:Qa.meshphysical_frag},toon:{uniforms:mergeUniforms([Ka.common,Ka.aomap,Ka.lightmap,Ka.emissivemap,Ka.bumpmap,Ka.normalmap,Ka.displacementmap,Ka.gradientmap,Ka.fog,Ka.lights,{emissive:{value:new Color(0)}}]),vertexShader:Qa.meshtoon_vert,fragmentShader:Qa.meshtoon_frag},matcap:{uniforms:mergeUniforms([Ka.common,Ka.bumpmap,Ka.normalmap,Ka.displacementmap,Ka.fog,{matcap:{value:null}}]),vertexShader:Qa.meshmatcap_vert,fragmentShader:Qa.meshmatcap_frag},points:{uniforms:mergeUniforms([Ka.points,Ka.fog]),vertexShader:Qa.points_vert,fragmentShader:Qa.points_frag},dashed:{uniforms:mergeUniforms([Ka.common,Ka.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Qa.linedashed_vert,fragmentShader:Qa.linedashed_frag},depth:{uniforms:mergeUniforms([Ka.common,Ka.displacementmap]),vertexShader:Qa.depth_vert,fragmentShader:Qa.depth_frag},normal:{uniforms:mergeUniforms([Ka.common,Ka.bumpmap,Ka.normalmap,Ka.displacementmap,{opacity:{value:1}}]),vertexShader:Qa.meshnormal_vert,fragmentShader:Qa.meshnormal_frag},sprite:{uniforms:mergeUniforms([Ka.sprite,Ka.fog]),vertexShader:Qa.sprite_vert,fragmentShader:Qa.sprite_frag},background:{uniforms:{uvTransform:{value:new Matrix3},t2D:{value:null}},vertexShader:Qa.background_vert,fragmentShader:Qa.background_frag},cube:{uniforms:mergeUniforms([Ka.envmap,{opacity:{value:1}}]),vertexShader:Qa.cube_vert,fragmentShader:Qa.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Qa.equirect_vert,fragmentShader:Qa.equirect_frag},distanceRGBA:{uniforms:mergeUniforms([Ka.common,Ka.displacementmap,{referencePosition:{value:new Vector3},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Qa.distanceRGBA_vert,fragmentShader:Qa.distanceRGBA_frag},shadow:{uniforms:mergeUniforms([Ka.lights,Ka.fog,{color:{value:new Color(0)},opacity:{value:1}}]),vertexShader:Qa.shadow_vert,fragmentShader:Qa.shadow_frag}};$a.physical={uniforms:mergeUniforms([$a.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatNormalScale:{value:new Vector2(1,1)},clearcoatNormalMap:{value:null},sheen:{value:0},sheenColor:{value:new Color(0)},sheenColorMap:{value:null},sheenRoughness:{value:0},sheenRoughnessMap:{value:null},transmission:{value:0},transmissionMap:{value:null},transmissionSamplerSize:{value:new Vector2},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},attenuationDistance:{value:0},attenuationColor:{value:new Color(0)},specularIntensity:{value:0},specularIntensityMap:{value:null},specularColor:{value:new Color(1,1,1)},specularColorMap:{value:null}}]),vertexShader:Qa.meshphysical_vert,fragmentShader:Qa.meshphysical_frag};function WebGLBackground(e,t,n,r,i){const s=new Color(0);let a=0;let o;let l;let c=null;let u=0;let p=null;function render(n,i){let f=false;let m=true===i.isScene?i.background:null;m&&m.isTexture&&(m=t.get(m));const g=e.xr;const y=g.getSession&&g.getSession();y&&\"additive\"===y.environmentBlendMode&&(m=null);if(null===m)setClear(s,a);else if(m&&m.isColor){setClear(m,1);f=true}(e.autoClear||f)&&e.clear(e.autoClearColor,e.autoClearDepth,e.autoClearStencil);if(m&&(m.isCubeTexture||m.mapping===oe)){if(void 0===l){l=new Mesh(new BoxGeometry(1,1,1),new ShaderMaterial({name:\"BackgroundCubeMaterial\",uniforms:cloneUniforms($a.cube.uniforms),vertexShader:$a.cube.vertexShader,fragmentShader:$a.cube.fragmentShader,side:d,depthTest:false,depthWrite:false,fog:false}));l.geometry.deleteAttribute(\"normal\");l.geometry.deleteAttribute(\"uv\");l.onBeforeRender=function(e,t,n){this.matrixWorld.copyPosition(n.matrixWorld)};Object.defineProperty(l.material,\"envMap\",{get:function(){return this.uniforms.envMap.value}});r.update(l)}l.material.uniforms.envMap.value=m;l.material.uniforms.flipEnvMap.value=m.isCubeTexture&&false===m.isRenderTargetTexture?-1:1;if(c!==m||u!==m.version||p!==e.toneMapping){l.material.needsUpdate=true;c=m;u=m.version;p=e.toneMapping}n.unshift(l,l.geometry,l.material,0,0,null)}else if(m&&m.isTexture){if(void 0===o){o=new Mesh(new PlaneGeometry(2,2),new ShaderMaterial({name:\"BackgroundMaterial\",uniforms:cloneUniforms($a.background.uniforms),vertexShader:$a.background.vertexShader,fragmentShader:$a.background.fragmentShader,side:h,depthTest:false,depthWrite:false,fog:false}));o.geometry.deleteAttribute(\"normal\");Object.defineProperty(o.material,\"map\",{get:function(){return this.uniforms.t2D.value}});r.update(o)}o.material.uniforms.t2D.value=m;true===m.matrixAutoUpdate&&m.updateMatrix();o.material.uniforms.uvTransform.value.copy(m.matrix);if(c!==m||u!==m.version||p!==e.toneMapping){o.material.needsUpdate=true;c=m;u=m.version;p=e.toneMapping}n.unshift(o,o.geometry,o.material,0,0,null)}}function setClear(e,t){n.buffers.color.setClear(e.r,e.g,e.b,t,i)}return{getClearColor:function(){return s},setClearColor:function(e,t=1){s.set(e);a=t;setClear(s,a)},getClearAlpha:function(){return a},setClearAlpha:function(e){a=e;setClear(s,a)},render:render}}function WebGLBindingStates(e,t,n,r){const i=e.getParameter(34921);const s=r.isWebGL2?null:t.get(\"OES_vertex_array_object\");const a=r.isWebGL2||null!==s;const o={};const l=createBindingState(null);let c=l;function setup(t,r,i,s,o){let l=false;if(a){const e=getBindingState(s,i,r);if(c!==e){c=e;bindVertexArrayObject(c.object)}l=needsUpdate(s,o);l&&saveCache(s,o)}else{const e=true===r.wireframe;if(c.geometry!==s.id||c.program!==i.id||c.wireframe!==e){c.geometry=s.id;c.program=i.id;c.wireframe=e;l=true}}true===t.isInstancedMesh&&(l=true);null!==o&&n.update(o,34963);if(l){setupVertexAttributes(t,r,i,s);null!==o&&e.bindBuffer(34963,n.get(o).buffer)}}function createVertexArrayObject(){return r.isWebGL2?e.createVertexArray():s.createVertexArrayOES()}function bindVertexArrayObject(t){return r.isWebGL2?e.bindVertexArray(t):s.bindVertexArrayOES(t)}function deleteVertexArrayObject(t){return r.isWebGL2?e.deleteVertexArray(t):s.deleteVertexArrayOES(t)}function getBindingState(e,t,n){const r=true===n.wireframe;let i=o[e.id];if(void 0===i){i={};o[e.id]=i}let s=i[t.id];if(void 0===s){s={};i[t.id]=s}let a=s[r];if(void 0===a){a=createBindingState(createVertexArrayObject());s[r]=a}return a}function createBindingState(e){const t=[];const n=[];const r=[];for(let e=0;e<i;e++){t[e]=0;n[e]=0;r[e]=0}return{geometry:null,program:null,wireframe:false,newAttributes:t,enabledAttributes:n,attributeDivisors:r,object:e,attributes:{},index:null}}function needsUpdate(e,t){const n=c.attributes;const r=e.attributes;let i=0;for(const e in r){const t=n[e];const s=r[e];if(void 0===t)return true;if(t.attribute!==s)return true;if(t.data!==s.data)return true;i++}return c.attributesNum!==i||c.index!==t}function saveCache(e,t){const n={};const r=e.attributes;let i=0;for(const e in r){const t=r[e];const s={};s.attribute=t;t.data&&(s.data=t.data);n[e]=s;i++}c.attributes=n;c.attributesNum=i;c.index=t}function initAttributes(){const e=c.newAttributes;for(let t=0,n=e.length;t<n;t++)e[t]=0}function enableAttribute(e){enableAttributeAndDivisor(e,0)}function enableAttributeAndDivisor(n,i){const s=c.newAttributes;const a=c.enabledAttributes;const o=c.attributeDivisors;s[n]=1;if(0===a[n]){e.enableVertexAttribArray(n);a[n]=1}if(o[n]!==i){const s=r.isWebGL2?e:t.get(\"ANGLE_instanced_arrays\");s[r.isWebGL2?\"vertexAttribDivisor\":\"vertexAttribDivisorANGLE\"](n,i);o[n]=i}}function disableUnusedAttributes(){const t=c.newAttributes;const n=c.enabledAttributes;for(let r=0,i=n.length;r<i;r++)if(n[r]!==t[r]){e.disableVertexAttribArray(r);n[r]=0}}function vertexAttribPointer(t,n,i,s,a,o){true!==r.isWebGL2||5124!==i&&5125!==i?e.vertexAttribPointer(t,n,i,s,a,o):e.vertexAttribIPointer(t,n,i,a,o)}function setupVertexAttributes(i,s,a,o){if(false===r.isWebGL2&&(i.isInstancedMesh||o.isInstancedBufferGeometry)&&null===t.get(\"ANGLE_instanced_arrays\"))return;initAttributes();const l=o.attributes;const c=a.getAttributes();const u=s.defaultAttributeValues;for(const t in c){const r=c[t];if(r.location>=0){let s=l[t];if(void 0===s){\"instanceMatrix\"===t&&i.instanceMatrix&&(s=i.instanceMatrix);\"instanceColor\"===t&&i.instanceColor&&(s=i.instanceColor)}if(void 0!==s){const t=s.normalized;const a=s.itemSize;const l=n.get(s);if(void 0===l)continue;const c=l.buffer;const u=l.type;const h=l.bytesPerElement;if(s.isInterleavedBufferAttribute){const n=s.data;const l=n.stride;const d=s.offset;if(n&&n.isInstancedInterleavedBuffer){for(let e=0;e<r.locationSize;e++)enableAttributeAndDivisor(r.location+e,n.meshPerAttribute);true!==i.isInstancedMesh&&void 0===o._maxInstanceCount&&(o._maxInstanceCount=n.meshPerAttribute*n.count)}else for(let e=0;e<r.locationSize;e++)enableAttribute(r.location+e);e.bindBuffer(34962,c);for(let e=0;e<r.locationSize;e++)vertexAttribPointer(r.location+e,a/r.locationSize,u,t,l*h,(d+a/r.locationSize*e)*h)}else{if(s.isInstancedBufferAttribute){for(let e=0;e<r.locationSize;e++)enableAttributeAndDivisor(r.location+e,s.meshPerAttribute);true!==i.isInstancedMesh&&void 0===o._maxInstanceCount&&(o._maxInstanceCount=s.meshPerAttribute*s.count)}else for(let e=0;e<r.locationSize;e++)enableAttribute(r.location+e);e.bindBuffer(34962,c);for(let e=0;e<r.locationSize;e++)vertexAttribPointer(r.location+e,a/r.locationSize,u,t,a*h,a/r.locationSize*e*h)}}else if(void 0!==u){const n=u[t];if(void 0!==n)switch(n.length){case 2:e.vertexAttrib2fv(r.location,n);break;case 3:e.vertexAttrib3fv(r.location,n);break;case 4:e.vertexAttrib4fv(r.location,n);break;default:e.vertexAttrib1fv(r.location,n)}}}}disableUnusedAttributes()}function dispose(){reset();for(const e in o){const t=o[e];for(const e in t){const n=t[e];for(const e in n){deleteVertexArrayObject(n[e].object);delete n[e]}delete t[e]}delete o[e]}}function releaseStatesOfGeometry(e){if(void 0===o[e.id])return;const t=o[e.id];for(const e in t){const n=t[e];for(const e in n){deleteVertexArrayObject(n[e].object);delete n[e]}delete t[e]}delete o[e.id]}function releaseStatesOfProgram(e){for(const t in o){const n=o[t];if(void 0===n[e.id])continue;const r=n[e.id];for(const e in r){deleteVertexArrayObject(r[e].object);delete r[e]}delete n[e.id]}}function reset(){resetDefaultState();if(c!==l){c=l;bindVertexArrayObject(c.object)}}function resetDefaultState(){l.geometry=null;l.program=null;l.wireframe=false}return{setup:setup,reset:reset,resetDefaultState:resetDefaultState,dispose:dispose,releaseStatesOfGeometry:releaseStatesOfGeometry,releaseStatesOfProgram:releaseStatesOfProgram,initAttributes:initAttributes,enableAttribute:enableAttribute,disableUnusedAttributes:disableUnusedAttributes}}function WebGLBufferRenderer(e,t,n,r){const i=r.isWebGL2;let s;function setMode(e){s=e}function render(t,r){e.drawArrays(s,t,r);n.update(r,s,1)}function renderInstances(r,a,o){if(0===o)return;let l,c;if(i){l=e;c=\"drawArraysInstanced\"}else{l=t.get(\"ANGLE_instanced_arrays\");c=\"drawArraysInstancedANGLE\";if(null===l){console.error(\"THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.\");return}}l[c](s,r,a,o);n.update(a,s,o)}this.setMode=setMode;this.render=render;this.renderInstances=renderInstances}function WebGLCapabilities(e,t,n){let r;function getMaxAnisotropy(){if(void 0!==r)return r;if(true===t.has(\"EXT_texture_filter_anisotropic\")){const n=t.get(\"EXT_texture_filter_anisotropic\");r=e.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else r=0;return r}function getMaxPrecision(t){if(\"highp\"===t){if(e.getShaderPrecisionFormat(35633,36338).precision>0&&e.getShaderPrecisionFormat(35632,36338).precision>0)return\"highp\";t=\"mediump\"}return\"mediump\"===t&&e.getShaderPrecisionFormat(35633,36337).precision>0&&e.getShaderPrecisionFormat(35632,36337).precision>0?\"mediump\":\"lowp\"}const i=\"undefined\"!==typeof WebGL2RenderingContext&&e instanceof WebGL2RenderingContext||\"undefined\"!==typeof WebGL2ComputeRenderingContext&&e instanceof WebGL2ComputeRenderingContext;let s=void 0!==n.precision?n.precision:\"highp\";const a=getMaxPrecision(s);if(a!==s){console.warn(\"THREE.WebGLRenderer:\",s,\"not supported, using\",a,\"instead.\");s=a}const o=i||t.has(\"WEBGL_draw_buffers\");const l=true===n.logarithmicDepthBuffer;const c=e.getParameter(34930);const u=e.getParameter(35660);const h=e.getParameter(3379);const d=e.getParameter(34076);const p=e.getParameter(34921);const f=e.getParameter(36347);const m=e.getParameter(36348);const g=e.getParameter(36349);const y=u>0;const x=i||t.has(\"OES_texture_float\");const b=y&&x;const _=i?e.getParameter(36183):0;return{isWebGL2:i,drawBuffers:o,getMaxAnisotropy:getMaxAnisotropy,getMaxPrecision:getMaxPrecision,precision:s,logarithmicDepthBuffer:l,maxTextures:c,maxVertexTextures:u,maxTextureSize:h,maxCubemapSize:d,maxAttributes:p,maxVertexUniforms:f,maxVaryings:m,maxFragmentUniforms:g,vertexTextures:y,floatFragmentTextures:x,floatVertexTextures:b,maxSamples:_}}function WebGLClipping(e){const t=this;let n=null,r=0,i=false,s=false;const a=new Plane,o=new Matrix3,l={value:null,needsUpdate:false};this.uniform=l;this.numPlanes=0;this.numIntersection=0;this.init=function(e,t,s){const a=0!==e.length||t||0!==r||i;i=t;n=projectPlanes(e,s,0);r=e.length;return a};this.beginShadows=function(){s=true;projectPlanes(null)};this.endShadows=function(){s=false;resetGlobalState()};this.setState=function(t,a,o){const c=t.clippingPlanes,u=t.clipIntersection,h=t.clipShadows;const d=e.get(t);if(!i||null===c||0===c.length||s&&!h)s?projectPlanes(null):resetGlobalState();else{const e=s?0:r,t=4*e;let i=d.clippingState||null;l.value=i;i=projectPlanes(c,a,t,o);for(let e=0;e!==t;++e)i[e]=n[e];d.clippingState=i;this.numIntersection=u?this.numPlanes:0;this.numPlanes+=e}};function resetGlobalState(){if(l.value!==n){l.value=n;l.needsUpdate=r>0}t.numPlanes=r;t.numIntersection=0}function projectPlanes(e,n,r,i){const s=null!==e?e.length:0;let c=null;if(0!==s){c=l.value;if(true!==i||null===c){const t=r+4*s,i=n.matrixWorldInverse;o.getNormalMatrix(i);(null===c||c.length<t)&&(c=new Float32Array(t));for(let t=0,n=r;t!==s;++t,n+=4){a.copy(e[t]).applyMatrix4(i,o);a.normal.toArray(c,n);c[n+3]=a.constant}}l.value=c;l.needsUpdate=true}t.numPlanes=s;t.numIntersection=0;return c}}function WebGLCubeMaps(e){let t=new WeakMap;function mapTextureMapping(e,t){t===se?e.mapping=re:t===ae&&(e.mapping=ie);return e}function get(n){if(n&&n.isTexture&&false===n.isRenderTargetTexture){const r=n.mapping;if(r===se||r===ae){if(t.has(n)){const e=t.get(n).texture;return mapTextureMapping(e,n.mapping)}{const r=n.image;if(r&&r.height>0){const i=e.getRenderTarget();const s=new WebGLCubeRenderTarget(r.height/2);s.fromEquirectangularTexture(e,n);t.set(n,s);e.setRenderTarget(i);n.addEventListener(\"dispose\",onTextureDispose);return mapTextureMapping(s.texture,n.mapping)}return null}}}return n}function onTextureDispose(e){const n=e.target;n.removeEventListener(\"dispose\",onTextureDispose);const r=t.get(n);if(void 0!==r){t.delete(n);r.dispose()}}function dispose(){t=new WeakMap}return{get:get,dispose:dispose}}class OrthographicCamera extends Camera{constructor(e=-1,t=1,n=1,r=-1,i=.1,s=2e3){super();this.type=\"OrthographicCamera\";this.zoom=1;this.view=null;this.left=e;this.right=t;this.top=n;this.bottom=r;this.near=i;this.far=s;this.updateProjectionMatrix()}copy(e,t){super.copy(e,t);this.left=e.left;this.right=e.right;this.top=e.top;this.bottom=e.bottom;this.near=e.near;this.far=e.far;this.zoom=e.zoom;this.view=null===e.view?null:Object.assign({},e.view);return this}setViewOffset(e,t,n,r,i,s){null===this.view&&(this.view={enabled:true,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1});this.view.enabled=true;this.view.fullWidth=e;this.view.fullHeight=t;this.view.offsetX=n;this.view.offsetY=r;this.view.width=i;this.view.height=s;this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=false);this.updateProjectionMatrix()}updateProjectionMatrix(){const e=(this.right-this.left)/(2*this.zoom);const t=(this.top-this.bottom)/(2*this.zoom);const n=(this.right+this.left)/2;const r=(this.top+this.bottom)/2;let i=n-e;let s=n+e;let a=r+t;let o=r-t;if(null!==this.view&&this.view.enabled){const e=(this.right-this.left)/this.view.fullWidth/this.zoom;const t=(this.top-this.bottom)/this.view.fullHeight/this.zoom;i+=e*this.view.offsetX;s=i+e*this.view.width;a-=t*this.view.offsetY;o=a-t*this.view.height}this.projectionMatrix.makeOrthographic(i,s,a,o,this.near,this.far);this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(e){const t=super.toJSON(e);t.object.zoom=this.zoom;t.object.left=this.left;t.object.right=this.right;t.object.top=this.top;t.object.bottom=this.bottom;t.object.near=this.near;t.object.far=this.far;null!==this.view&&(t.object.view=Object.assign({},this.view));return t}}OrthographicCamera.prototype.isOrthographicCamera=true;class RawShaderMaterial extends ShaderMaterial{constructor(e){super(e);this.type=\"RawShaderMaterial\"}}RawShaderMaterial.prototype.isRawShaderMaterial=true;const eo=4;const to=8;const no=Math.pow(2,to);const ro=[.125,.215,.35,.446,.526,.582];const io=to-eo+1+ro.length;const so=20;const ao={[Xt]:0,[Jt]:1};const oo=new OrthographicCamera;const{_lodPlanes:lo,_sizeLods:co,_sigmas:uo}=_createPlanes();const ho=new Color;let po=null;const fo=(1+Math.sqrt(5))/2;const mo=1/fo;const go=[new Vector3(1,1,1),new Vector3(-1,1,1),new Vector3(1,1,-1),new Vector3(-1,1,-1),new Vector3(0,fo,mo),new Vector3(0,fo,-mo),new Vector3(mo,0,fo),new Vector3(-mo,0,fo),new Vector3(fo,mo,0),new Vector3(-fo,mo,0)];class PMREMGenerator{constructor(e){this._renderer=e;this._pingPongRenderTarget=null;this._blurMaterial=_getBlurShader(so);this._equirectShader=null;this._cubemapShader=null;this._compileMaterial(this._blurMaterial)}fromScene(e,t=0,n=.1,r=100){po=this._renderer.getRenderTarget();const i=this._allocateTargets();this._sceneToCubeUV(e,n,r,i);t>0&&this._blur(i,0,0,t);this._applyPMREM(i);this._cleanup(i);return i}fromEquirectangular(e){return this._fromTexture(e)}fromCubemap(e){return this._fromTexture(e)}compileCubemapShader(){if(null===this._cubemapShader){this._cubemapShader=_getCubemapShader();this._compileMaterial(this._cubemapShader)}}compileEquirectangularShader(){if(null===this._equirectShader){this._equirectShader=_getEquirectShader();this._compileMaterial(this._equirectShader)}}dispose(){this._blurMaterial.dispose();null!==this._cubemapShader&&this._cubemapShader.dispose();null!==this._equirectShader&&this._equirectShader.dispose();for(let e=0;e<lo.length;e++)lo[e].dispose()}_cleanup(e){this._pingPongRenderTarget.dispose();this._renderer.setRenderTarget(po);e.scissorTest=false;_setViewport(e,0,0,e.width,e.height)}_fromTexture(e){po=this._renderer.getRenderTarget();const t=this._allocateTargets(e);this._textureToCubeUV(e,t);this._applyPMREM(t);this._cleanup(t);return t}_allocateTargets(e){const t={magFilter:ye,minFilter:ye,generateMipmaps:false,type:Ce,format:Ne,encoding:Xt,depthBuffer:false};const n=_createRenderTarget(t);n.depthBuffer=!e;this._pingPongRenderTarget=_createRenderTarget(t);return n}_compileMaterial(e){const t=new Mesh(lo[0],e);this._renderer.compile(t,oo)}_sceneToCubeUV(e,t,n,r){const i=90;const s=1;const a=new PerspectiveCamera(i,s,t,n);const o=[1,-1,1,1,1,1];const l=[1,1,1,-1,-1,-1];const c=this._renderer;const u=c.autoClear;const h=c.toneMapping;c.getClearColor(ho);c.toneMapping=Z;c.autoClear=false;const p=new MeshBasicMaterial({name:\"PMREM.Background\",side:d,depthWrite:false,depthTest:false});const f=new Mesh(new BoxGeometry,p);let m=false;const g=e.background;if(g){if(g.isColor){p.color.copy(g);e.background=null;m=true}}else{p.color.copy(ho);m=true}for(let t=0;t<6;t++){const n=t%3;if(0==n){a.up.set(0,o[t],0);a.lookAt(l[t],0,0)}else if(1==n){a.up.set(0,0,o[t]);a.lookAt(0,l[t],0)}else{a.up.set(0,o[t],0);a.lookAt(0,0,l[t])}_setViewport(r,n*no,t>2?no:0,no,no);c.setRenderTarget(r);m&&c.render(f,a);c.render(e,a)}f.geometry.dispose();f.material.dispose();c.toneMapping=h;c.autoClear=u;e.background=g}_setEncoding(e,t){true===this._renderer.capabilities.isWebGL2&&t.format===Ne&&t.type===Me&&t.encoding===Jt?e.value=ao[Xt]:e.value=ao[t.encoding]}_textureToCubeUV(e,t){const n=this._renderer;const r=e.mapping===re||e.mapping===ie;r?null==this._cubemapShader&&(this._cubemapShader=_getCubemapShader()):null==this._equirectShader&&(this._equirectShader=_getEquirectShader());const i=r?this._cubemapShader:this._equirectShader;const s=new Mesh(lo[0],i);const a=i.uniforms;a.envMap.value=e;r||a.texelSize.value.set(1/e.image.width,1/e.image.height);this._setEncoding(a.inputEncoding,e);_setViewport(t,0,0,3*no,2*no);n.setRenderTarget(t);n.render(s,oo)}_applyPMREM(e){const t=this._renderer;const n=t.autoClear;t.autoClear=false;for(let t=1;t<io;t++){const n=Math.sqrt(uo[t]*uo[t]-uo[t-1]*uo[t-1]);const r=go[(t-1)%go.length];this._blur(e,t-1,t,n,r)}t.autoClear=n}_blur(e,t,n,r,i){const s=this._pingPongRenderTarget;this._halfBlur(e,s,t,n,r,\"latitudinal\",i);this._halfBlur(s,e,n,n,r,\"longitudinal\",i)}_halfBlur(e,t,n,r,i,s,a){const o=this._renderer;const l=this._blurMaterial;\"latitudinal\"!==s&&\"longitudinal\"!==s&&console.error(\"blur direction must be either latitudinal or longitudinal!\");const c=3;const u=new Mesh(lo[r],l);const h=l.uniforms;const d=co[n]-1;const p=isFinite(i)?Math.PI/(2*d):2*Math.PI/(2*so-1);const f=i/p;const m=isFinite(i)?1+Math.floor(c*f):so;m>so&&console.warn(`sigmaRadians, ${i}, is too large and will clip, as it requested ${m} samples when the maximum is set to ${so}`);const g=[];let y=0;for(let e=0;e<so;++e){const t=e/f;const n=Math.exp(-t*t/2);g.push(n);0==e?y+=n:e<m&&(y+=2*n)}for(let e=0;e<g.length;e++)g[e]=g[e]/y;h.envMap.value=e.texture;h.samples.value=m;h.weights.value=g;h.latitudinal.value=\"latitudinal\"===s;a&&(h.poleAxis.value=a);h.dTheta.value=p;h.mipInt.value=to-n;const x=co[r];const b=3*Math.max(0,no-2*x);const _=(0===r?0:2*no)+2*x*(r>to-eo?r-to+eo:0);_setViewport(t,b,_,3*x,2*x);o.setRenderTarget(t);o.render(u,oo)}}function _createPlanes(){const e=[];const t=[];const n=[];let r=to;for(let i=0;i<io;i++){const s=Math.pow(2,r);t.push(s);let a=1/s;i>to-eo?a=ro[i-to+eo-1]:0==i&&(a=0);n.push(a);const o=1/(s-1);const l=-o/2;const c=1+o/2;const u=[l,l,c,l,c,c,l,l,c,c,l,c];const h=6;const d=6;const p=3;const f=2;const m=1;const g=new Float32Array(p*d*h);const y=new Float32Array(f*d*h);const x=new Float32Array(m*d*h);for(let e=0;e<h;e++){const t=e%3*2/3-1;const n=e>2?0:-1;const r=[t,n,0,t+2/3,n,0,t+2/3,n+1,0,t,n,0,t+2/3,n+1,0,t,n+1,0];g.set(r,p*d*e);y.set(u,f*d*e);const i=[e,e,e,e,e,e];x.set(i,m*d*e)}const b=new BufferGeometry;b.setAttribute(\"position\",new BufferAttribute(g,p));b.setAttribute(\"uv\",new BufferAttribute(y,f));b.setAttribute(\"faceIndex\",new BufferAttribute(x,m));e.push(b);r>eo&&r--}return{_lodPlanes:e,_sizeLods:t,_sigmas:n}}function _createRenderTarget(e){const t=new WebGLRenderTarget(3*no,3*no,e);t.texture.mapping=oe;t.texture.name=\"PMREM.cubeUv\";t.scissorTest=true;return t}function _setViewport(e,t,n,r,i){e.viewport.set(t,n,r,i);e.scissor.set(t,n,r,i)}function _getBlurShader(e){const t=new Float32Array(e);const n=new Vector3(0,1,0);const r=new RawShaderMaterial({name:\"SphericalGaussianBlur\",defines:{n:e},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:t},latitudinal:{value:false},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:n}},vertexShader:_getCommonVertexShader(),fragmentShader:`\\n\\n\\t\\t\\tprecision mediump float;\\n\\t\\t\\tprecision mediump int;\\n\\n\\t\\t\\tvarying vec3 vOutputDirection;\\n\\n\\t\\t\\tuniform sampler2D envMap;\\n\\t\\t\\tuniform int samples;\\n\\t\\t\\tuniform float weights[ n ];\\n\\t\\t\\tuniform bool latitudinal;\\n\\t\\t\\tuniform float dTheta;\\n\\t\\t\\tuniform float mipInt;\\n\\t\\t\\tuniform vec3 poleAxis;\\n\\n\\t\\t\\t${_getEncodings()}\\n\\n\\t\\t\\t#define ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\t#include <cube_uv_reflection_fragment>\\n\\n\\t\\t\\tvec3 getSample( float theta, vec3 axis ) {\\n\\n\\t\\t\\t\\tfloat cosTheta = cos( theta );\\n\\t\\t\\t\\t// Rodrigues' axis-angle rotation\\n\\t\\t\\t\\tvec3 sampleDirection = vOutputDirection * cosTheta\\n\\t\\t\\t\\t\\t+ cross( axis, vOutputDirection ) * sin( theta )\\n\\t\\t\\t\\t\\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\\n\\n\\t\\t\\t\\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\tvoid main() {\\n\\n\\t\\t\\t\\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\\n\\n\\t\\t\\t\\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\\n\\n\\t\\t\\t\\t\\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\taxis = normalize( axis );\\n\\n\\t\\t\\t\\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\t\\t\\t\\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\\n\\n\\t\\t\\t\\tfor ( int i = 1; i < n; i++ ) {\\n\\n\\t\\t\\t\\t\\tif ( i >= samples ) {\\n\\n\\t\\t\\t\\t\\t\\tbreak;\\n\\n\\t\\t\\t\\t\\t}\\n\\n\\t\\t\\t\\t\\tfloat theta = dTheta * float( i );\\n\\t\\t\\t\\t\\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\\n\\t\\t\\t\\t\\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\\n\\n\\t\\t\\t\\t}\\n\\n\\t\\t\\t}\\n\\t\\t`,blending:g,depthTest:false,depthWrite:false});return r}function _getEquirectShader(){const e=new Vector2(1,1);const t=new RawShaderMaterial({name:\"EquirectangularToCubeUV\",uniforms:{envMap:{value:null},texelSize:{value:e},inputEncoding:{value:ao[Xt]}},vertexShader:_getCommonVertexShader(),fragmentShader:`\\n\\n\\t\\t\\tprecision mediump float;\\n\\t\\t\\tprecision mediump int;\\n\\n\\t\\t\\tvarying vec3 vOutputDirection;\\n\\n\\t\\t\\tuniform sampler2D envMap;\\n\\t\\t\\tuniform vec2 texelSize;\\n\\n\\t\\t\\t${_getEncodings()}\\n\\n\\t\\t\\t#include <common>\\n\\n\\t\\t\\tvoid main() {\\n\\n\\t\\t\\t\\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\n\\t\\t\\t\\tvec3 outputDirection = normalize( vOutputDirection );\\n\\t\\t\\t\\tvec2 uv = equirectUv( outputDirection );\\n\\n\\t\\t\\t\\tvec2 f = fract( uv / texelSize - 0.5 );\\n\\t\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\t\\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\\n\\t\\t\\t\\tuv.x += texelSize.x;\\n\\t\\t\\t\\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\\n\\t\\t\\t\\tuv.y += texelSize.y;\\n\\t\\t\\t\\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\\n\\t\\t\\t\\tuv.x -= texelSize.x;\\n\\t\\t\\t\\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\\n\\n\\t\\t\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\t\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\t\\t\\tgl_FragColor.rgb = mix( tm, bm, f.y );\\n\\n\\t\\t\\t}\\n\\t\\t`,blending:g,depthTest:false,depthWrite:false});return t}function _getCubemapShader(){const e=new RawShaderMaterial({name:\"CubemapToCubeUV\",uniforms:{envMap:{value:null},inputEncoding:{value:ao[Xt]}},vertexShader:_getCommonVertexShader(),fragmentShader:`\\n\\n\\t\\t\\tprecision mediump float;\\n\\t\\t\\tprecision mediump int;\\n\\n\\t\\t\\tvarying vec3 vOutputDirection;\\n\\n\\t\\t\\tuniform samplerCube envMap;\\n\\n\\t\\t\\t${_getEncodings()}\\n\\n\\t\\t\\tvoid main() {\\n\\n\\t\\t\\t\\tgl_FragColor = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) );\\n\\n\\t\\t\\t}\\n\\t\\t`,blending:g,depthTest:false,depthWrite:false});return e}function _getCommonVertexShader(){return\"\\n\\n\\t\\tprecision mediump float;\\n\\t\\tprecision mediump int;\\n\\n\\t\\tattribute vec3 position;\\n\\t\\tattribute vec2 uv;\\n\\t\\tattribute float faceIndex;\\n\\n\\t\\tvarying vec3 vOutputDirection;\\n\\n\\t\\t// RH coordinate system; PMREM face-indexing convention\\n\\t\\tvec3 getDirection( vec2 uv, float face ) {\\n\\n\\t\\t\\tuv = 2.0 * uv - 1.0;\\n\\n\\t\\t\\tvec3 direction = vec3( uv, 1.0 );\\n\\n\\t\\t\\tif ( face == 0.0 ) {\\n\\n\\t\\t\\t\\tdirection = direction.zyx; // ( 1, v, u ) pos x\\n\\n\\t\\t\\t} else if ( face == 1.0 ) {\\n\\n\\t\\t\\t\\tdirection = direction.xzy;\\n\\t\\t\\t\\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\\n\\n\\t\\t\\t} else if ( face == 2.0 ) {\\n\\n\\t\\t\\t\\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\\n\\n\\t\\t\\t} else if ( face == 3.0 ) {\\n\\n\\t\\t\\t\\tdirection = direction.zyx;\\n\\t\\t\\t\\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\\n\\n\\t\\t\\t} else if ( face == 4.0 ) {\\n\\n\\t\\t\\t\\tdirection = direction.xzy;\\n\\t\\t\\t\\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\\n\\n\\t\\t\\t} else if ( face == 5.0 ) {\\n\\n\\t\\t\\t\\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\\n\\n\\t\\t\\t}\\n\\n\\t\\t\\treturn direction;\\n\\n\\t\\t}\\n\\n\\t\\tvoid main() {\\n\\n\\t\\t\\tvOutputDirection = getDirection( uv, faceIndex );\\n\\t\\t\\tgl_Position = vec4( position, 1.0 );\\n\\n\\t\\t}\\n\\t\"}function _getEncodings(){return\"\\n\\n\\t\\tuniform int inputEncoding;\\n\\n\\t\\t#include <encodings_pars_fragment>\\n\\n\\t\\tvec4 inputTexelToLinear( vec4 value ) {\\n\\n\\t\\t\\tif ( inputEncoding == 0 ) {\\n\\n\\t\\t\\t\\treturn value;\\n\\n\\t\\t\\t} else {\\n\\n\\t\\t\\t\\treturn sRGBToLinear( value );\\n\\n\\t\\t\\t}\\n\\n\\t\\t}\\n\\n\\t\\tvec4 envMapTexelToLinear( vec4 color ) {\\n\\n\\t\\t\\treturn inputTexelToLinear( color );\\n\\n\\t\\t}\\n\\t\"}function WebGLCubeUVMaps(e){let t=new WeakMap;let n=null;function get(r){if(r&&r.isTexture&&false===r.isRenderTargetTexture){const i=r.mapping;const s=i===se||i===ae;const a=i===re||i===ie;if(s||a){if(t.has(r))return t.get(r).texture;{const i=r.image;if(s&&i&&i.height>0||a&&i&&isCubeTextureComplete(i)){const i=e.getRenderTarget();null===n&&(n=new PMREMGenerator(e));const a=s?n.fromEquirectangular(r):n.fromCubemap(r);t.set(r,a);e.setRenderTarget(i);r.addEventListener(\"dispose\",onTextureDispose);return a.texture}return null}}}return r}function isCubeTextureComplete(e){let t=0;const n=6;for(let r=0;r<n;r++)void 0!==e[r]&&t++;return t===n}function onTextureDispose(e){const n=e.target;n.removeEventListener(\"dispose\",onTextureDispose);const r=t.get(n);if(void 0!==r){t.delete(n);r.dispose()}}function dispose(){t=new WeakMap;if(null!==n){n.dispose();n=null}}return{get:get,dispose:dispose}}function WebGLExtensions(e){const t={};function getExtension(n){if(void 0!==t[n])return t[n];let r;switch(n){case\"WEBGL_depth_texture\":r=e.getExtension(\"WEBGL_depth_texture\")||e.getExtension(\"MOZ_WEBGL_depth_texture\")||e.getExtension(\"WEBKIT_WEBGL_depth_texture\");break;case\"EXT_texture_filter_anisotropic\":r=e.getExtension(\"EXT_texture_filter_anisotropic\")||e.getExtension(\"MOZ_EXT_texture_filter_anisotropic\")||e.getExtension(\"WEBKIT_EXT_texture_filter_anisotropic\");break;case\"WEBGL_compressed_texture_s3tc\":r=e.getExtension(\"WEBGL_compressed_texture_s3tc\")||e.getExtension(\"MOZ_WEBGL_compressed_texture_s3tc\")||e.getExtension(\"WEBKIT_WEBGL_compressed_texture_s3tc\");break;case\"WEBGL_compressed_texture_pvrtc\":r=e.getExtension(\"WEBGL_compressed_texture_pvrtc\")||e.getExtension(\"WEBKIT_WEBGL_compressed_texture_pvrtc\");break;default:r=e.getExtension(n)}t[n]=r;return r}return{has:function(e){return null!==getExtension(e)},init:function(e){if(e.isWebGL2)getExtension(\"EXT_color_buffer_float\");else{getExtension(\"WEBGL_depth_texture\");getExtension(\"OES_texture_float\");getExtension(\"OES_texture_half_float\");getExtension(\"OES_texture_half_float_linear\");getExtension(\"OES_standard_derivatives\");getExtension(\"OES_element_index_uint\");getExtension(\"OES_vertex_array_object\");getExtension(\"ANGLE_instanced_arrays\")}getExtension(\"OES_texture_float_linear\");getExtension(\"EXT_color_buffer_half_float\");getExtension(\"WEBGL_multisampled_render_to_texture\")},get:function(e){const t=getExtension(e);null===t&&console.warn(\"THREE.WebGLRenderer: \"+e+\" extension not supported.\");return t}}}function WebGLGeometries(e,t,n,r){const i={};const s=new WeakMap;function onGeometryDispose(e){const a=e.target;null!==a.index&&t.remove(a.index);for(const e in a.attributes)t.remove(a.attributes[e]);a.removeEventListener(\"dispose\",onGeometryDispose);delete i[a.id];const o=s.get(a);if(o){t.remove(o);s.delete(a)}r.releaseStatesOfGeometry(a);true===a.isInstancedBufferGeometry&&delete a._maxInstanceCount;n.memory.geometries--}function get(e,t){if(true===i[t.id])return t;t.addEventListener(\"dispose\",onGeometryDispose);i[t.id]=true;n.memory.geometries++;return t}function update(e){const n=e.attributes;for(const e in n)t.update(n[e],34962);const r=e.morphAttributes;for(const e in r){const n=r[e];for(let e=0,r=n.length;e<r;e++)t.update(n[e],34962)}}function updateWireframeAttribute(e){const n=[];const r=e.index;const i=e.attributes.position;let a=0;if(null!==r){const e=r.array;a=r.version;for(let t=0,r=e.length;t<r;t+=3){const r=e[t+0];const i=e[t+1];const s=e[t+2];n.push(r,i,i,s,s,r)}}else{const e=i.array;a=i.version;for(let t=0,r=e.length/3-1;t<r;t+=3){const e=t+0;const r=t+1;const i=t+2;n.push(e,r,r,i,i,e)}}const o=new(arrayMax(n)>65535?Uint32BufferAttribute:Uint16BufferAttribute)(n,1);o.version=a;const l=s.get(e);l&&t.remove(l);s.set(e,o)}function getWireframeAttribute(e){const t=s.get(e);if(t){const n=e.index;null!==n&&t.version<n.version&&updateWireframeAttribute(e)}else updateWireframeAttribute(e);return s.get(e)}return{get:get,update:update,getWireframeAttribute:getWireframeAttribute}}function WebGLIndexedBufferRenderer(e,t,n,r){const i=r.isWebGL2;let s;function setMode(e){s=e}let a,o;function setIndex(e){a=e.type;o=e.bytesPerElement}function render(t,r){e.drawElements(s,r,a,t*o);n.update(r,s,1)}function renderInstances(r,l,c){if(0===c)return;let u,h;if(i){u=e;h=\"drawElementsInstanced\"}else{u=t.get(\"ANGLE_instanced_arrays\");h=\"drawElementsInstancedANGLE\";if(null===u){console.error(\"THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.\");return}}u[h](s,l,a,r*o,c);n.update(l,s,c)}this.setMode=setMode;this.setIndex=setIndex;this.render=render;this.renderInstances=renderInstances}function WebGLInfo(e){const t={geometries:0,textures:0};const n={frame:0,calls:0,triangles:0,points:0,lines:0};function update(e,t,r){n.calls++;switch(t){case 4:n.triangles+=r*(e/3);break;case 1:n.lines+=r*(e/2);break;case 3:n.lines+=r*(e-1);break;case 2:n.lines+=r*e;break;case 0:n.points+=r*e;break;default:console.error(\"THREE.WebGLInfo: Unknown draw mode:\",t);break}}function reset(){n.frame++;n.calls=0;n.triangles=0;n.points=0;n.lines=0}return{memory:t,render:n,programs:null,autoReset:true,reset:reset,update:update}}class DataTexture2DArray extends Texture{constructor(e=null,t=1,n=1,r=1){super(null);this.image={data:e,width:t,height:n,depth:r};this.magFilter=de;this.minFilter=de;this.wrapR=ue;this.generateMipmaps=false;this.flipY=false;this.unpackAlignment=1}}DataTexture2DArray.prototype.isDataTexture2DArray=true;function numericalSort(e,t){return e[0]-t[0]}function absNumericalSort(e,t){return Math.abs(t[1])-Math.abs(e[1])}function denormalize(e,t){let n=1;const r=t.isInterleavedBufferAttribute?t.data.array:t.array;r instanceof Int8Array?n=127:r instanceof Int16Array?n=32767:r instanceof Int32Array?n=2147483647:console.error(\"THREE.WebGLMorphtargets: Unsupported morph attribute data type: \",r);e.divideScalar(n)}function WebGLMorphtargets(e,t,n){const r={};const i=new Float32Array(8);const s=new WeakMap;const a=new Vector3;const o=[];for(let e=0;e<8;e++)o[e]=[e,0];function update(l,c,u,h){const d=l.morphTargetInfluences;if(true===t.isWebGL2){const r=c.morphAttributes.position.length;let i=s.get(c);if(void 0===i||i.count!==r){void 0!==i&&i.texture.dispose();const e=void 0!==c.morphAttributes.normal;const n=c.morphAttributes.position;const o=c.morphAttributes.normal||[];const l=c.attributes.position.count;const u=true===e?2:1;let h=l*u;let d=1;if(h>t.maxTextureSize){d=Math.ceil(h/t.maxTextureSize);h=t.maxTextureSize}const p=new Float32Array(h*d*4*r);const f=new DataTexture2DArray(p,h,d,r);f.format=Ne;f.type=Le;f.needsUpdate=true;const m=4*u;for(let t=0;t<r;t++){const r=n[t];const i=o[t];const s=h*d*4*t;for(let t=0;t<r.count;t++){a.fromBufferAttribute(r,t);true===r.normalized&&denormalize(a,r);const n=t*m;p[s+n+0]=a.x;p[s+n+1]=a.y;p[s+n+2]=a.z;p[s+n+3]=0;if(true===e){a.fromBufferAttribute(i,t);true===i.normalized&&denormalize(a,i);p[s+n+4]=a.x;p[s+n+5]=a.y;p[s+n+6]=a.z;p[s+n+7]=0}}}i={count:r,texture:f,size:new Vector2(h,d)};s.set(c,i)}let o=0;for(let e=0;e<d.length;e++)o+=d[e];const l=c.morphTargetsRelative?1:1-o;h.getUniforms().setValue(e,\"morphTargetBaseInfluence\",l);h.getUniforms().setValue(e,\"morphTargetInfluences\",d);h.getUniforms().setValue(e,\"morphTargetsTexture\",i.texture,n);h.getUniforms().setValue(e,\"morphTargetsTextureSize\",i.size)}else{const t=void 0===d?0:d.length;let n=r[c.id];if(void 0===n||n.length!==t){n=[];for(let e=0;e<t;e++)n[e]=[e,0];r[c.id]=n}for(let e=0;e<t;e++){const t=n[e];t[0]=e;t[1]=d[e]}n.sort(absNumericalSort);for(let e=0;e<8;e++)if(e<t&&n[e][1]){o[e][0]=n[e][0];o[e][1]=n[e][1]}else{o[e][0]=Number.MAX_SAFE_INTEGER;o[e][1]=0}o.sort(numericalSort);const s=c.morphAttributes.position;const a=c.morphAttributes.normal;let l=0;for(let e=0;e<8;e++){const t=o[e];const n=t[0];const r=t[1];if(n!==Number.MAX_SAFE_INTEGER&&r){s&&c.getAttribute(\"morphTarget\"+e)!==s[n]&&c.setAttribute(\"morphTarget\"+e,s[n]);a&&c.getAttribute(\"morphNormal\"+e)!==a[n]&&c.setAttribute(\"morphNormal\"+e,a[n]);i[e]=r;l+=r}else{s&&true===c.hasAttribute(\"morphTarget\"+e)&&c.deleteAttribute(\"morphTarget\"+e);a&&true===c.hasAttribute(\"morphNormal\"+e)&&c.deleteAttribute(\"morphNormal\"+e);i[e]=0}}const u=c.morphTargetsRelative?1:1-l;h.getUniforms().setValue(e,\"morphTargetBaseInfluence\",u);h.getUniforms().setValue(e,\"morphTargetInfluences\",i)}}return{update:update}}function WebGLObjects(e,t,n,r){let i=new WeakMap;function update(e){const s=r.render.frame;const a=e.geometry;const o=t.get(e,a);if(i.get(o)!==s){t.update(o);i.set(o,s)}if(e.isInstancedMesh){false===e.hasEventListener(\"dispose\",onInstancedMeshDispose)&&e.addEventListener(\"dispose\",onInstancedMeshDispose);n.update(e.instanceMatrix,34962);null!==e.instanceColor&&n.update(e.instanceColor,34962)}return o}function dispose(){i=new WeakMap}function onInstancedMeshDispose(e){const t=e.target;t.removeEventListener(\"dispose\",onInstancedMeshDispose);n.remove(t.instanceMatrix);null!==t.instanceColor&&n.remove(t.instanceColor)}return{update:update,dispose:dispose}}class DataTexture3D extends Texture{constructor(e=null,t=1,n=1,r=1){super(null);this.image={data:e,width:t,height:n,depth:r};this.magFilter=de;this.minFilter=de;this.wrapR=ue;this.generateMipmaps=false;this.flipY=false;this.unpackAlignment=1}}DataTexture3D.prototype.isDataTexture3D=true;const yo=new Texture;const vo=new DataTexture2DArray;const xo=new DataTexture3D;const bo=new CubeTexture;const _o=[];const Mo=[];const wo=new Float32Array(16);const So=new Float32Array(9);const To=new Float32Array(4);function flatten(e,t,n){const r=e[0];if(r<=0||r>0)return e;const i=t*n;let s=_o[i];if(void 0===s){s=new Float32Array(i);_o[i]=s}if(0!==t){r.toArray(s,0);for(let r=1,i=0;r!==t;++r){i+=n;e[r].toArray(s,i)}}return s}function arraysEqual(e,t){if(e.length!==t.length)return false;for(let n=0,r=e.length;n<r;n++)if(e[n]!==t[n])return false;return true}function copyArray(e,t){for(let n=0,r=t.length;n<r;n++)e[n]=t[n]}function allocTexUnits(e,t){let n=Mo[t];if(void 0===n){n=new Int32Array(t);Mo[t]=n}for(let r=0;r!==t;++r)n[r]=e.allocateTextureUnit();return n}function setValueV1f(e,t){const n=this.cache;if(n[0]!==t){e.uniform1f(this.addr,t);n[0]=t}}function setValueV2f(e,t){const n=this.cache;if(void 0!==t.x){if(n[0]!==t.x||n[1]!==t.y){e.uniform2f(this.addr,t.x,t.y);n[0]=t.x;n[1]=t.y}}else{if(arraysEqual(n,t))return;e.uniform2fv(this.addr,t);copyArray(n,t)}}function setValueV3f(e,t){const n=this.cache;if(void 0!==t.x){if(n[0]!==t.x||n[1]!==t.y||n[2]!==t.z){e.uniform3f(this.addr,t.x,t.y,t.z);n[0]=t.x;n[1]=t.y;n[2]=t.z}}else if(void 0!==t.r){if(n[0]!==t.r||n[1]!==t.g||n[2]!==t.b){e.uniform3f(this.addr,t.r,t.g,t.b);n[0]=t.r;n[1]=t.g;n[2]=t.b}}else{if(arraysEqual(n,t))return;e.uniform3fv(this.addr,t);copyArray(n,t)}}function setValueV4f(e,t){const n=this.cache;if(void 0!==t.x){if(n[0]!==t.x||n[1]!==t.y||n[2]!==t.z||n[3]!==t.w){e.uniform4f(this.addr,t.x,t.y,t.z,t.w);n[0]=t.x;n[1]=t.y;n[2]=t.z;n[3]=t.w}}else{if(arraysEqual(n,t))return;e.uniform4fv(this.addr,t);copyArray(n,t)}}function setValueM2(e,t){const n=this.cache;const r=t.elements;if(void 0===r){if(arraysEqual(n,t))return;e.uniformMatrix2fv(this.addr,false,t);copyArray(n,t)}else{if(arraysEqual(n,r))return;To.set(r);e.uniformMatrix2fv(this.addr,false,To);copyArray(n,r)}}function setValueM3(e,t){const n=this.cache;const r=t.elements;if(void 0===r){if(arraysEqual(n,t))return;e.uniformMatrix3fv(this.addr,false,t);copyArray(n,t)}else{if(arraysEqual(n,r))return;So.set(r);e.uniformMatrix3fv(this.addr,false,So);copyArray(n,r)}}function setValueM4(e,t){const n=this.cache;const r=t.elements;if(void 0===r){if(arraysEqual(n,t))return;e.uniformMatrix4fv(this.addr,false,t);copyArray(n,t)}else{if(arraysEqual(n,r))return;wo.set(r);e.uniformMatrix4fv(this.addr,false,wo);copyArray(n,r)}}function setValueV1i(e,t){const n=this.cache;if(n[0]!==t){e.uniform1i(this.addr,t);n[0]=t}}function setValueV2i(e,t){const n=this.cache;if(!arraysEqual(n,t)){e.uniform2iv(this.addr,t);copyArray(n,t)}}function setValueV3i(e,t){const n=this.cache;if(!arraysEqual(n,t)){e.uniform3iv(this.addr,t);copyArray(n,t)}}function setValueV4i(e,t){const n=this.cache;if(!arraysEqual(n,t)){e.uniform4iv(this.addr,t);copyArray(n,t)}}function setValueV1ui(e,t){const n=this.cache;if(n[0]!==t){e.uniform1ui(this.addr,t);n[0]=t}}function setValueV2ui(e,t){const n=this.cache;if(!arraysEqual(n,t)){e.uniform2uiv(this.addr,t);copyArray(n,t)}}function setValueV3ui(e,t){const n=this.cache;if(!arraysEqual(n,t)){e.uniform3uiv(this.addr,t);copyArray(n,t)}}function setValueV4ui(e,t){const n=this.cache;if(!arraysEqual(n,t)){e.uniform4uiv(this.addr,t);copyArray(n,t)}}function setValueT1(e,t,n){const r=this.cache;const i=n.allocateTextureUnit();if(r[0]!==i){e.uniform1i(this.addr,i);r[0]=i}n.safeSetTexture2D(t||yo,i)}function setValueT3D1(e,t,n){const r=this.cache;const i=n.allocateTextureUnit();if(r[0]!==i){e.uniform1i(this.addr,i);r[0]=i}n.setTexture3D(t||xo,i)}function setValueT6(e,t,n){const r=this.cache;const i=n.allocateTextureUnit();if(r[0]!==i){e.uniform1i(this.addr,i);r[0]=i}n.safeSetTextureCube(t||bo,i)}function setValueT2DArray1(e,t,n){const r=this.cache;const i=n.allocateTextureUnit();if(r[0]!==i){e.uniform1i(this.addr,i);r[0]=i}n.setTexture2DArray(t||vo,i)}function getSingularSetter(e){switch(e){case 5126:return setValueV1f;case 35664:return setValueV2f;case 35665:return setValueV3f;case 35666:return setValueV4f;case 35674:return setValueM2;case 35675:return setValueM3;case 35676:return setValueM4;case 5124:case 35670:return setValueV1i;case 35667:case 35671:return setValueV2i;case 35668:case 35672:return setValueV3i;case 35669:case 35673:return setValueV4i;case 5125:return setValueV1ui;case 36294:return setValueV2ui;case 36295:return setValueV3ui;case 36296:return setValueV4ui;case 35678:case 36198:case 36298:case 36306:case 35682:return setValueT1;case 35679:case 36299:case 36307:return setValueT3D1;case 35680:case 36300:case 36308:case 36293:return setValueT6;case 36289:case 36303:case 36311:case 36292:return setValueT2DArray1}}function setValueV1fArray(e,t){e.uniform1fv(this.addr,t)}function setValueV2fArray(e,t){const n=flatten(t,this.size,2);e.uniform2fv(this.addr,n)}function setValueV3fArray(e,t){const n=flatten(t,this.size,3);e.uniform3fv(this.addr,n)}function setValueV4fArray(e,t){const n=flatten(t,this.size,4);e.uniform4fv(this.addr,n)}function setValueM2Array(e,t){const n=flatten(t,this.size,4);e.uniformMatrix2fv(this.addr,false,n)}function setValueM3Array(e,t){const n=flatten(t,this.size,9);e.uniformMatrix3fv(this.addr,false,n)}function setValueM4Array(e,t){const n=flatten(t,this.size,16);e.uniformMatrix4fv(this.addr,false,n)}function setValueV1iArray(e,t){e.uniform1iv(this.addr,t)}function setValueV2iArray(e,t){e.uniform2iv(this.addr,t)}function setValueV3iArray(e,t){e.uniform3iv(this.addr,t)}function setValueV4iArray(e,t){e.uniform4iv(this.addr,t)}function setValueV1uiArray(e,t){e.uniform1uiv(this.addr,t)}function setValueV2uiArray(e,t){e.uniform2uiv(this.addr,t)}function setValueV3uiArray(e,t){e.uniform3uiv(this.addr,t)}function setValueV4uiArray(e,t){e.uniform4uiv(this.addr,t)}function setValueT1Array(e,t,n){const r=t.length;const i=allocTexUnits(n,r);e.uniform1iv(this.addr,i);for(let e=0;e!==r;++e)n.safeSetTexture2D(t[e]||yo,i[e])}function setValueT3DArray(e,t,n){const r=t.length;const i=allocTexUnits(n,r);e.uniform1iv(this.addr,i);for(let e=0;e!==r;++e)n.setTexture3D(t[e]||xo,i[e])}function setValueT6Array(e,t,n){const r=t.length;const i=allocTexUnits(n,r);e.uniform1iv(this.addr,i);for(let e=0;e!==r;++e)n.safeSetTextureCube(t[e]||bo,i[e])}function setValueT2DArrayArray(e,t,n){const r=t.length;const i=allocTexUnits(n,r);e.uniform1iv(this.addr,i);for(let e=0;e!==r;++e)n.setTexture2DArray(t[e]||vo,i[e])}function getPureArraySetter(e){switch(e){case 5126:return setValueV1fArray;case 35664:return setValueV2fArray;case 35665:return setValueV3fArray;case 35666:return setValueV4fArray;case 35674:return setValueM2Array;case 35675:return setValueM3Array;case 35676:return setValueM4Array;case 5124:case 35670:return setValueV1iArray;case 35667:case 35671:return setValueV2iArray;case 35668:case 35672:return setValueV3iArray;case 35669:case 35673:return setValueV4iArray;case 5125:return setValueV1uiArray;case 36294:return setValueV2uiArray;case 36295:return setValueV3uiArray;case 36296:return setValueV4uiArray;case 35678:case 36198:case 36298:case 36306:case 35682:return setValueT1Array;case 35679:case 36299:case 36307:return setValueT3DArray;case 35680:case 36300:case 36308:case 36293:return setValueT6Array;case 36289:case 36303:case 36311:case 36292:return setValueT2DArrayArray}}function SingleUniform(e,t,n){this.id=e;this.addr=n;this.cache=[];this.setValue=getSingularSetter(t.type)}function PureArrayUniform(e,t,n){this.id=e;this.addr=n;this.cache=[];this.size=t.size;this.setValue=getPureArraySetter(t.type)}PureArrayUniform.prototype.updateCache=function(e){const t=this.cache;e instanceof Float32Array&&t.length!==e.length&&(this.cache=new Float32Array(e.length));copyArray(t,e)};function StructuredUniform(e){this.id=e;this.seq=[];this.map={}}StructuredUniform.prototype.setValue=function(e,t,n){const r=this.seq;for(let i=0,s=r.length;i!==s;++i){const s=r[i];s.setValue(e,t[s.id],n)}};const Eo=/(\\w+)(\\])?(\\[|\\.)?/g;function addUniform(e,t){e.seq.push(t);e.map[t.id]=t}function parseUniform(e,t,n){const r=e.name,i=r.length;Eo.lastIndex=0;while(true){const s=Eo.exec(r),a=Eo.lastIndex;let o=s[1];const l=\"]\"===s[2],c=s[3];l&&(o|=0);if(void 0===c||\"[\"===c&&a+2===i){addUniform(n,void 0===c?new SingleUniform(o,e,t):new PureArrayUniform(o,e,t));break}{const e=n.map;let t=e[o];if(void 0===t){t=new StructuredUniform(o);addUniform(n,t)}n=t}}}function WebGLUniforms(e,t){this.seq=[];this.map={};const n=e.getProgramParameter(t,35718);for(let r=0;r<n;++r){const n=e.getActiveUniform(t,r),i=e.getUniformLocation(t,n.name);parseUniform(n,i,this)}}WebGLUniforms.prototype.setValue=function(e,t,n,r){const i=this.map[t];void 0!==i&&i.setValue(e,n,r)};WebGLUniforms.prototype.setOptional=function(e,t,n){const r=t[n];void 0!==r&&this.setValue(e,n,r)};WebGLUniforms.upload=function(e,t,n,r){for(let i=0,s=t.length;i!==s;++i){const s=t[i],a=n[s.id];false!==a.needsUpdate&&s.setValue(e,a.value,r)}};WebGLUniforms.seqWithValue=function(e,t){const n=[];for(let r=0,i=e.length;r!==i;++r){const i=e[r];i.id in t&&n.push(i)}return n};function WebGLShader(e,t,n){const r=e.createShader(t);e.shaderSource(r,n);e.compileShader(r);return r}let Ao=0;function addLineNumbers(e){const t=e.split(\"\\n\");for(let e=0;e<t.length;e++)t[e]=e+1+\": \"+t[e];return t.join(\"\\n\")}function getEncodingComponents(e){switch(e){case Xt:return[\"Linear\",\"( value )\"];case Jt:return[\"sRGB\",\"( value )\"];default:console.warn(\"THREE.WebGLProgram: Unsupported encoding:\",e);return[\"Linear\",\"( value )\"]}}function getShaderErrors(e,t,n){const r=e.getShaderParameter(t,35713);const i=e.getShaderInfoLog(t).trim();return r&&\"\"===i?\"\":n.toUpperCase()+\"\\n\\n\"+i+\"\\n\\n\"+addLineNumbers(e.getShaderSource(t))}function getTexelDecodingFunction(e,t){const n=getEncodingComponents(t);return\"vec4 \"+e+\"( vec4 value ) { return \"+n[0]+\"ToLinear\"+n[1]+\"; }\"}function getTexelEncodingFunction(e,t){const n=getEncodingComponents(t);return\"vec4 \"+e+\"( vec4 value ) { return LinearTo\"+n[0]+n[1]+\"; }\"}function getToneMappingFunction(e,t){let n;switch(t){case Q:n=\"Linear\";break;case K:n=\"Reinhard\";break;case $:n=\"OptimizedCineon\";break;case ee:n=\"ACESFilmic\";break;case te:n=\"Custom\";break;default:console.warn(\"THREE.WebGLProgram: Unsupported toneMapping:\",t);n=\"Linear\"}return\"vec3 \"+e+\"( vec3 color ) { return \"+n+\"ToneMapping( color ); }\"}function generateExtensions(e){const t=[e.extensionDerivatives||e.envMapCubeUV||e.bumpMap||e.tangentSpaceNormalMap||e.clearcoatNormalMap||e.flatShading||\"physical\"===e.shaderID?\"#extension GL_OES_standard_derivatives : enable\":\"\",(e.extensionFragDepth||e.logarithmicDepthBuffer)&&e.rendererExtensionFragDepth?\"#extension GL_EXT_frag_depth : enable\":\"\",e.extensionDrawBuffers&&e.rendererExtensionDrawBuffers?\"#extension GL_EXT_draw_buffers : require\":\"\",(e.extensionShaderTextureLOD||e.envMap||e.transmission)&&e.rendererExtensionShaderTextureLod?\"#extension GL_EXT_shader_texture_lod : enable\":\"\"];return t.filter(filterEmptyLine).join(\"\\n\")}function generateDefines(e){const t=[];for(const n in e){const r=e[n];false!==r&&t.push(\"#define \"+n+\" \"+r)}return t.join(\"\\n\")}function fetchAttributeLocations(e,t){const n={};const r=e.getProgramParameter(t,35721);for(let i=0;i<r;i++){const r=e.getActiveAttrib(t,i);const s=r.name;let a=1;35674===r.type&&(a=2);35675===r.type&&(a=3);35676===r.type&&(a=4);n[s]={type:r.type,location:e.getAttribLocation(t,s),locationSize:a}}return n}function filterEmptyLine(e){return\"\"!==e}function replaceLightNums(e,t){return e.replace(/NUM_DIR_LIGHTS/g,t.numDirLights).replace(/NUM_SPOT_LIGHTS/g,t.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g,t.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g,t.numPointLights).replace(/NUM_HEMI_LIGHTS/g,t.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g,t.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g,t.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g,t.numPointLightShadows)}function replaceClippingPlaneNums(e,t){return e.replace(/NUM_CLIPPING_PLANES/g,t.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g,t.numClippingPlanes-t.numClipIntersection)}const Lo=/^[ \\t]*#include +<([\\w\\d./]+)>/gm;function resolveIncludes(e){return e.replace(Lo,includeReplacer)}function includeReplacer(e,t){const n=Qa[t];if(void 0===n)throw new Error(\"Can not resolve #include <\"+t+\">\");return resolveIncludes(n)}const Co=/#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;const Ro=/#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;function unrollLoops(e){return e.replace(Ro,loopReplacer).replace(Co,deprecatedLoopReplacer)}function deprecatedLoopReplacer(e,t,n,r){console.warn(\"WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.\");return loopReplacer(e,t,n,r)}function loopReplacer(e,t,n,r){let i=\"\";for(let e=parseInt(t);e<parseInt(n);e++)i+=r.replace(/\\[\\s*i\\s*\\]/g,\"[ \"+e+\" ]\").replace(/UNROLLED_LOOP_INDEX/g,e);return i}function generatePrecision(e){let t=\"precision \"+e.precision+\" float;\\nprecision \"+e.precision+\" int;\";\"highp\"===e.precision?t+=\"\\n#define HIGH_PRECISION\":\"mediump\"===e.precision?t+=\"\\n#define MEDIUM_PRECISION\":\"lowp\"===e.precision&&(t+=\"\\n#define LOW_PRECISION\");return t}function generateShadowMapTypeDefine(e){let t=\"SHADOWMAP_TYPE_BASIC\";e.shadowMapType===l?t=\"SHADOWMAP_TYPE_PCF\":e.shadowMapType===c?t=\"SHADOWMAP_TYPE_PCF_SOFT\":e.shadowMapType===u&&(t=\"SHADOWMAP_TYPE_VSM\");return t}function generateEnvMapTypeDefine(e){let t=\"ENVMAP_TYPE_CUBE\";if(e.envMap)switch(e.envMapMode){case re:case ie:t=\"ENVMAP_TYPE_CUBE\";break;case oe:case le:t=\"ENVMAP_TYPE_CUBE_UV\";break}return t}function generateEnvMapModeDefine(e){let t=\"ENVMAP_MODE_REFLECTION\";if(e.envMap)switch(e.envMapMode){case ie:case le:t=\"ENVMAP_MODE_REFRACTION\";break}return t}function generateEnvMapBlendingDefine(e){let t=\"ENVMAP_BLENDING_NONE\";if(e.envMap)switch(e.combine){case X:t=\"ENVMAP_BLENDING_MULTIPLY\";break;case J:t=\"ENVMAP_BLENDING_MIX\";break;case Y:t=\"ENVMAP_BLENDING_ADD\";break}return t}function WebGLProgram(e,t,n,r){const i=e.getContext();const s=n.defines;let a=n.vertexShader;let o=n.fragmentShader;const l=generateShadowMapTypeDefine(n);const c=generateEnvMapTypeDefine(n);const u=generateEnvMapModeDefine(n);const h=generateEnvMapBlendingDefine(n);const d=n.isWebGL2?\"\":generateExtensions(n);const p=generateDefines(s);const f=i.createProgram();let m,g;let y=n.glslVersion?\"#version \"+n.glslVersion+\"\\n\":\"\";if(n.isRawShaderMaterial){m=[p].filter(filterEmptyLine).join(\"\\n\");m.length>0&&(m+=\"\\n\");g=[d,p].filter(filterEmptyLine).join(\"\\n\");g.length>0&&(g+=\"\\n\")}else{m=[generatePrecision(n),\"#define SHADER_NAME \"+n.shaderName,p,n.instancing?\"#define USE_INSTANCING\":\"\",n.instancingColor?\"#define USE_INSTANCING_COLOR\":\"\",n.supportsVertexTextures?\"#define VERTEX_TEXTURES\":\"\",\"#define MAX_BONES \"+n.maxBones,n.useFog&&n.fog?\"#define USE_FOG\":\"\",n.useFog&&n.fogExp2?\"#define FOG_EXP2\":\"\",n.map?\"#define USE_MAP\":\"\",n.envMap?\"#define USE_ENVMAP\":\"\",n.envMap?\"#define \"+u:\"\",n.lightMap?\"#define USE_LIGHTMAP\":\"\",n.aoMap?\"#define USE_AOMAP\":\"\",n.emissiveMap?\"#define USE_EMISSIVEMAP\":\"\",n.bumpMap?\"#define USE_BUMPMAP\":\"\",n.normalMap?\"#define USE_NORMALMAP\":\"\",n.normalMap&&n.objectSpaceNormalMap?\"#define OBJECTSPACE_NORMALMAP\":\"\",n.normalMap&&n.tangentSpaceNormalMap?\"#define TANGENTSPACE_NORMALMAP\":\"\",n.clearcoatMap?\"#define USE_CLEARCOATMAP\":\"\",n.clearcoatRoughnessMap?\"#define USE_CLEARCOAT_ROUGHNESSMAP\":\"\",n.clearcoatNormalMap?\"#define USE_CLEARCOAT_NORMALMAP\":\"\",n.displacementMap&&n.supportsVertexTextures?\"#define USE_DISPLACEMENTMAP\":\"\",n.specularMap?\"#define USE_SPECULARMAP\":\"\",n.specularIntensityMap?\"#define USE_SPECULARINTENSITYMAP\":\"\",n.specularColorMap?\"#define USE_SPECULARCOLORMAP\":\"\",n.roughnessMap?\"#define USE_ROUGHNESSMAP\":\"\",n.metalnessMap?\"#define USE_METALNESSMAP\":\"\",n.alphaMap?\"#define USE_ALPHAMAP\":\"\",n.transmission?\"#define USE_TRANSMISSION\":\"\",n.transmissionMap?\"#define USE_TRANSMISSIONMAP\":\"\",n.thicknessMap?\"#define USE_THICKNESSMAP\":\"\",n.sheenColorMap?\"#define USE_SHEENCOLORMAP\":\"\",n.sheenRoughnessMap?\"#define USE_SHEENROUGHNESSMAP\":\"\",n.vertexTangents?\"#define USE_TANGENT\":\"\",n.vertexColors?\"#define USE_COLOR\":\"\",n.vertexAlphas?\"#define USE_COLOR_ALPHA\":\"\",n.vertexUvs?\"#define USE_UV\":\"\",n.uvsVertexOnly?\"#define UVS_VERTEX_ONLY\":\"\",n.flatShading?\"#define FLAT_SHADED\":\"\",n.skinning?\"#define USE_SKINNING\":\"\",n.useVertexTexture?\"#define BONE_TEXTURE\":\"\",n.morphTargets?\"#define USE_MORPHTARGETS\":\"\",n.morphNormals&&false===n.flatShading?\"#define USE_MORPHNORMALS\":\"\",n.morphTargets&&n.isWebGL2?\"#define MORPHTARGETS_TEXTURE\":\"\",n.morphTargets&&n.isWebGL2?\"#define MORPHTARGETS_COUNT \"+n.morphTargetsCount:\"\",n.doubleSided?\"#define DOUBLE_SIDED\":\"\",n.flipSided?\"#define FLIP_SIDED\":\"\",n.shadowMapEnabled?\"#define USE_SHADOWMAP\":\"\",n.shadowMapEnabled?\"#define \"+l:\"\",n.sizeAttenuation?\"#define USE_SIZEATTENUATION\":\"\",n.logarithmicDepthBuffer?\"#define USE_LOGDEPTHBUF\":\"\",n.logarithmicDepthBuffer&&n.rendererExtensionFragDepth?\"#define USE_LOGDEPTHBUF_EXT\":\"\",\"uniform mat4 modelMatrix;\",\"uniform mat4 modelViewMatrix;\",\"uniform mat4 projectionMatrix;\",\"uniform mat4 viewMatrix;\",\"uniform mat3 normalMatrix;\",\"uniform vec3 cameraPosition;\",\"uniform bool isOrthographic;\",\"#ifdef USE_INSTANCING\",\"\\tattribute mat4 instanceMatrix;\",\"#endif\",\"#ifdef USE_INSTANCING_COLOR\",\"\\tattribute vec3 instanceColor;\",\"#endif\",\"attribute vec3 position;\",\"attribute vec3 normal;\",\"attribute vec2 uv;\",\"#ifdef USE_TANGENT\",\"\\tattribute vec4 tangent;\",\"#endif\",\"#if defined( USE_COLOR_ALPHA )\",\"\\tattribute vec4 color;\",\"#elif defined( USE_COLOR )\",\"\\tattribute vec3 color;\",\"#endif\",\"#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )\",\"\\tattribute vec3 morphTarget0;\",\"\\tattribute vec3 morphTarget1;\",\"\\tattribute vec3 morphTarget2;\",\"\\tattribute vec3 morphTarget3;\",\"\\t#ifdef USE_MORPHNORMALS\",\"\\t\\tattribute vec3 morphNormal0;\",\"\\t\\tattribute vec3 morphNormal1;\",\"\\t\\tattribute vec3 morphNormal2;\",\"\\t\\tattribute vec3 morphNormal3;\",\"\\t#else\",\"\\t\\tattribute vec3 morphTarget4;\",\"\\t\\tattribute vec3 morphTarget5;\",\"\\t\\tattribute vec3 morphTarget6;\",\"\\t\\tattribute vec3 morphTarget7;\",\"\\t#endif\",\"#endif\",\"#ifdef USE_SKINNING\",\"\\tattribute vec4 skinIndex;\",\"\\tattribute vec4 skinWeight;\",\"#endif\",\"\\n\"].filter(filterEmptyLine).join(\"\\n\");g=[d,generatePrecision(n),\"#define SHADER_NAME \"+n.shaderName,p,n.useFog&&n.fog?\"#define USE_FOG\":\"\",n.useFog&&n.fogExp2?\"#define FOG_EXP2\":\"\",n.map?\"#define USE_MAP\":\"\",n.matcap?\"#define USE_MATCAP\":\"\",n.envMap?\"#define USE_ENVMAP\":\"\",n.envMap?\"#define \"+c:\"\",n.envMap?\"#define \"+u:\"\",n.envMap?\"#define \"+h:\"\",n.lightMap?\"#define USE_LIGHTMAP\":\"\",n.aoMap?\"#define USE_AOMAP\":\"\",n.emissiveMap?\"#define USE_EMISSIVEMAP\":\"\",n.bumpMap?\"#define USE_BUMPMAP\":\"\",n.normalMap?\"#define USE_NORMALMAP\":\"\",n.normalMap&&n.objectSpaceNormalMap?\"#define OBJECTSPACE_NORMALMAP\":\"\",n.normalMap&&n.tangentSpaceNormalMap?\"#define TANGENTSPACE_NORMALMAP\":\"\",n.clearcoat?\"#define USE_CLEARCOAT\":\"\",n.clearcoatMap?\"#define USE_CLEARCOATMAP\":\"\",n.clearcoatRoughnessMap?\"#define USE_CLEARCOAT_ROUGHNESSMAP\":\"\",n.clearcoatNormalMap?\"#define USE_CLEARCOAT_NORMALMAP\":\"\",n.specularMap?\"#define USE_SPECULARMAP\":\"\",n.specularIntensityMap?\"#define USE_SPECULARINTENSITYMAP\":\"\",n.specularColorMap?\"#define USE_SPECULARCOLORMAP\":\"\",n.roughnessMap?\"#define USE_ROUGHNESSMAP\":\"\",n.metalnessMap?\"#define USE_METALNESSMAP\":\"\",n.alphaMap?\"#define USE_ALPHAMAP\":\"\",n.alphaTest?\"#define USE_ALPHATEST\":\"\",n.sheen?\"#define USE_SHEEN\":\"\",n.sheenColorMap?\"#define USE_SHEENCOLORMAP\":\"\",n.sheenRoughnessMap?\"#define USE_SHEENROUGHNESSMAP\":\"\",n.transmission?\"#define USE_TRANSMISSION\":\"\",n.transmissionMap?\"#define USE_TRANSMISSIONMAP\":\"\",n.thicknessMap?\"#define USE_THICKNESSMAP\":\"\",n.vertexTangents?\"#define USE_TANGENT\":\"\",n.vertexColors||n.instancingColor?\"#define USE_COLOR\":\"\",n.vertexAlphas?\"#define USE_COLOR_ALPHA\":\"\",n.vertexUvs?\"#define USE_UV\":\"\",n.uvsVertexOnly?\"#define UVS_VERTEX_ONLY\":\"\",n.gradientMap?\"#define USE_GRADIENTMAP\":\"\",n.flatShading?\"#define FLAT_SHADED\":\"\",n.doubleSided?\"#define DOUBLE_SIDED\":\"\",n.flipSided?\"#define FLIP_SIDED\":\"\",n.shadowMapEnabled?\"#define USE_SHADOWMAP\":\"\",n.shadowMapEnabled?\"#define \"+l:\"\",n.premultipliedAlpha?\"#define PREMULTIPLIED_ALPHA\":\"\",n.physicallyCorrectLights?\"#define PHYSICALLY_CORRECT_LIGHTS\":\"\",n.logarithmicDepthBuffer?\"#define USE_LOGDEPTHBUF\":\"\",n.logarithmicDepthBuffer&&n.rendererExtensionFragDepth?\"#define USE_LOGDEPTHBUF_EXT\":\"\",(n.extensionShaderTextureLOD||n.envMap)&&n.rendererExtensionShaderTextureLod?\"#define TEXTURE_LOD_EXT\":\"\",\"uniform mat4 viewMatrix;\",\"uniform vec3 cameraPosition;\",\"uniform bool isOrthographic;\",n.toneMapping!==Z?\"#define TONE_MAPPING\":\"\",n.toneMapping!==Z?Qa.tonemapping_pars_fragment:\"\",n.toneMapping!==Z?getToneMappingFunction(\"toneMapping\",n.toneMapping):\"\",n.dithering?\"#define DITHERING\":\"\",n.format===Ve?\"#define OPAQUE\":\"\",Qa.encodings_pars_fragment,n.map?getTexelDecodingFunction(\"mapTexelToLinear\",n.mapEncoding):\"\",n.matcap?getTexelDecodingFunction(\"matcapTexelToLinear\",n.matcapEncoding):\"\",n.envMap?getTexelDecodingFunction(\"envMapTexelToLinear\",n.envMapEncoding):\"\",n.emissiveMap?getTexelDecodingFunction(\"emissiveMapTexelToLinear\",n.emissiveMapEncoding):\"\",n.specularColorMap?getTexelDecodingFunction(\"specularColorMapTexelToLinear\",n.specularColorMapEncoding):\"\",n.sheenColorMap?getTexelDecodingFunction(\"sheenColorMapTexelToLinear\",n.sheenColorMapEncoding):\"\",n.lightMap?getTexelDecodingFunction(\"lightMapTexelToLinear\",n.lightMapEncoding):\"\",getTexelEncodingFunction(\"linearToOutputTexel\",n.outputEncoding),n.depthPacking?\"#define DEPTH_PACKING \"+n.depthPacking:\"\",\"\\n\"].filter(filterEmptyLine).join(\"\\n\")}a=resolveIncludes(a);a=replaceLightNums(a,n);a=replaceClippingPlaneNums(a,n);o=resolveIncludes(o);o=replaceLightNums(o,n);o=replaceClippingPlaneNums(o,n);a=unrollLoops(a);o=unrollLoops(o);if(n.isWebGL2&&true!==n.isRawShaderMaterial){y=\"#version 300 es\\n\";m=[\"precision mediump sampler2DArray;\",\"#define attribute in\",\"#define varying out\",\"#define texture2D texture\"].join(\"\\n\")+\"\\n\"+m;g=[\"#define varying in\",n.glslVersion===En?\"\":\"layout(location = 0) out highp vec4 pc_fragColor;\",n.glslVersion===En?\"\":\"#define gl_FragColor pc_fragColor\",\"#define gl_FragDepthEXT gl_FragDepth\",\"#define texture2D texture\",\"#define textureCube texture\",\"#define texture2DProj textureProj\",\"#define texture2DLodEXT textureLod\",\"#define texture2DProjLodEXT textureProjLod\",\"#define textureCubeLodEXT textureLod\",\"#define texture2DGradEXT textureGrad\",\"#define texture2DProjGradEXT textureProjGrad\",\"#define textureCubeGradEXT textureGrad\"].join(\"\\n\")+\"\\n\"+g}const x=y+m+a;const b=y+g+o;const _=WebGLShader(i,35633,x);const M=WebGLShader(i,35632,b);i.attachShader(f,_);i.attachShader(f,M);void 0!==n.index0AttributeName?i.bindAttribLocation(f,0,n.index0AttributeName):true===n.morphTargets&&i.bindAttribLocation(f,0,\"position\");i.linkProgram(f);if(e.debug.checkShaderErrors){const e=i.getProgramInfoLog(f).trim();const t=i.getShaderInfoLog(_).trim();const n=i.getShaderInfoLog(M).trim();let r=true;let s=true;if(false===i.getProgramParameter(f,35714)){r=false;const t=getShaderErrors(i,_,\"vertex\");const n=getShaderErrors(i,M,\"fragment\");console.error(\"THREE.WebGLProgram: Shader Error \"+i.getError()+\" - VALIDATE_STATUS \"+i.getProgramParameter(f,35715)+\"\\n\\nProgram Info Log: \"+e+\"\\n\"+t+\"\\n\"+n)}else\"\"!==e?console.warn(\"THREE.WebGLProgram: Program Info Log:\",e):\"\"!==t&&\"\"!==n||(s=false);s&&(this.diagnostics={runnable:r,programLog:e,vertexShader:{log:t,prefix:m},fragmentShader:{log:n,prefix:g}})}i.deleteShader(_);i.deleteShader(M);let w;this.getUniforms=function(){void 0===w&&(w=new WebGLUniforms(i,f));return w};let S;this.getAttributes=function(){void 0===S&&(S=fetchAttributeLocations(i,f));return S};this.destroy=function(){r.releaseStatesOfProgram(this);i.deleteProgram(f);this.program=void 0};this.name=n.shaderName;this.id=Ao++;this.cacheKey=t;this.usedTimes=1;this.program=f;this.vertexShader=_;this.fragmentShader=M;return this}let Po=0;class WebGLShaderCache{constructor(){this.shaderCache=new Map;this.materialCache=new Map}update(e){const t=e.vertexShader;const n=e.fragmentShader;const r=this._getShaderStage(t);const i=this._getShaderStage(n);const s=this._getShaderCacheForMaterial(e);if(false===s.has(r)){s.add(r);r.usedTimes++}if(false===s.has(i)){s.add(i);i.usedTimes++}return this}remove(e){const t=this.materialCache.get(e);for(const e of t){e.usedTimes--;0===e.usedTimes&&this.shaderCache.delete(e)}this.materialCache.delete(e);return this}getVertexShaderID(e){return this._getShaderStage(e.vertexShader).id}getFragmentShaderID(e){return this._getShaderStage(e.fragmentShader).id}dispose(){this.shaderCache.clear();this.materialCache.clear()}_getShaderCacheForMaterial(e){const t=this.materialCache;false===t.has(e)&&t.set(e,new Set);return t.get(e)}_getShaderStage(e){const t=this.shaderCache;if(false===t.has(e)){const n=new WebGLShaderStage;t.set(e,n)}return t.get(e)}}class WebGLShaderStage{constructor(){this.id=Po++;this.usedTimes=0}}function WebGLPrograms(e,t,n,r,i,s,a){const o=new Layers;const l=new WebGLShaderCache;const c=[];const u=i.isWebGL2;const h=i.logarithmicDepthBuffer;const f=i.floatVertexTextures;const m=i.maxVertexUniforms;const g=i.vertexTextures;let y=i.precision;const x={MeshDepthMaterial:\"depth\",MeshDistanceMaterial:\"distanceRGBA\",MeshNormalMaterial:\"normal\",MeshBasicMaterial:\"basic\",MeshLambertMaterial:\"lambert\",MeshPhongMaterial:\"phong\",MeshToonMaterial:\"toon\",MeshStandardMaterial:\"physical\",MeshPhysicalMaterial:\"physical\",MeshMatcapMaterial:\"matcap\",LineBasicMaterial:\"basic\",LineDashedMaterial:\"dashed\",PointsMaterial:\"points\",ShadowMaterial:\"shadow\",SpriteMaterial:\"sprite\"};function getMaxBones(e){const t=e.skeleton;const n=t.bones;if(f)return 1024;{const e=m;const t=Math.floor((e-20)/4);const r=Math.min(t,n.length);if(r<n.length){console.warn(\"THREE.WebGLRenderer: Skeleton has \"+n.length+\" bones. This GPU supports \"+r+\".\");return 0}return r}}function getTextureEncodingFromMap(e){let t;if(e&&e.isTexture)t=e.encoding;else if(e&&e.isWebGLRenderTarget){console.warn(\"THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead.\");t=e.texture.encoding}else t=Xt;u&&e&&e.isTexture&&e.format===Ne&&e.type===Me&&e.encoding===Jt&&(t=Xt);return t}function getParameters(s,o,c,m,b){const _=m.fog;const M=s.isMeshStandardMaterial?m.environment:null;const w=(s.isMeshStandardMaterial?n:t).get(s.envMap||M);const S=x[s.type];const T=b.isSkinnedMesh?getMaxBones(b):0;if(null!==s.precision){y=i.getMaxPrecision(s.precision);y!==s.precision&&console.warn(\"THREE.WebGLProgram.getParameters:\",s.precision,\"not supported, using\",y,\"instead.\")}let E,A;let L,C;if(S){const e=$a[S];E=e.vertexShader;A=e.fragmentShader}else{E=s.vertexShader;A=s.fragmentShader;l.update(s);L=l.getVertexShaderID(s);C=l.getFragmentShaderID(s)}const R=e.getRenderTarget();const P=s.alphaTest>0;const I=s.clearcoat>0;const D={isWebGL2:u,shaderID:S,shaderName:s.type,vertexShader:E,fragmentShader:A,defines:s.defines,customVertexShaderID:L,customFragmentShaderID:C,isRawShaderMaterial:true===s.isRawShaderMaterial,glslVersion:s.glslVersion,precision:y,instancing:true===b.isInstancedMesh,instancingColor:true===b.isInstancedMesh&&null!==b.instanceColor,supportsVertexTextures:g,outputEncoding:null!==R?getTextureEncodingFromMap(R.texture):e.outputEncoding,map:!!s.map,mapEncoding:getTextureEncodingFromMap(s.map),matcap:!!s.matcap,matcapEncoding:getTextureEncodingFromMap(s.matcap),envMap:!!w,envMapMode:w&&w.mapping,envMapEncoding:getTextureEncodingFromMap(w),envMapCubeUV:!!w&&(w.mapping===oe||w.mapping===le),lightMap:!!s.lightMap,lightMapEncoding:getTextureEncodingFromMap(s.lightMap),aoMap:!!s.aoMap,emissiveMap:!!s.emissiveMap,emissiveMapEncoding:getTextureEncodingFromMap(s.emissiveMap),bumpMap:!!s.bumpMap,normalMap:!!s.normalMap,objectSpaceNormalMap:s.normalMapType===Kt,tangentSpaceNormalMap:s.normalMapType===Qt,clearcoat:I,clearcoatMap:I&&!!s.clearcoatMap,clearcoatRoughnessMap:I&&!!s.clearcoatRoughnessMap,clearcoatNormalMap:I&&!!s.clearcoatNormalMap,displacementMap:!!s.displacementMap,roughnessMap:!!s.roughnessMap,metalnessMap:!!s.metalnessMap,specularMap:!!s.specularMap,specularIntensityMap:!!s.specularIntensityMap,specularColorMap:!!s.specularColorMap,specularColorMapEncoding:getTextureEncodingFromMap(s.specularColorMap),alphaMap:!!s.alphaMap,alphaTest:P,gradientMap:!!s.gradientMap,sheen:s.sheen>0,sheenColorMap:!!s.sheenColorMap,sheenColorMapEncoding:getTextureEncodingFromMap(s.sheenColorMap),sheenRoughnessMap:!!s.sheenRoughnessMap,transmission:s.transmission>0,transmissionMap:!!s.transmissionMap,thicknessMap:!!s.thicknessMap,combine:s.combine,vertexTangents:!!s.normalMap&&!!b.geometry&&!!b.geometry.attributes.tangent,vertexColors:s.vertexColors,vertexAlphas:true===s.vertexColors&&!!b.geometry&&!!b.geometry.attributes.color&&4===b.geometry.attributes.color.itemSize,vertexUvs:!!s.map||!!s.bumpMap||!!s.normalMap||!!s.specularMap||!!s.alphaMap||!!s.emissiveMap||!!s.roughnessMap||!!s.metalnessMap||!!s.clearcoatMap||!!s.clearcoatRoughnessMap||!!s.clearcoatNormalMap||!!s.displacementMap||!!s.transmissionMap||!!s.thicknessMap||!!s.specularIntensityMap||!!s.specularColorMap||!!s.sheenColorMap||!!s.sheenRoughnessMap,uvsVertexOnly:!(!!s.map||!!s.bumpMap||!!s.normalMap||!!s.specularMap||!!s.alphaMap||!!s.emissiveMap||!!s.roughnessMap||!!s.metalnessMap||!!s.clearcoatNormalMap||s.transmission>0||!!s.transmissionMap||!!s.thicknessMap||!!s.specularIntensityMap||!!s.specularColorMap||s.sheen>0||!!s.sheenColorMap||!!s.sheenRoughnessMap)&&!!s.displacementMap,fog:!!_,useFog:s.fog,fogExp2:_&&_.isFogExp2,flatShading:!!s.flatShading,sizeAttenuation:s.sizeAttenuation,logarithmicDepthBuffer:h,skinning:true===b.isSkinnedMesh&&T>0,maxBones:T,useVertexTexture:f,morphTargets:!!b.geometry&&!!b.geometry.morphAttributes.position,morphNormals:!!b.geometry&&!!b.geometry.morphAttributes.normal,morphTargetsCount:!b.geometry||!b.geometry.morphAttributes.position?0:b.geometry.morphAttributes.position.length,numDirLights:o.directional.length,numPointLights:o.point.length,numSpotLights:o.spot.length,numRectAreaLights:o.rectArea.length,numHemiLights:o.hemi.length,numDirLightShadows:o.directionalShadowMap.length,numPointLightShadows:o.pointShadowMap.length,numSpotLightShadows:o.spotShadowMap.length,numClippingPlanes:a.numPlanes,numClipIntersection:a.numIntersection,format:s.format,dithering:s.dithering,shadowMapEnabled:e.shadowMap.enabled&&c.length>0,shadowMapType:e.shadowMap.type,toneMapping:s.toneMapped?e.toneMapping:Z,physicallyCorrectLights:e.physicallyCorrectLights,premultipliedAlpha:s.premultipliedAlpha,doubleSided:s.side===p,flipSided:s.side===d,depthPacking:void 0!==s.depthPacking&&s.depthPacking,index0AttributeName:s.index0AttributeName,extensionDerivatives:s.extensions&&s.extensions.derivatives,extensionFragDepth:s.extensions&&s.extensions.fragDepth,extensionDrawBuffers:s.extensions&&s.extensions.drawBuffers,extensionShaderTextureLOD:s.extensions&&s.extensions.shaderTextureLOD,rendererExtensionFragDepth:u||r.has(\"EXT_frag_depth\"),rendererExtensionDrawBuffers:u||r.has(\"WEBGL_draw_buffers\"),rendererExtensionShaderTextureLod:u||r.has(\"EXT_shader_texture_lod\"),customProgramCacheKey:s.customProgramCacheKey()};return D}function getProgramCacheKey(t){const n=[];if(t.shaderID)n.push(t.shaderID);else{n.push(t.customVertexShaderID);n.push(t.customFragmentShaderID)}if(void 0!==t.defines)for(const e in t.defines){n.push(e);n.push(t.defines[e])}if(false===t.isRawShaderMaterial){getProgramCacheKeyParameters(n,t);getProgramCacheKeyBooleans(n,t);n.push(e.outputEncoding)}n.push(t.customProgramCacheKey);return n.join()}function getProgramCacheKeyParameters(e,t){e.push(t.precision);e.push(t.outputEncoding);e.push(t.mapEncoding);e.push(t.matcapEncoding);e.push(t.envMapMode);e.push(t.envMapEncoding);e.push(t.lightMapEncoding);e.push(t.emissiveMapEncoding);e.push(t.combine);e.push(t.vertexUvs);e.push(t.fogExp2);e.push(t.sizeAttenuation);e.push(t.maxBones);e.push(t.morphTargetsCount);e.push(t.numDirLights);e.push(t.numPointLights);e.push(t.numSpotLights);e.push(t.numHemiLights);e.push(t.numRectAreaLights);e.push(t.numDirLightShadows);e.push(t.numPointLightShadows);e.push(t.numSpotLightShadows);e.push(t.shadowMapType);e.push(t.toneMapping);e.push(t.numClippingPlanes);e.push(t.numClipIntersection);e.push(t.format);e.push(t.specularColorMapEncoding);e.push(t.sheenColorMapEncoding)}function getProgramCacheKeyBooleans(e,t){o.disableAll();t.isWebGL2&&o.enable(0);t.supportsVertexTextures&&o.enable(1);t.instancing&&o.enable(2);t.instancingColor&&o.enable(3);t.map&&o.enable(4);t.matcap&&o.enable(5);t.envMap&&o.enable(6);t.envMapCubeUV&&o.enable(7);t.lightMap&&o.enable(8);t.aoMap&&o.enable(9);t.emissiveMap&&o.enable(10);t.bumpMap&&o.enable(11);t.normalMap&&o.enable(12);t.objectSpaceNormalMap&&o.enable(13);t.tangentSpaceNormalMap&&o.enable(14);t.clearcoat&&o.enable(15);t.clearcoatMap&&o.enable(16);t.clearcoatRoughnessMap&&o.enable(17);t.clearcoatNormalMap&&o.enable(18);t.displacementMap&&o.enable(19);t.specularMap&&o.enable(20);t.roughnessMap&&o.enable(21);t.metalnessMap&&o.enable(22);t.gradientMap&&o.enable(23);t.alphaMap&&o.enable(24);t.alphaTest&&o.enable(25);t.vertexColors&&o.enable(26);t.vertexAlphas&&o.enable(27);t.vertexUvs&&o.enable(28);t.vertexTangents&&o.enable(29);t.uvsVertexOnly&&o.enable(30);t.fog&&o.enable(31);e.push(o.mask);o.disableAll();t.useFog&&o.enable(0);t.flatShading&&o.enable(1);t.logarithmicDepthBuffer&&o.enable(2);t.skinning&&o.enable(3);t.useVertexTexture&&o.enable(4);t.morphTargets&&o.enable(5);t.morphNormals&&o.enable(6);t.premultipliedAlpha&&o.enable(7);t.shadowMapEnabled&&o.enable(8);t.physicallyCorrectLights&&o.enable(9);t.doubleSided&&o.enable(10);t.flipSided&&o.enable(11);t.depthPacking&&o.enable(12);t.dithering&&o.enable(13);t.specularIntensityMap&&o.enable(14);t.specularColorMap&&o.enable(15);t.transmission&&o.enable(16);t.transmissionMap&&o.enable(17);t.thicknessMap&&o.enable(18);t.sheen&&o.enable(19);t.sheenColorMap&&o.enable(20);t.sheenRoughnessMap&&o.enable(21);e.push(o.mask)}function getUniforms(e){const t=x[e.type];let n;if(t){const e=$a[t];n=mi.clone(e.uniforms)}else n=e.uniforms;return n}function acquireProgram(t,n){let r;for(let e=0,t=c.length;e<t;e++){const t=c[e];if(t.cacheKey===n){r=t;++r.usedTimes;break}}if(void 0===r){r=new WebGLProgram(e,n,t,s);c.push(r)}return r}function releaseProgram(e){if(0===--e.usedTimes){const t=c.indexOf(e);c[t]=c[c.length-1];c.pop();e.destroy()}}function releaseShaderCache(e){l.remove(e)}function dispose(){l.dispose()}return{getParameters:getParameters,getProgramCacheKey:getProgramCacheKey,getUniforms:getUniforms,acquireProgram:acquireProgram,releaseProgram:releaseProgram,releaseShaderCache:releaseShaderCache,programs:c,dispose:dispose}}function WebGLProperties(){let e=new WeakMap;function get(t){let n=e.get(t);if(void 0===n){n={};e.set(t,n)}return n}function remove(t){e.delete(t)}function update(t,n,r){e.get(t)[n]=r}function dispose(){e=new WeakMap}return{get:get,remove:remove,update:update,dispose:dispose}}function painterSortStable(e,t){return e.groupOrder!==t.groupOrder?e.groupOrder-t.groupOrder:e.renderOrder!==t.renderOrder?e.renderOrder-t.renderOrder:e.material.id!==t.material.id?e.material.id-t.material.id:e.z!==t.z?e.z-t.z:e.id-t.id}function reversePainterSortStable(e,t){return e.groupOrder!==t.groupOrder?e.groupOrder-t.groupOrder:e.renderOrder!==t.renderOrder?e.renderOrder-t.renderOrder:e.z!==t.z?t.z-e.z:e.id-t.id}function WebGLRenderList(){const e=[];let t=0;const n=[];const r=[];const i=[];function init(){t=0;n.length=0;r.length=0;i.length=0}function getNextRenderItem(n,r,i,s,a,o){let l=e[t];if(void 0===l){l={id:n.id,object:n,geometry:r,material:i,groupOrder:s,renderOrder:n.renderOrder,z:a,group:o};e[t]=l}else{l.id=n.id;l.object=n;l.geometry=r;l.material=i;l.groupOrder=s;l.renderOrder=n.renderOrder;l.z=a;l.group=o}t++;return l}function push(e,t,s,a,o,l){const c=getNextRenderItem(e,t,s,a,o,l);s.transmission>0?r.push(c):true===s.transparent?i.push(c):n.push(c)}function unshift(e,t,s,a,o,l){const c=getNextRenderItem(e,t,s,a,o,l);s.transmission>0?r.unshift(c):true===s.transparent?i.unshift(c):n.unshift(c)}function sort(e,t){n.length>1&&n.sort(e||painterSortStable);r.length>1&&r.sort(t||reversePainterSortStable);i.length>1&&i.sort(t||reversePainterSortStable)}function finish(){for(let n=t,r=e.length;n<r;n++){const t=e[n];if(null===t.id)break;t.id=null;t.object=null;t.geometry=null;t.material=null;t.group=null}}return{opaque:n,transmissive:r,transparent:i,init:init,push:push,unshift:unshift,finish:finish,sort:sort}}function WebGLRenderLists(){let e=new WeakMap;function get(t,n){let r;if(false===e.has(t)){r=new WebGLRenderList;e.set(t,[r])}else if(n>=e.get(t).length){r=new WebGLRenderList;e.get(t).push(r)}else r=e.get(t)[n];return r}function dispose(){e=new WeakMap}return{get:get,dispose:dispose}}function UniformsCache(){const e={};return{get:function(t){if(void 0!==e[t.id])return e[t.id];let n;switch(t.type){case\"DirectionalLight\":n={direction:new Vector3,color:new Color};break;case\"SpotLight\":n={position:new Vector3,direction:new Vector3,color:new Color,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case\"PointLight\":n={position:new Vector3,color:new Color,distance:0,decay:0};break;case\"HemisphereLight\":n={direction:new Vector3,skyColor:new Color,groundColor:new Color};break;case\"RectAreaLight\":n={color:new Color,position:new Vector3,halfWidth:new Vector3,halfHeight:new Vector3};break}e[t.id]=n;return n}}}function ShadowUniformsCache(){const e={};return{get:function(t){if(void 0!==e[t.id])return e[t.id];let n;switch(t.type){case\"DirectionalLight\":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Vector2};break;case\"SpotLight\":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Vector2};break;case\"PointLight\":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new Vector2,shadowCameraNear:1,shadowCameraFar:1e3};break}e[t.id]=n;return n}}}let Io=0;function shadowCastingLightsFirst(e,t){return(t.castShadow?1:0)-(e.castShadow?1:0)}function WebGLLights(e,t){const n=new UniformsCache;const r=ShadowUniformsCache();const i={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadow:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]};for(let e=0;e<9;e++)i.probe.push(new Vector3);const s=new Vector3;const a=new Matrix4;const o=new Matrix4;function setup(s,a){let o=0,l=0,c=0;for(let e=0;e<9;e++)i.probe[e].set(0,0,0);let u=0;let h=0;let d=0;let p=0;let f=0;let m=0;let g=0;let y=0;s.sort(shadowCastingLightsFirst);const x=true!==a?Math.PI:1;for(let e=0,t=s.length;e<t;e++){const t=s[e];const a=t.color;const b=t.intensity;const _=t.distance;const M=t.shadow&&t.shadow.map?t.shadow.map.texture:null;if(t.isAmbientLight){o+=a.r*b*x;l+=a.g*b*x;c+=a.b*b*x}else if(t.isLightProbe)for(let e=0;e<9;e++)i.probe[e].addScaledVector(t.sh.coefficients[e],b);else if(t.isDirectionalLight){const e=n.get(t);e.color.copy(t.color).multiplyScalar(t.intensity*x);if(t.castShadow){const e=t.shadow;const n=r.get(t);n.shadowBias=e.bias;n.shadowNormalBias=e.normalBias;n.shadowRadius=e.radius;n.shadowMapSize=e.mapSize;i.directionalShadow[u]=n;i.directionalShadowMap[u]=M;i.directionalShadowMatrix[u]=t.shadow.matrix;m++}i.directional[u]=e;u++}else if(t.isSpotLight){const e=n.get(t);e.position.setFromMatrixPosition(t.matrixWorld);e.color.copy(a).multiplyScalar(b*x);e.distance=_;e.coneCos=Math.cos(t.angle);e.penumbraCos=Math.cos(t.angle*(1-t.penumbra));e.decay=t.decay;if(t.castShadow){const e=t.shadow;const n=r.get(t);n.shadowBias=e.bias;n.shadowNormalBias=e.normalBias;n.shadowRadius=e.radius;n.shadowMapSize=e.mapSize;i.spotShadow[d]=n;i.spotShadowMap[d]=M;i.spotShadowMatrix[d]=t.shadow.matrix;y++}i.spot[d]=e;d++}else if(t.isRectAreaLight){const e=n.get(t);e.color.copy(a).multiplyScalar(b);e.halfWidth.set(.5*t.width,0,0);e.halfHeight.set(0,.5*t.height,0);i.rectArea[p]=e;p++}else if(t.isPointLight){const e=n.get(t);e.color.copy(t.color).multiplyScalar(t.intensity*x);e.distance=t.distance;e.decay=t.decay;if(t.castShadow){const e=t.shadow;const n=r.get(t);n.shadowBias=e.bias;n.shadowNormalBias=e.normalBias;n.shadowRadius=e.radius;n.shadowMapSize=e.mapSize;n.shadowCameraNear=e.camera.near;n.shadowCameraFar=e.camera.far;i.pointShadow[h]=n;i.pointShadowMap[h]=M;i.pointShadowMatrix[h]=t.shadow.matrix;g++}i.point[h]=e;h++}else if(t.isHemisphereLight){const e=n.get(t);e.skyColor.copy(t.color).multiplyScalar(b*x);e.groundColor.copy(t.groundColor).multiplyScalar(b*x);i.hemi[f]=e;f++}}if(p>0)if(t.isWebGL2){i.rectAreaLTC1=Ka.LTC_FLOAT_1;i.rectAreaLTC2=Ka.LTC_FLOAT_2}else if(true===e.has(\"OES_texture_float_linear\")){i.rectAreaLTC1=Ka.LTC_FLOAT_1;i.rectAreaLTC2=Ka.LTC_FLOAT_2}else if(true===e.has(\"OES_texture_half_float_linear\")){i.rectAreaLTC1=Ka.LTC_HALF_1;i.rectAreaLTC2=Ka.LTC_HALF_2}else console.error(\"THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.\");i.ambient[0]=o;i.ambient[1]=l;i.ambient[2]=c;const b=i.hash;if(b.directionalLength!==u||b.pointLength!==h||b.spotLength!==d||b.rectAreaLength!==p||b.hemiLength!==f||b.numDirectionalShadows!==m||b.numPointShadows!==g||b.numSpotShadows!==y){i.directional.length=u;i.spot.length=d;i.rectArea.length=p;i.point.length=h;i.hemi.length=f;i.directionalShadow.length=m;i.directionalShadowMap.length=m;i.pointShadow.length=g;i.pointShadowMap.length=g;i.spotShadow.length=y;i.spotShadowMap.length=y;i.directionalShadowMatrix.length=m;i.pointShadowMatrix.length=g;i.spotShadowMatrix.length=y;b.directionalLength=u;b.pointLength=h;b.spotLength=d;b.rectAreaLength=p;b.hemiLength=f;b.numDirectionalShadows=m;b.numPointShadows=g;b.numSpotShadows=y;i.version=Io++}}function setupView(e,t){let n=0;let r=0;let l=0;let c=0;let u=0;const h=t.matrixWorldInverse;for(let t=0,d=e.length;t<d;t++){const d=e[t];if(d.isDirectionalLight){const e=i.directional[n];e.direction.setFromMatrixPosition(d.matrixWorld);s.setFromMatrixPosition(d.target.matrixWorld);e.direction.sub(s);e.direction.transformDirection(h);n++}else if(d.isSpotLight){const e=i.spot[l];e.position.setFromMatrixPosition(d.matrixWorld);e.position.applyMatrix4(h);e.direction.setFromMatrixPosition(d.matrixWorld);s.setFromMatrixPosition(d.target.matrixWorld);e.direction.sub(s);e.direction.transformDirection(h);l++}else if(d.isRectAreaLight){const e=i.rectArea[c];e.position.setFromMatrixPosition(d.matrixWorld);e.position.applyMatrix4(h);o.identity();a.copy(d.matrixWorld);a.premultiply(h);o.extractRotation(a);e.halfWidth.set(.5*d.width,0,0);e.halfHeight.set(0,.5*d.height,0);e.halfWidth.applyMatrix4(o);e.halfHeight.applyMatrix4(o);c++}else if(d.isPointLight){const e=i.point[r];e.position.setFromMatrixPosition(d.matrixWorld);e.position.applyMatrix4(h);r++}else if(d.isHemisphereLight){const e=i.hemi[u];e.direction.setFromMatrixPosition(d.matrixWorld);e.direction.transformDirection(h);e.direction.normalize();u++}}}return{setup:setup,setupView:setupView,state:i}}function WebGLRenderState(e,t){const n=new WebGLLights(e,t);const r=[];const i=[];function init(){r.length=0;i.length=0}function pushLight(e){r.push(e)}function pushShadow(e){i.push(e)}function setupLights(e){n.setup(r,e)}function setupLightsView(e){n.setupView(r,e)}const s={lightsArray:r,shadowsArray:i,lights:n};return{init:init,state:s,setupLights:setupLights,setupLightsView:setupLightsView,pushLight:pushLight,pushShadow:pushShadow}}function WebGLRenderStates(e,t){let n=new WeakMap;function get(r,i=0){let s;if(false===n.has(r)){s=new WebGLRenderState(e,t);n.set(r,[s])}else if(i>=n.get(r).length){s=new WebGLRenderState(e,t);n.get(r).push(s)}else s=n.get(r)[i];return s}function dispose(){n=new WeakMap}return{get:get,dispose:dispose}}class MeshDepthMaterial extends Material{constructor(e){super();this.type=\"MeshDepthMaterial\";this.depthPacking=Yt;this.map=null;this.alphaMap=null;this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=false;this.wireframeLinewidth=1;this.fog=false;this.setValues(e)}copy(e){super.copy(e);this.depthPacking=e.depthPacking;this.map=e.map;this.alphaMap=e.alphaMap;this.displacementMap=e.displacementMap;this.displacementScale=e.displacementScale;this.displacementBias=e.displacementBias;this.wireframe=e.wireframe;this.wireframeLinewidth=e.wireframeLinewidth;return this}}MeshDepthMaterial.prototype.isMeshDepthMaterial=true;class MeshDistanceMaterial extends Material{constructor(e){super();this.type=\"MeshDistanceMaterial\";this.referencePosition=new Vector3;this.nearDistance=1;this.farDistance=1e3;this.map=null;this.alphaMap=null;this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.fog=false;this.setValues(e)}copy(e){super.copy(e);this.referencePosition.copy(e.referencePosition);this.nearDistance=e.nearDistance;this.farDistance=e.farDistance;this.map=e.map;this.alphaMap=e.alphaMap;this.displacementMap=e.displacementMap;this.displacementScale=e.displacementScale;this.displacementBias=e.displacementBias;return this}}MeshDistanceMaterial.prototype.isMeshDistanceMaterial=true;const Do=\"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";const Bo=\"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include <packing>\\nvoid main() {\\n\\tconst float samples = float( VSM_SAMPLES );\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\\t\\tfloat uvOffset = uvStart + i * uvStride;\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean / samples;\\n\\tsquared_mean = squared_mean / samples;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";function WebGLShadowMap(e,t,n){let r=new Frustum;const i=new Vector2,s=new Vector2,a=new Vector4,o=new MeshDepthMaterial({depthPacking:Zt}),c=new MeshDistanceMaterial,f={},m=n.maxTextureSize;const y={0:d,1:h,2:p};const x=new ShaderMaterial({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new Vector2},radius:{value:4}},vertexShader:Do,fragmentShader:Bo});const b=x.clone();b.defines.HORIZONTAL_PASS=1;const _=new BufferGeometry;_.setAttribute(\"position\",new BufferAttribute(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const M=new Mesh(_,x);const w=this;this.enabled=false;this.autoUpdate=true;this.needsUpdate=false;this.type=l;this.render=function(t,n,o){if(false===w.enabled)return;if(false===w.autoUpdate&&false===w.needsUpdate)return;if(0===t.length)return;const l=e.getRenderTarget();const c=e.getActiveCubeFace();const h=e.getActiveMipmapLevel();const d=e.state;d.setBlending(g);d.buffers.color.setClear(1,1,1,1);d.buffers.depth.setTest(true);d.setScissorTest(false);for(let l=0,c=t.length;l<c;l++){const c=t[l];const h=c.shadow;if(void 0===h){console.warn(\"THREE.WebGLShadowMap:\",c,\"has no shadow.\");continue}if(false===h.autoUpdate&&false===h.needsUpdate)continue;i.copy(h.mapSize);const p=h.getFrameExtents();i.multiply(p);s.copy(h.mapSize);if(i.x>m||i.y>m){if(i.x>m){s.x=Math.floor(m/p.x);i.x=s.x*p.x;h.mapSize.x=s.x}if(i.y>m){s.y=Math.floor(m/p.y);i.y=s.y*p.y;h.mapSize.y=s.y}}if(null===h.map&&!h.isPointLightShadow&&this.type===u){const e={minFilter:ye,magFilter:ye,format:Ne};h.map=new WebGLRenderTarget(i.x,i.y,e);h.map.texture.name=c.name+\".shadowMap\";h.mapPass=new WebGLRenderTarget(i.x,i.y,e);h.camera.updateProjectionMatrix()}if(null===h.map){const e={minFilter:de,magFilter:de,format:Ne};h.map=new WebGLRenderTarget(i.x,i.y,e);h.map.texture.name=c.name+\".shadowMap\";h.camera.updateProjectionMatrix()}e.setRenderTarget(h.map);e.clear();const f=h.getViewportCount();for(let e=0;e<f;e++){const t=h.getViewport(e);a.set(s.x*t.x,s.y*t.y,s.x*t.z,s.y*t.w);d.viewport(a);h.updateMatrices(c,e);r=h.getFrustum();renderObject(n,o,h.camera,c,this.type)}h.isPointLightShadow||this.type!==u||VSMPass(h,o);h.needsUpdate=false}w.needsUpdate=false;e.setRenderTarget(l,c,h)};function VSMPass(n,r){const i=t.update(M);if(x.defines.VSM_SAMPLES!==n.blurSamples){x.defines.VSM_SAMPLES=n.blurSamples;b.defines.VSM_SAMPLES=n.blurSamples;x.needsUpdate=true;b.needsUpdate=true}x.uniforms.shadow_pass.value=n.map.texture;x.uniforms.resolution.value=n.mapSize;x.uniforms.radius.value=n.radius;e.setRenderTarget(n.mapPass);e.clear();e.renderBufferDirect(r,null,i,x,M,null);b.uniforms.shadow_pass.value=n.mapPass.texture;b.uniforms.resolution.value=n.mapSize;b.uniforms.radius.value=n.radius;e.setRenderTarget(n.map);e.clear();e.renderBufferDirect(r,null,i,b,M,null)}function getDepthMaterial(t,n,r,i,s,a,l){let h=null;const d=true===i.isPointLight?t.customDistanceMaterial:t.customDepthMaterial;h=void 0!==d?d:true===i.isPointLight?c:o;if(e.localClippingEnabled&&true===r.clipShadows&&0!==r.clippingPlanes.length||r.displacementMap&&0!==r.displacementScale||r.alphaMap&&r.alphaTest>0){const e=h.uuid,t=r.uuid;let n=f[e];if(void 0===n){n={};f[e]=n}let i=n[t];if(void 0===i){i=h.clone();n[t]=i}h=i}h.visible=r.visible;h.wireframe=r.wireframe;h.side=l===u?null!==r.shadowSide?r.shadowSide:r.side:null!==r.shadowSide?r.shadowSide:y[r.side];h.alphaMap=r.alphaMap;h.alphaTest=r.alphaTest;h.clipShadows=r.clipShadows;h.clippingPlanes=r.clippingPlanes;h.clipIntersection=r.clipIntersection;h.displacementMap=r.displacementMap;h.displacementScale=r.displacementScale;h.displacementBias=r.displacementBias;h.wireframeLinewidth=r.wireframeLinewidth;h.linewidth=r.linewidth;if(true===i.isPointLight&&true===h.isMeshDistanceMaterial){h.referencePosition.setFromMatrixPosition(i.matrixWorld);h.nearDistance=s;h.farDistance=a}return h}function renderObject(n,i,s,a,o){if(false===n.visible)return;const l=n.layers.test(i.layers);if(l&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&o===u)&&(!n.frustumCulled||r.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,n.matrixWorld);const r=t.update(n);const i=n.material;if(Array.isArray(i)){const t=r.groups;for(let l=0,c=t.length;l<c;l++){const c=t[l];const u=i[c.materialIndex];if(u&&u.visible){const t=getDepthMaterial(n,r,u,a,s.near,s.far,o);e.renderBufferDirect(s,null,r,t,n,c)}}}else if(i.visible){const t=getDepthMaterial(n,r,i,a,s.near,s.far,o);e.renderBufferDirect(s,null,r,t,n,null)}}const c=n.children;for(let e=0,t=c.length;e<t;e++)renderObject(c[e],i,s,a,o)}}function WebGLState(e,t,n){const a=n.isWebGL2;function ColorBuffer(){let t=false;const n=new Vector4;let r=null;const i=new Vector4(0,0,0,0);return{setMask:function(n){if(r!==n&&!t){e.colorMask(n,n,n,n);r=n}},setLocked:function(e){t=e},setClear:function(t,r,s,a,o){if(true===o){t*=a;r*=a;s*=a}n.set(t,r,s,a);if(false===i.equals(n)){e.clearColor(t,r,s,a);i.copy(n)}},reset:function(){t=false;r=null;i.set(-1,0,0,0)}}}function DepthBuffer(){let t=false;let n=null;let r=null;let i=null;return{setTest:function(e){e?enable(2929):disable(2929)},setMask:function(r){if(n!==r&&!t){e.depthMask(r);n=r}},setFunc:function(t){if(r!==t){if(t)switch(t){case G:e.depthFunc(512);break;case F:e.depthFunc(519);break;case O:e.depthFunc(513);break;case H:e.depthFunc(515);break;case k:e.depthFunc(514);break;case W:e.depthFunc(518);break;case j:e.depthFunc(516);break;case q:e.depthFunc(517);break;default:e.depthFunc(515)}else e.depthFunc(515);r=t}},setLocked:function(e){t=e},setClear:function(t){if(i!==t){e.clearDepth(t);i=t}},reset:function(){t=false;n=null;r=null;i=null}}}function StencilBuffer(){let t=false;let n=null;let r=null;let i=null;let s=null;let a=null;let o=null;let l=null;let c=null;return{setTest:function(e){t||(e?enable(2960):disable(2960))},setMask:function(r){if(n!==r&&!t){e.stencilMask(r);n=r}},setFunc:function(t,n,a){if(r!==t||i!==n||s!==a){e.stencilFunc(t,n,a);r=t;i=n;s=a}},setOp:function(t,n,r){if(a!==t||o!==n||l!==r){e.stencilOp(t,n,r);a=t;o=n;l=r}},setLocked:function(e){t=e},setClear:function(t){if(c!==t){e.clearStencil(t);c=t}},reset:function(){t=false;n=null;r=null;i=null;s=null;a=null;o=null;l=null;c=null}}}const o=new ColorBuffer;const l=new DepthBuffer;const c=new StencilBuffer;let u={};let h={};let f=null;let m=false;let X=null;let J=null;let Y=null;let Z=null;let Q=null;let K=null;let $=null;let ee=false;let te=null;let ne=null;let re=null;let ie=null;let se=null;const ae=e.getParameter(35661);let oe=false;let le=0;const ce=e.getParameter(7938);if(-1!==ce.indexOf(\"WebGL\")){le=parseFloat(/^WebGL (\\d)/.exec(ce)[1]);oe=le>=1}else if(-1!==ce.indexOf(\"OpenGL ES\")){le=parseFloat(/^OpenGL ES (\\d)/.exec(ce)[1]);oe=le>=2}let ue=null;let he={};const de=e.getParameter(3088);const pe=e.getParameter(2978);const fe=(new Vector4).fromArray(de);const me=(new Vector4).fromArray(pe);function createTexture(t,n,r){const i=new Uint8Array(4);const s=e.createTexture();e.bindTexture(t,s);e.texParameteri(t,10241,9728);e.texParameteri(t,10240,9728);for(let t=0;t<r;t++)e.texImage2D(n+t,0,6408,1,1,0,6408,5121,i);return s}const ge={};ge[3553]=createTexture(3553,3553,1);ge[34067]=createTexture(34067,34069,6);o.setClear(0,0,0,1);l.setClear(1);c.setClear(0);enable(2929);l.setFunc(H);setFlipSided(false);setCullFace(i);enable(2884);setBlending(g);function enable(t){if(true!==u[t]){e.enable(t);u[t]=true}}function disable(t){if(false!==u[t]){e.disable(t);u[t]=false}}function bindFramebuffer(t,n){if(h[t]!==n){e.bindFramebuffer(t,n);h[t]=n;if(a){36009===t&&(h[36160]=n);36160===t&&(h[36009]=n)}return true}return false}function useProgram(t){if(f!==t){e.useProgram(t);f=t;return true}return false}const ye={[w]:32774,[S]:32778,[T]:32779};if(a){ye[E]=32775;ye[A]=32776}else{const e=t.get(\"EXT_blend_minmax\");if(null!==e){ye[E]=e.MIN_EXT;ye[A]=e.MAX_EXT}}const ve={[L]:0,[C]:1,[R]:768,[I]:770,[z]:776,[N]:774,[B]:772,[P]:769,[D]:771,[U]:775,[V]:773};function setBlending(t,n,r,i,s,a,o,l){if(t!==g){if(false===m){enable(3042);m=true}if(t===M){s=s||n;a=a||r;o=o||i;if(n!==J||s!==Q){e.blendEquationSeparate(ye[n],ye[s]);J=n;Q=s}if(r!==Y||i!==Z||a!==K||o!==$){e.blendFuncSeparate(ve[r],ve[i],ve[a],ve[o]);Y=r;Z=i;K=a;$=o}X=t;ee=null}else if(t!==X||l!==ee){if(J!==w||Q!==w){e.blendEquation(32774);J=w;Q=w}if(l)switch(t){case y:e.blendFuncSeparate(1,771,1,771);break;case x:e.blendFunc(1,1);break;case b:e.blendFuncSeparate(0,0,769,771);break;case _:e.blendFuncSeparate(0,768,0,770);break;default:console.error(\"THREE.WebGLState: Invalid blending: \",t);break}else switch(t){case y:e.blendFuncSeparate(770,771,1,771);break;case x:e.blendFunc(770,1);break;case b:e.blendFunc(0,769);break;case _:e.blendFunc(0,768);break;default:console.error(\"THREE.WebGLState: Invalid blending: \",t);break}Y=null;Z=null;K=null;$=null;X=t;ee=l}}else if(true===m){disable(3042);m=false}}function setMaterial(e,t){e.side===p?disable(2884):enable(2884);let n=e.side===d;t&&(n=!n);setFlipSided(n);e.blending===y&&false===e.transparent?setBlending(g):setBlending(e.blending,e.blendEquation,e.blendSrc,e.blendDst,e.blendEquationAlpha,e.blendSrcAlpha,e.blendDstAlpha,e.premultipliedAlpha);l.setFunc(e.depthFunc);l.setTest(e.depthTest);l.setMask(e.depthWrite);o.setMask(e.colorWrite);const r=e.stencilWrite;c.setTest(r);if(r){c.setMask(e.stencilWriteMask);c.setFunc(e.stencilFunc,e.stencilRef,e.stencilFuncMask);c.setOp(e.stencilFail,e.stencilZFail,e.stencilZPass)}setPolygonOffset(e.polygonOffset,e.polygonOffsetFactor,e.polygonOffsetUnits);true===e.alphaToCoverage?enable(32926):disable(32926)}function setFlipSided(t){if(te!==t){t?e.frontFace(2304):e.frontFace(2305);te=t}}function setCullFace(t){if(t!==r){enable(2884);t!==ne&&(t===i?e.cullFace(1029):t===s?e.cullFace(1028):e.cullFace(1032))}else disable(2884);ne=t}function setLineWidth(t){if(t!==re){oe&&e.lineWidth(t);re=t}}function setPolygonOffset(t,n,r){if(t){enable(32823);if(ie!==n||se!==r){e.polygonOffset(n,r);ie=n;se=r}}else disable(32823)}function setScissorTest(e){e?enable(3089):disable(3089)}function activeTexture(t){void 0===t&&(t=33984+ae-1);if(ue!==t){e.activeTexture(t);ue=t}}function bindTexture(t,n){null===ue&&activeTexture();let r=he[ue];if(void 0===r){r={type:void 0,texture:void 0};he[ue]=r}if(r.type!==t||r.texture!==n){e.bindTexture(t,n||ge[t]);r.type=t;r.texture=n}}function unbindTexture(){const t=he[ue];if(void 0!==t&&void 0!==t.type){e.bindTexture(t.type,null);t.type=void 0;t.texture=void 0}}function compressedTexImage2D(){try{e.compressedTexImage2D.apply(e,arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texSubImage2D(){try{e.texSubImage2D.apply(e,arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texSubImage3D(){try{e.texSubImage3D.apply(e,arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function compressedTexSubImage2D(){try{e.compressedTexSubImage2D.apply(e,arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texStorage2D(){try{e.texStorage2D.apply(e,arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texStorage3D(){try{e.texStorage3D.apply(e,arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texImage2D(){try{e.texImage2D.apply(e,arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texImage3D(){try{e.texImage3D.apply(e,arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function scissor(t){if(false===fe.equals(t)){e.scissor(t.x,t.y,t.z,t.w);fe.copy(t)}}function viewport(t){if(false===me.equals(t)){e.viewport(t.x,t.y,t.z,t.w);me.copy(t)}}function reset(){e.disable(3042);e.disable(2884);e.disable(2929);e.disable(32823);e.disable(3089);e.disable(2960);e.disable(32926);e.blendEquation(32774);e.blendFunc(1,0);e.blendFuncSeparate(1,0,1,0);e.colorMask(true,true,true,true);e.clearColor(0,0,0,0);e.depthMask(true);e.depthFunc(513);e.clearDepth(1);e.stencilMask(4294967295);e.stencilFunc(519,0,4294967295);e.stencilOp(7680,7680,7680);e.clearStencil(0);e.cullFace(1029);e.frontFace(2305);e.polygonOffset(0,0);e.activeTexture(33984);e.bindFramebuffer(36160,null);if(true===a){e.bindFramebuffer(36009,null);e.bindFramebuffer(36008,null)}e.useProgram(null);e.lineWidth(1);e.scissor(0,0,e.canvas.width,e.canvas.height);e.viewport(0,0,e.canvas.width,e.canvas.height);u={};ue=null;he={};h={};f=null;m=false;X=null;J=null;Y=null;Z=null;Q=null;K=null;$=null;ee=false;te=null;ne=null;re=null;ie=null;se=null;fe.set(0,0,e.canvas.width,e.canvas.height);me.set(0,0,e.canvas.width,e.canvas.height);o.reset();l.reset();c.reset()}return{buffers:{color:o,depth:l,stencil:c},enable:enable,disable:disable,bindFramebuffer:bindFramebuffer,useProgram:useProgram,setBlending:setBlending,setMaterial:setMaterial,setFlipSided:setFlipSided,setCullFace:setCullFace,setLineWidth:setLineWidth,setPolygonOffset:setPolygonOffset,setScissorTest:setScissorTest,activeTexture:activeTexture,bindTexture:bindTexture,unbindTexture:unbindTexture,compressedTexImage2D:compressedTexImage2D,texImage2D:texImage2D,texImage3D:texImage3D,texStorage2D:texStorage2D,texStorage3D:texStorage3D,texSubImage2D:texSubImage2D,texSubImage3D:texSubImage3D,compressedTexSubImage2D:compressedTexSubImage2D,scissor:scissor,viewport:viewport,reset:reset}}function WebGLTextures(e,t,n,r,i,s,a){const o=i.isWebGL2;const l=i.maxTextures;const c=i.maxCubemapSize;const u=i.maxTextureSize;const h=i.maxSamples;const d=t.has(\"WEBGL_multisampled_render_to_texture\");const p=d?t.get(\"WEBGL_multisampled_render_to_texture\"):void 0;const f=new WeakMap;let m;let g=false;try{g=\"undefined\"!==typeof OffscreenCanvas&&null!==new OffscreenCanvas(1,1).getContext(\"2d\")}catch(e){}function createCanvas(e,t){return g?new OffscreenCanvas(e,t):createElementNS(\"canvas\")}function resizeImage(e,t,n,r){let i=1;(e.width>r||e.height>r)&&(i=r/Math.max(e.width,e.height));if(i<1||true===t){if(\"undefined\"!==typeof HTMLImageElement&&e instanceof HTMLImageElement||\"undefined\"!==typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||\"undefined\"!==typeof ImageBitmap&&e instanceof ImageBitmap){const r=t?floorPowerOfTwo:Math.floor;const s=r(i*e.width);const a=r(i*e.height);void 0===m&&(m=createCanvas(s,a));const o=n?createCanvas(s,a):m;o.width=s;o.height=a;const l=o.getContext(\"2d\");l.drawImage(e,0,0,s,a);console.warn(\"THREE.WebGLRenderer: Texture has been resized from (\"+e.width+\"x\"+e.height+\") to (\"+s+\"x\"+a+\").\");return o}\"data\"in e&&console.warn(\"THREE.WebGLRenderer: Image in DataTexture is too big (\"+e.width+\"x\"+e.height+\").\");return e}return e}function isPowerOfTwo$1(e){return isPowerOfTwo(e.width)&&isPowerOfTwo(e.height)}function textureNeedsPowerOfTwo(e){return!o&&(e.wrapS!==ue||e.wrapT!==ue||e.minFilter!==de&&e.minFilter!==ye)}function textureNeedsGenerateMipmaps(e,t){return e.generateMipmaps&&t&&e.minFilter!==de&&e.minFilter!==ye}function generateMipmap(t){e.generateMipmap(t)}function getInternalFormat(n,r,i,s){if(false===o)return r;if(null!==n){if(void 0!==e[n])return e[n];console.warn(\"THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '\"+n+\"'\")}let a=r;if(6403===r){5126===i&&(a=33326);5131===i&&(a=33325);5121===i&&(a=33321)}if(6407===r){5126===i&&(a=34837);5131===i&&(a=34843);5121===i&&(a=32849)}if(6408===r){5126===i&&(a=34836);5131===i&&(a=34842);5121===i&&(a=s===Jt?35907:32856)}33325!==a&&33326!==a&&34842!==a&&34836!==a||t.get(\"EXT_color_buffer_float\");return a}function getMipLevels(e,t,n){return true===textureNeedsGenerateMipmaps(e,n)||e.isFramebufferTexture&&e.minFilter!==de&&e.minFilter!==ye?Math.log2(Math.max(t.width,t.height))+1:void 0!==e.mipmaps&&e.mipmaps.length>0?e.mipmaps.length:e.isCompressedTexture&&Array.isArray(e.image)?t.mipmaps.length:1}function filterFallback(e){return e===de||e===pe||e===me?9728:9729}function onTextureDispose(e){const t=e.target;t.removeEventListener(\"dispose\",onTextureDispose);deallocateTexture(t);t.isVideoTexture&&f.delete(t);a.memory.textures--}function onRenderTargetDispose(e){const t=e.target;t.removeEventListener(\"dispose\",onRenderTargetDispose);deallocateRenderTarget(t)}function deallocateTexture(t){const n=r.get(t);if(void 0!==n.__webglInit){e.deleteTexture(n.__webglTexture);r.remove(t)}}function deallocateRenderTarget(t){const n=t.texture;const i=r.get(t);const s=r.get(n);if(t){if(void 0!==s.__webglTexture){e.deleteTexture(s.__webglTexture);a.memory.textures--}t.depthTexture&&t.depthTexture.dispose();if(t.isWebGLCubeRenderTarget)for(let t=0;t<6;t++){e.deleteFramebuffer(i.__webglFramebuffer[t]);i.__webglDepthbuffer&&e.deleteRenderbuffer(i.__webglDepthbuffer[t])}else{e.deleteFramebuffer(i.__webglFramebuffer);i.__webglDepthbuffer&&e.deleteRenderbuffer(i.__webglDepthbuffer);i.__webglMultisampledFramebuffer&&e.deleteFramebuffer(i.__webglMultisampledFramebuffer);i.__webglColorRenderbuffer&&e.deleteRenderbuffer(i.__webglColorRenderbuffer);i.__webglDepthRenderbuffer&&e.deleteRenderbuffer(i.__webglDepthRenderbuffer)}if(t.isWebGLMultipleRenderTargets)for(let t=0,i=n.length;t<i;t++){const i=r.get(n[t]);if(i.__webglTexture){e.deleteTexture(i.__webglTexture);a.memory.textures--}r.remove(n[t])}r.remove(n);r.remove(t)}}let y=0;function resetTextureUnits(){y=0}function allocateTextureUnit(){const e=y;e>=l&&console.warn(\"THREE.WebGLTextures: Trying to use \"+e+\" texture units while this GPU supports only \"+l);y+=1;return e}function setTexture2D(e,t){const i=r.get(e);e.isVideoTexture&&updateVideoTexture(e);if(e.version>0&&i.__version!==e.version){const n=e.image;if(void 0===n)console.warn(\"THREE.WebGLRenderer: Texture marked for update but image is undefined\");else{if(false!==n.complete){uploadTexture(i,e,t);return}console.warn(\"THREE.WebGLRenderer: Texture marked for update but image is incomplete\")}}n.activeTexture(33984+t);n.bindTexture(3553,i.__webglTexture)}function setTexture2DArray(e,t){const i=r.get(e);if(e.version>0&&i.__version!==e.version)uploadTexture(i,e,t);else{n.activeTexture(33984+t);n.bindTexture(35866,i.__webglTexture)}}function setTexture3D(e,t){const i=r.get(e);if(e.version>0&&i.__version!==e.version)uploadTexture(i,e,t);else{n.activeTexture(33984+t);n.bindTexture(32879,i.__webglTexture)}}function setTextureCube(e,t){const i=r.get(e);if(e.version>0&&i.__version!==e.version)uploadCubeTexture(i,e,t);else{n.activeTexture(33984+t);n.bindTexture(34067,i.__webglTexture)}}const x={[ce]:10497,[ue]:33071,[he]:33648};const b={[de]:9728,[pe]:9984,[me]:9986,[ye]:9729,[ve]:9985,[be]:9987};function setTextureParameters(n,s,a){if(a){e.texParameteri(n,10242,x[s.wrapS]);e.texParameteri(n,10243,x[s.wrapT]);32879!==n&&35866!==n||e.texParameteri(n,32882,x[s.wrapR]);e.texParameteri(n,10240,b[s.magFilter]);e.texParameteri(n,10241,b[s.minFilter])}else{e.texParameteri(n,10242,33071);e.texParameteri(n,10243,33071);32879!==n&&35866!==n||e.texParameteri(n,32882,33071);s.wrapS===ue&&s.wrapT===ue||console.warn(\"THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.\");e.texParameteri(n,10240,filterFallback(s.magFilter));e.texParameteri(n,10241,filterFallback(s.minFilter));s.minFilter!==de&&s.minFilter!==ye&&console.warn(\"THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.\")}if(true===t.has(\"EXT_texture_filter_anisotropic\")){const a=t.get(\"EXT_texture_filter_anisotropic\");if(s.type===Le&&false===t.has(\"OES_texture_float_linear\"))return;if(false===o&&s.type===Ce&&false===t.has(\"OES_texture_half_float_linear\"))return;if(s.anisotropy>1||r.get(s).__currentAnisotropy){e.texParameterf(n,a.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(s.anisotropy,i.getMaxAnisotropy()));r.get(s).__currentAnisotropy=s.anisotropy}}}function initTexture(t,n){if(void 0===t.__webglInit){t.__webglInit=true;n.addEventListener(\"dispose\",onTextureDispose);t.__webglTexture=e.createTexture();a.memory.textures++}}function uploadTexture(t,r,i){let a=3553;r.isDataTexture2DArray&&(a=35866);r.isDataTexture3D&&(a=32879);initTexture(t,r);n.activeTexture(33984+i);n.bindTexture(a,t.__webglTexture);e.pixelStorei(37440,r.flipY);e.pixelStorei(37441,r.premultiplyAlpha);e.pixelStorei(3317,r.unpackAlignment);e.pixelStorei(37443,0);const l=textureNeedsPowerOfTwo(r)&&false===isPowerOfTwo$1(r.image);const c=resizeImage(r.image,l,false,u);const h=isPowerOfTwo$1(c)||o,d=s.convert(r.format);let p=s.convert(r.type),f=getInternalFormat(r.internalFormat,d,p,r.encoding);setTextureParameters(a,r,h);let m;const g=r.mipmaps;const y=o&&true!==r.isVideoTexture;const x=void 0===t.__version;const b=getMipLevels(r,c,h);if(r.isDepthTexture){f=6402;o?f=r.type===Le?36012:r.type===Ae?33190:r.type===De?35056:33189:r.type===Le&&console.error(\"WebGLRenderer: Floating point depth texture requires WebGL2.\");if(r.format===Ge&&6402===f&&r.type!==Te&&r.type!==Ae){console.warn(\"THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.\");r.type=Te;p=s.convert(r.type)}if(r.format===Fe&&6402===f){f=34041;if(r.type!==De){console.warn(\"THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.\");r.type=De;p=s.convert(r.type)}}y&&x?n.texStorage2D(3553,1,f,c.width,c.height):n.texImage2D(3553,0,f,c.width,c.height,0,d,p,null)}else if(r.isDataTexture)if(g.length>0&&h){y&&x&&n.texStorage2D(3553,b,f,g[0].width,g[0].height);for(let e=0,t=g.length;e<t;e++){m=g[e];y?n.texSubImage2D(3553,0,0,0,m.width,m.height,d,p,m.data):n.texImage2D(3553,e,f,m.width,m.height,0,d,p,m.data)}r.generateMipmaps=false}else if(y){x&&n.texStorage2D(3553,b,f,c.width,c.height);n.texSubImage2D(3553,0,0,0,c.width,c.height,d,p,c.data)}else n.texImage2D(3553,0,f,c.width,c.height,0,d,p,c.data);else if(r.isCompressedTexture){y&&x&&n.texStorage2D(3553,b,f,g[0].width,g[0].height);for(let e=0,t=g.length;e<t;e++){m=g[e];r.format!==Ne&&r.format!==Ve?null!==d?y?n.compressedTexSubImage2D(3553,e,0,0,m.width,m.height,d,m.data):n.compressedTexImage2D(3553,e,f,m.width,m.height,0,m.data):console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\"):y?n.texSubImage2D(3553,e,0,0,m.width,m.height,d,p,m.data):n.texImage2D(3553,e,f,m.width,m.height,0,d,p,m.data)}}else if(r.isDataTexture2DArray)if(y){x&&n.texStorage3D(35866,b,f,c.width,c.height,c.depth);n.texSubImage3D(35866,0,0,0,0,c.width,c.height,c.depth,d,p,c.data)}else n.texImage3D(35866,0,f,c.width,c.height,c.depth,0,d,p,c.data);else if(r.isDataTexture3D)if(y){x&&n.texStorage3D(32879,b,f,c.width,c.height,c.depth);n.texSubImage3D(32879,0,0,0,0,c.width,c.height,c.depth,d,p,c.data)}else n.texImage3D(32879,0,f,c.width,c.height,c.depth,0,d,p,c.data);else if(r.isFramebufferTexture)y&&x?n.texStorage2D(3553,b,f,c.width,c.height):n.texImage2D(3553,0,f,c.width,c.height,0,d,p,null);else if(g.length>0&&h){y&&x&&n.texStorage2D(3553,b,f,g[0].width,g[0].height);for(let e=0,t=g.length;e<t;e++){m=g[e];y?n.texSubImage2D(3553,e,0,0,d,p,m):n.texImage2D(3553,e,f,d,p,m)}r.generateMipmaps=false}else if(y){x&&n.texStorage2D(3553,b,f,c.width,c.height);n.texSubImage2D(3553,0,0,0,d,p,c)}else n.texImage2D(3553,0,f,d,p,c);textureNeedsGenerateMipmaps(r,h)&&generateMipmap(a);t.__version=r.version;r.onUpdate&&r.onUpdate(r)}function uploadCubeTexture(t,r,i){if(6!==r.image.length)return;initTexture(t,r);n.activeTexture(33984+i);n.bindTexture(34067,t.__webglTexture);e.pixelStorei(37440,r.flipY);e.pixelStorei(37441,r.premultiplyAlpha);e.pixelStorei(3317,r.unpackAlignment);e.pixelStorei(37443,0);const a=r&&(r.isCompressedTexture||r.image[0].isCompressedTexture);const l=r.image[0]&&r.image[0].isDataTexture;const u=[];for(let e=0;e<6;e++)u[e]=a||l?l?r.image[e].image:r.image[e]:resizeImage(r.image[e],false,true,c);const h=u[0],d=isPowerOfTwo$1(h)||o,p=s.convert(r.format),f=s.convert(r.type),m=getInternalFormat(r.internalFormat,p,f,r.encoding);const g=o&&true!==r.isVideoTexture;const y=void 0===t.__version;let x=getMipLevels(r,h,d);setTextureParameters(34067,r,d);let b;if(a){g&&y&&n.texStorage2D(34067,x,m,h.width,h.height);for(let e=0;e<6;e++){b=u[e].mipmaps;for(let t=0;t<b.length;t++){const i=b[t];r.format!==Ne&&r.format!==Ve?null!==p?g?n.compressedTexSubImage2D(34069+e,t,0,0,i.width,i.height,p,i.data):n.compressedTexImage2D(34069+e,t,m,i.width,i.height,0,i.data):console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()\"):g?n.texSubImage2D(34069+e,t,0,0,i.width,i.height,p,f,i.data):n.texImage2D(34069+e,t,m,i.width,i.height,0,p,f,i.data)}}}else{b=r.mipmaps;if(g&&y){b.length>0&&x++;n.texStorage2D(34067,x,m,u[0].width,u[0].height)}for(let e=0;e<6;e++)if(l){g?n.texSubImage2D(34069+e,0,0,0,u[e].width,u[e].height,p,f,u[e].data):n.texImage2D(34069+e,0,m,u[e].width,u[e].height,0,p,f,u[e].data);for(let t=0;t<b.length;t++){const r=b[t];const i=r.image[e].image;g?n.texSubImage2D(34069+e,t+1,0,0,i.width,i.height,p,f,i.data):n.texImage2D(34069+e,t+1,m,i.width,i.height,0,p,f,i.data)}}else{g?n.texSubImage2D(34069+e,0,0,0,p,f,u[e]):n.texImage2D(34069+e,0,m,p,f,u[e]);for(let t=0;t<b.length;t++){const r=b[t];g?n.texSubImage2D(34069+e,t+1,0,0,p,f,r.image[e]):n.texImage2D(34069+e,t+1,m,p,f,r.image[e])}}}textureNeedsGenerateMipmaps(r,d)&&generateMipmap(34067);t.__version=r.version;r.onUpdate&&r.onUpdate(r)}function setupFrameBufferTexture(t,i,a,o,l){const c=s.convert(a.format);const u=s.convert(a.type);const h=getInternalFormat(a.internalFormat,c,u,a.encoding);const d=r.get(i);d.__hasExternalTextures||(32879===l||35866===l?n.texImage3D(l,0,h,i.width,i.height,i.depth,0,c,u,null):n.texImage2D(l,0,h,i.width,i.height,0,c,u,null));n.bindFramebuffer(36160,t);i.useRenderToTexture?p.framebufferTexture2DMultisampleEXT(36160,o,l,r.get(a).__webglTexture,0,getRenderTargetSamples(i)):e.framebufferTexture2D(36160,o,l,r.get(a).__webglTexture,0);n.bindFramebuffer(36160,null)}function setupRenderBufferStorage(t,n,r){e.bindRenderbuffer(36161,t);if(n.depthBuffer&&!n.stencilBuffer){let i=33189;if(r||n.useRenderToTexture){const t=n.depthTexture;t&&t.isDepthTexture&&(t.type===Le?i=36012:t.type===Ae&&(i=33190));const r=getRenderTargetSamples(n);n.useRenderToTexture?p.renderbufferStorageMultisampleEXT(36161,r,i,n.width,n.height):e.renderbufferStorageMultisample(36161,r,i,n.width,n.height)}else e.renderbufferStorage(36161,i,n.width,n.height);e.framebufferRenderbuffer(36160,36096,36161,t)}else if(n.depthBuffer&&n.stencilBuffer){const i=getRenderTargetSamples(n);r&&n.useRenderbuffer?e.renderbufferStorageMultisample(36161,i,35056,n.width,n.height):n.useRenderToTexture?p.renderbufferStorageMultisampleEXT(36161,i,35056,n.width,n.height):e.renderbufferStorage(36161,34041,n.width,n.height);e.framebufferRenderbuffer(36160,33306,36161,t)}else{const t=true===n.isWebGLMultipleRenderTargets?n.texture[0]:n.texture;const i=s.convert(t.format);const a=s.convert(t.type);const o=getInternalFormat(t.internalFormat,i,a,t.encoding);const l=getRenderTargetSamples(n);r&&n.useRenderbuffer?e.renderbufferStorageMultisample(36161,l,o,n.width,n.height):n.useRenderToTexture?p.renderbufferStorageMultisampleEXT(36161,l,o,n.width,n.height):e.renderbufferStorage(36161,o,n.width,n.height)}e.bindRenderbuffer(36161,null)}function setupDepthTexture(t,i){const s=i&&i.isWebGLCubeRenderTarget;if(s)throw new Error(\"Depth Texture with cube render targets is not supported\");n.bindFramebuffer(36160,t);if(!(i.depthTexture&&i.depthTexture.isDepthTexture))throw new Error(\"renderTarget.depthTexture must be an instance of THREE.DepthTexture\");if(!r.get(i.depthTexture).__webglTexture||i.depthTexture.image.width!==i.width||i.depthTexture.image.height!==i.height){i.depthTexture.image.width=i.width;i.depthTexture.image.height=i.height;i.depthTexture.needsUpdate=true}setTexture2D(i.depthTexture,0);const a=r.get(i.depthTexture).__webglTexture;const o=getRenderTargetSamples(i);if(i.depthTexture.format===Ge)i.useRenderToTexture?p.framebufferTexture2DMultisampleEXT(36160,36096,3553,a,0,o):e.framebufferTexture2D(36160,36096,3553,a,0);else{if(i.depthTexture.format!==Fe)throw new Error(\"Unknown depthTexture format\");i.useRenderToTexture?p.framebufferTexture2DMultisampleEXT(36160,33306,3553,a,0,o):e.framebufferTexture2D(36160,33306,3553,a,0)}}function setupDepthRenderbuffer(t){const i=r.get(t);const s=true===t.isWebGLCubeRenderTarget;if(t.depthTexture&&!i.__autoAllocateDepthBuffer){if(s)throw new Error(\"target.depthTexture not supported in Cube render targets\");setupDepthTexture(i.__webglFramebuffer,t)}else if(s){i.__webglDepthbuffer=[];for(let r=0;r<6;r++){n.bindFramebuffer(36160,i.__webglFramebuffer[r]);i.__webglDepthbuffer[r]=e.createRenderbuffer();setupRenderBufferStorage(i.__webglDepthbuffer[r],t,false)}}else{n.bindFramebuffer(36160,i.__webglFramebuffer);i.__webglDepthbuffer=e.createRenderbuffer();setupRenderBufferStorage(i.__webglDepthbuffer,t,false)}n.bindFramebuffer(36160,null)}function rebindTextures(e,t,n){const i=r.get(e);void 0!==t&&setupFrameBufferTexture(i.__webglFramebuffer,e,e.texture,36064,3553);void 0!==n&&setupDepthRenderbuffer(e)}function setupRenderTarget(t){const l=t.texture;const c=r.get(t);const u=r.get(l);t.addEventListener(\"dispose\",onRenderTargetDispose);if(true!==t.isWebGLMultipleRenderTargets){void 0===u.__webglTexture&&(u.__webglTexture=e.createTexture());u.__version=l.version;a.memory.textures++}const h=true===t.isWebGLCubeRenderTarget;const d=true===t.isWebGLMultipleRenderTargets;const p=l.isDataTexture3D||l.isDataTexture2DArray;const f=isPowerOfTwo$1(t)||o;if(o&&l.format===Ve&&(l.type===Le||l.type===Ce)){l.format=Ne;console.warn(\"THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.\")}if(h){c.__webglFramebuffer=[];for(let t=0;t<6;t++)c.__webglFramebuffer[t]=e.createFramebuffer()}else{c.__webglFramebuffer=e.createFramebuffer();if(d)if(i.drawBuffers){const n=t.texture;for(let t=0,i=n.length;t<i;t++){const i=r.get(n[t]);if(void 0===i.__webglTexture){i.__webglTexture=e.createTexture();a.memory.textures++}}}else console.warn(\"THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.\");else if(t.useRenderbuffer)if(o){c.__webglMultisampledFramebuffer=e.createFramebuffer();c.__webglColorRenderbuffer=e.createRenderbuffer();e.bindRenderbuffer(36161,c.__webglColorRenderbuffer);const r=s.convert(l.format);const i=s.convert(l.type);const a=getInternalFormat(l.internalFormat,r,i,l.encoding);const o=getRenderTargetSamples(t);e.renderbufferStorageMultisample(36161,o,a,t.width,t.height);n.bindFramebuffer(36160,c.__webglMultisampledFramebuffer);e.framebufferRenderbuffer(36160,36064,36161,c.__webglColorRenderbuffer);e.bindRenderbuffer(36161,null);if(t.depthBuffer){c.__webglDepthRenderbuffer=e.createRenderbuffer();setupRenderBufferStorage(c.__webglDepthRenderbuffer,t,true)}n.bindFramebuffer(36160,null)}else console.warn(\"THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.\")}if(h){n.bindTexture(34067,u.__webglTexture);setTextureParameters(34067,l,f);for(let e=0;e<6;e++)setupFrameBufferTexture(c.__webglFramebuffer[e],t,l,36064,34069+e);textureNeedsGenerateMipmaps(l,f)&&generateMipmap(34067);n.unbindTexture()}else if(d){const e=t.texture;for(let i=0,s=e.length;i<s;i++){const s=e[i];const a=r.get(s);n.bindTexture(3553,a.__webglTexture);setTextureParameters(3553,s,f);setupFrameBufferTexture(c.__webglFramebuffer,t,s,36064+i,3553);textureNeedsGenerateMipmaps(s,f)&&generateMipmap(3553)}n.unbindTexture()}else{let e=3553;if(p)if(o){const t=l.isDataTexture3D;e=t?32879:35866}else console.warn(\"THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.\");n.bindTexture(e,u.__webglTexture);setTextureParameters(e,l,f);setupFrameBufferTexture(c.__webglFramebuffer,t,l,36064,e);textureNeedsGenerateMipmaps(l,f)&&generateMipmap(e);n.unbindTexture()}t.depthBuffer&&setupDepthRenderbuffer(t)}function updateRenderTargetMipmap(e){const t=isPowerOfTwo$1(e)||o;const i=true===e.isWebGLMultipleRenderTargets?e.texture:[e.texture];for(let s=0,a=i.length;s<a;s++){const a=i[s];if(textureNeedsGenerateMipmaps(a,t)){const t=e.isWebGLCubeRenderTarget?34067:3553;const i=r.get(a).__webglTexture;n.bindTexture(t,i);generateMipmap(t);n.unbindTexture()}}}function updateMultisampleRenderTarget(t){if(t.useRenderbuffer)if(o){const i=t.width;const s=t.height;let a=16384;const o=[36064];const l=t.stencilBuffer?33306:36096;t.depthBuffer&&o.push(l);if(!t.ignoreDepthForMultisampleCopy){t.depthBuffer&&(a|=256);t.stencilBuffer&&(a|=1024)}const c=r.get(t);n.bindFramebuffer(36008,c.__webglMultisampledFramebuffer);n.bindFramebuffer(36009,c.__webglFramebuffer);if(t.ignoreDepthForMultisampleCopy){e.invalidateFramebuffer(36008,[l]);e.invalidateFramebuffer(36009,[l])}e.blitFramebuffer(0,0,i,s,0,0,i,s,a,9728);e.invalidateFramebuffer(36008,o);n.bindFramebuffer(36008,null);n.bindFramebuffer(36009,c.__webglMultisampledFramebuffer)}else console.warn(\"THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.\")}function getRenderTargetSamples(e){return o&&(e.useRenderbuffer||e.useRenderToTexture)?Math.min(h,e.samples):0}function updateVideoTexture(e){const t=a.render.frame;if(f.get(e)!==t){f.set(e,t);e.update()}}let _=false;let M=false;function safeSetTexture2D(e,t){if(e&&e.isWebGLRenderTarget){if(false===_){console.warn(\"THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead.\");_=true}e=e.texture}setTexture2D(e,t)}function safeSetTextureCube(e,t){if(e&&e.isWebGLCubeRenderTarget){if(false===M){console.warn(\"THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead.\");M=true}e=e.texture}setTextureCube(e,t)}this.allocateTextureUnit=allocateTextureUnit;this.resetTextureUnits=resetTextureUnits;this.setTexture2D=setTexture2D;this.setTexture2DArray=setTexture2DArray;this.setTexture3D=setTexture3D;this.setTextureCube=setTextureCube;this.rebindTextures=rebindTextures;this.setupRenderTarget=setupRenderTarget;this.updateRenderTargetMipmap=updateRenderTargetMipmap;this.updateMultisampleRenderTarget=updateMultisampleRenderTarget;this.setupDepthRenderbuffer=setupDepthRenderbuffer;this.setupFrameBufferTexture=setupFrameBufferTexture;this.safeSetTexture2D=safeSetTexture2D;this.safeSetTextureCube=safeSetTextureCube}function WebGLUtils(e,t,n){const r=n.isWebGL2;function convert(e){let n;if(e===Me)return 5121;if(e===Re)return 32819;if(e===Pe)return 32820;if(e===Ie)return 33635;if(e===we)return 5120;if(e===Se)return 5122;if(e===Te)return 5123;if(e===Ee)return 5124;if(e===Ae)return 5125;if(e===Le)return 5126;if(e===Ce){if(r)return 5131;n=t.get(\"OES_texture_half_float\");return null!==n?n.HALF_FLOAT_OES:null}if(e===Be)return 6406;if(e===Ve)return 6407;if(e===Ne)return 6408;if(e===Ue)return 6409;if(e===ze)return 6410;if(e===Ge)return 6402;if(e===Fe)return 34041;if(e===Oe)return 6403;if(e===He)return 36244;if(e===ke)return 33319;if(e===We)return 33320;if(e===je)return 36248;if(e===qe)return 36249;if(e===Xe||e===Je||e===Ye||e===Ze){n=t.get(\"WEBGL_compressed_texture_s3tc\");if(null===n)return null;if(e===Xe)return n.COMPRESSED_RGB_S3TC_DXT1_EXT;if(e===Je)return n.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(e===Ye)return n.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(e===Ze)return n.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(e===Qe||e===Ke||e===$e||e===et){n=t.get(\"WEBGL_compressed_texture_pvrtc\");if(null===n)return null;if(e===Qe)return n.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(e===Ke)return n.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(e===$e)return n.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(e===et)return n.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(e===tt){n=t.get(\"WEBGL_compressed_texture_etc1\");return null!==n?n.COMPRESSED_RGB_ETC1_WEBGL:null}if(e===nt||e===rt){n=t.get(\"WEBGL_compressed_texture_etc\");if(null!==n){if(e===nt)return n.COMPRESSED_RGB8_ETC2;if(e===rt)return n.COMPRESSED_RGBA8_ETC2_EAC}}if(e===it||e===st||e===at||e===ot||e===lt||e===ct||e===ut||e===ht||e===dt||e===pt||e===ft||e===mt||e===gt||e===yt||e===xt||e===bt||e===_t||e===Mt||e===wt||e===St||e===Tt||e===Et||e===At||e===Lt||e===Ct||e===Rt||e===Pt||e===It){n=t.get(\"WEBGL_compressed_texture_astc\");return null!==n?e:null}if(e===vt){n=t.get(\"EXT_texture_compression_bptc\");return null!==n?e:null}if(e===De){if(r)return 34042;n=t.get(\"WEBGL_depth_texture\");return null!==n?n.UNSIGNED_INT_24_8_WEBGL:null}}return{convert:convert}}class ArrayCamera extends PerspectiveCamera{constructor(e=[]){super();this.cameras=e}}ArrayCamera.prototype.isArrayCamera=true;class Group extends Object3D{constructor(){super();this.type=\"Group\"}}Group.prototype.isGroup=true;const Vo={type:\"move\"};class WebXRController{constructor(){this._targetRay=null;this._grip=null;this._hand=null}getHandSpace(){if(null===this._hand){this._hand=new Group;this._hand.matrixAutoUpdate=false;this._hand.visible=false;this._hand.joints={};this._hand.inputState={pinching:false}}return this._hand}getTargetRaySpace(){if(null===this._targetRay){this._targetRay=new Group;this._targetRay.matrixAutoUpdate=false;this._targetRay.visible=false;this._targetRay.hasLinearVelocity=false;this._targetRay.linearVelocity=new Vector3;this._targetRay.hasAngularVelocity=false;this._targetRay.angularVelocity=new Vector3}return this._targetRay}getGripSpace(){if(null===this._grip){this._grip=new Group;this._grip.matrixAutoUpdate=false;this._grip.visible=false;this._grip.hasLinearVelocity=false;this._grip.linearVelocity=new Vector3;this._grip.hasAngularVelocity=false;this._grip.angularVelocity=new Vector3}return this._grip}dispatchEvent(e){null!==this._targetRay&&this._targetRay.dispatchEvent(e);null!==this._grip&&this._grip.dispatchEvent(e);null!==this._hand&&this._hand.dispatchEvent(e);return this}disconnect(e){this.dispatchEvent({type:\"disconnected\",data:e});null!==this._targetRay&&(this._targetRay.visible=false);null!==this._grip&&(this._grip.visible=false);null!==this._hand&&(this._hand.visible=false);return this}update(e,t,n){let r=null;let i=null;let s=null;const a=this._targetRay;const o=this._grip;const l=this._hand;if(e&&\"visible-blurred\"!==t.session.visibilityState){if(null!==a){r=t.getPose(e.targetRaySpace,n);if(null!==r){a.matrix.fromArray(r.transform.matrix);a.matrix.decompose(a.position,a.rotation,a.scale);if(r.linearVelocity){a.hasLinearVelocity=true;a.linearVelocity.copy(r.linearVelocity)}else a.hasLinearVelocity=false;if(r.angularVelocity){a.hasAngularVelocity=true;a.angularVelocity.copy(r.angularVelocity)}else a.hasAngularVelocity=false;this.dispatchEvent(Vo)}}if(l&&e.hand){s=true;for(const r of e.hand.values()){const e=t.getJointPose(r,n);if(void 0===l.joints[r.jointName]){const e=new Group;e.matrixAutoUpdate=false;e.visible=false;l.joints[r.jointName]=e;l.add(e)}const i=l.joints[r.jointName];if(null!==e){i.matrix.fromArray(e.transform.matrix);i.matrix.decompose(i.position,i.rotation,i.scale);i.jointRadius=e.radius}i.visible=null!==e}const r=l.joints[\"index-finger-tip\"];const i=l.joints[\"thumb-tip\"];const a=r.position.distanceTo(i.position);const o=.02;const c=.005;if(l.inputState.pinching&&a>o+c){l.inputState.pinching=false;this.dispatchEvent({type:\"pinchend\",handedness:e.handedness,target:this})}else if(!l.inputState.pinching&&a<=o-c){l.inputState.pinching=true;this.dispatchEvent({type:\"pinchstart\",handedness:e.handedness,target:this})}}else if(null!==o&&e.gripSpace){i=t.getPose(e.gripSpace,n);if(null!==i){o.matrix.fromArray(i.transform.matrix);o.matrix.decompose(o.position,o.rotation,o.scale);if(i.linearVelocity){o.hasLinearVelocity=true;o.linearVelocity.copy(i.linearVelocity)}else o.hasLinearVelocity=false;if(i.angularVelocity){o.hasAngularVelocity=true;o.angularVelocity.copy(i.angularVelocity)}else o.hasAngularVelocity=false}}}null!==a&&(a.visible=null!==r);null!==o&&(o.visible=null!==i);null!==l&&(l.visible=null!==s);return this}}class DepthTexture extends Texture{constructor(e,t,n,r,i,s,a,o,l,c){c=void 0!==c?c:Ge;if(c!==Ge&&c!==Fe)throw new Error(\"DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat\");void 0===n&&c===Ge&&(n=Te);void 0===n&&c===Fe&&(n=De);super(null,r,i,s,a,o,c,n,l);this.image={width:e,height:t};this.magFilter=void 0!==a?a:de;this.minFilter=void 0!==o?o:de;this.flipY=false;this.generateMipmaps=false}}DepthTexture.prototype.isDepthTexture=true;class WebXRManager extends EventDispatcher{constructor(e,t){super();const n=this;let r=null;let i=1;let s=null;let a=\"local-floor\";const o=e.extensions.has(\"WEBGL_multisampled_render_to_texture\");let l=null;let c=null;let u=null;let h=null;let d=false;let p=null;const f=t.getContextAttributes();let m=null;let g=null;const y=[];const x=new Map;const b=new PerspectiveCamera;b.layers.enable(1);b.viewport=new Vector4;const _=new PerspectiveCamera;_.layers.enable(2);_.viewport=new Vector4;const M=[b,_];const w=new ArrayCamera;w.layers.enable(1);w.layers.enable(2);let S=null;let T=null;this.cameraAutoUpdate=true;this.enabled=false;this.isPresenting=false;this.getController=function(e){let t=y[e];if(void 0===t){t=new WebXRController;y[e]=t}return t.getTargetRaySpace()};this.getControllerGrip=function(e){let t=y[e];if(void 0===t){t=new WebXRController;y[e]=t}return t.getGripSpace()};this.getHand=function(e){let t=y[e];if(void 0===t){t=new WebXRController;y[e]=t}return t.getHandSpace()};function onSessionEvent(e){const t=x.get(e.inputSource);t&&t.dispatchEvent({type:e.type,data:e.inputSource})}function onSessionEnd(){x.forEach((function(e,t){e.disconnect(t)}));x.clear();S=null;T=null;e.setRenderTarget(m);h=null;u=null;c=null;r=null;g=null;C.stop();n.isPresenting=false;n.dispatchEvent({type:\"sessionend\"})}this.setFramebufferScaleFactor=function(e){i=e;true===n.isPresenting&&console.warn(\"THREE.WebXRManager: Cannot change framebuffer scale while presenting.\")};this.setReferenceSpaceType=function(e){a=e;true===n.isPresenting&&console.warn(\"THREE.WebXRManager: Cannot change reference space type while presenting.\")};this.getReferenceSpace=function(){return s};this.getBaseLayer=function(){return null!==u?u:h};this.getBinding=function(){return c};this.getFrame=function(){return p};this.getSession=function(){return r};this.setSession=async function(l){r=l;if(null!==r){m=e.getRenderTarget();r.addEventListener(\"select\",onSessionEvent);r.addEventListener(\"selectstart\",onSessionEvent);r.addEventListener(\"selectend\",onSessionEvent);r.addEventListener(\"squeeze\",onSessionEvent);r.addEventListener(\"squeezestart\",onSessionEvent);r.addEventListener(\"squeezeend\",onSessionEvent);r.addEventListener(\"end\",onSessionEnd);r.addEventListener(\"inputsourceschange\",onInputSourcesChange);true!==f.xrCompatible&&await t.makeXRCompatible();if(void 0===r.renderState.layers||false===e.capabilities.isWebGL2){const n={antialias:void 0!==r.renderState.layers||f.antialias,alpha:f.alpha,depth:f.depth,stencil:f.stencil,framebufferScaleFactor:i};h=new XRWebGLLayer(r,t,n);r.updateRenderState({baseLayer:h});g=new WebGLRenderTarget(h.framebufferWidth,h.framebufferHeight,{format:Ne,type:Me,encoding:e.outputEncoding})}else{d=f.antialias;let n=null;let s=null;let a=null;if(f.depth){a=f.stencil?35056:33190;n=f.stencil?Fe:Ge;s=f.stencil?De:Te}const l={colorFormat:f.alpha||d?32856:32849,depthFormat:a,scaleFactor:i};c=new XRWebGLBinding(r,t);u=c.createProjectionLayer(l);r.updateRenderState({layers:[u]});g=d?new WebGLMultisampleRenderTarget(u.textureWidth,u.textureHeight,{format:Ne,type:Me,depthTexture:new DepthTexture(u.textureWidth,u.textureHeight,s,void 0,void 0,void 0,void 0,void 0,void 0,n),stencilBuffer:f.stencil,ignoreDepth:u.ignoreDepthValues,useRenderToTexture:o,encoding:e.outputEncoding}):new WebGLRenderTarget(u.textureWidth,u.textureHeight,{format:f.alpha?Ne:Ve,type:Me,depthTexture:new DepthTexture(u.textureWidth,u.textureHeight,s,void 0,void 0,void 0,void 0,void 0,void 0,n),stencilBuffer:f.stencil,ignoreDepth:u.ignoreDepthValues,encoding:e.outputEncoding})}this.setFoveation(1);s=await r.requestReferenceSpace(a);C.setContext(r);C.start();n.isPresenting=true;n.dispatchEvent({type:\"sessionstart\"})}};function onInputSourcesChange(e){const t=r.inputSources;for(let e=0;e<y.length;e++)x.set(t[e],y[e]);for(let t=0;t<e.removed.length;t++){const n=e.removed[t];const r=x.get(n);if(r){r.dispatchEvent({type:\"disconnected\",data:n});x.delete(n)}}for(let t=0;t<e.added.length;t++){const n=e.added[t];const r=x.get(n);r&&r.dispatchEvent({type:\"connected\",data:n})}}const E=new Vector3;const A=new Vector3;function setProjectionFromUnion(e,t,n){E.setFromMatrixPosition(t.matrixWorld);A.setFromMatrixPosition(n.matrixWorld);const r=E.distanceTo(A);const i=t.projectionMatrix.elements;const s=n.projectionMatrix.elements;const a=i[14]/(i[10]-1);const o=i[14]/(i[10]+1);const l=(i[9]+1)/i[5];const c=(i[9]-1)/i[5];const u=(i[8]-1)/i[0];const h=(s[8]+1)/s[0];const d=a*u;const p=a*h;const f=r/(-u+h);const m=f*-u;t.matrixWorld.decompose(e.position,e.quaternion,e.scale);e.translateX(m);e.translateZ(f);e.matrixWorld.compose(e.position,e.quaternion,e.scale);e.matrixWorldInverse.copy(e.matrixWorld).invert();const g=a+f;const y=o+f;const x=d-m;const b=p+(r-m);const _=l*o/y*g;const M=c*o/y*g;e.projectionMatrix.makePerspective(x,b,_,M,g,y)}function updateCamera(e,t){null===t?e.matrixWorld.copy(e.matrix):e.matrixWorld.multiplyMatrices(t.matrixWorld,e.matrix);e.matrixWorldInverse.copy(e.matrixWorld).invert()}this.updateCamera=function(e){if(null===r)return;w.near=_.near=b.near=e.near;w.far=_.far=b.far=e.far;if(S!==w.near||T!==w.far){r.updateRenderState({depthNear:w.near,depthFar:w.far});S=w.near;T=w.far}const t=e.parent;const n=w.cameras;updateCamera(w,t);for(let e=0;e<n.length;e++)updateCamera(n[e],t);w.matrixWorld.decompose(w.position,w.quaternion,w.scale);e.position.copy(w.position);e.quaternion.copy(w.quaternion);e.scale.copy(w.scale);e.matrix.copy(w.matrix);e.matrixWorld.copy(w.matrixWorld);const i=e.children;for(let e=0,t=i.length;e<t;e++)i[e].updateMatrixWorld(true);2===n.length?setProjectionFromUnion(w,b,_):w.projectionMatrix.copy(b.projectionMatrix)};this.getCamera=function(){return w};this.getFoveation=function(){return null!==u?u.fixedFoveation:null!==h?h.fixedFoveation:void 0};this.setFoveation=function(e){null!==u&&(u.fixedFoveation=e);null!==h&&void 0!==h.fixedFoveation&&(h.fixedFoveation=e)};let L=null;function onAnimationFrame(t,n){l=n.getViewerPose(s);p=n;if(null!==l){const t=l.views;if(null!==h){e.setRenderTargetFramebuffer(g,h.framebuffer);e.setRenderTarget(g)}let n=false;if(t.length!==w.cameras.length){w.cameras.length=0;n=true}for(let r=0;r<t.length;r++){const i=t[r];let s=null;if(null!==h)s=h.getViewport(i);else{const t=c.getViewSubImage(u,i);s=t.viewport;if(0===r){e.setRenderTargetTextures(g,t.colorTexture,u.ignoreDepthValues?void 0:t.depthStencilTexture);e.setRenderTarget(g)}}const a=M[r];a.matrix.fromArray(i.transform.matrix);a.projectionMatrix.fromArray(i.projectionMatrix);a.viewport.set(s.x,s.y,s.width,s.height);0===r&&w.matrix.copy(a.matrix);true===n&&w.cameras.push(a)}}const i=r.inputSources;for(let e=0;e<y.length;e++){const t=y[e];const r=i[e];t.update(r,n,s)}L&&L(t,n);p=null}const C=new WebGLAnimation;C.setAnimationLoop(onAnimationFrame);this.setAnimationLoop=function(e){L=e};this.dispose=function(){}}}function WebGLMaterials(e){function refreshFogUniforms(e,t){e.fogColor.value.copy(t.color);if(t.isFog){e.fogNear.value=t.near;e.fogFar.value=t.far}else t.isFogExp2&&(e.fogDensity.value=t.density)}function refreshMaterialUniforms(e,t,n,r,i){if(t.isMeshBasicMaterial)refreshUniformsCommon(e,t);else if(t.isMeshLambertMaterial){refreshUniformsCommon(e,t);refreshUniformsLambert(e,t)}else if(t.isMeshToonMaterial){refreshUniformsCommon(e,t);refreshUniformsToon(e,t)}else if(t.isMeshPhongMaterial){refreshUniformsCommon(e,t);refreshUniformsPhong(e,t)}else if(t.isMeshStandardMaterial){refreshUniformsCommon(e,t);t.isMeshPhysicalMaterial?refreshUniformsPhysical(e,t,i):refreshUniformsStandard(e,t)}else if(t.isMeshMatcapMaterial){refreshUniformsCommon(e,t);refreshUniformsMatcap(e,t)}else if(t.isMeshDepthMaterial){refreshUniformsCommon(e,t);refreshUniformsDepth(e,t)}else if(t.isMeshDistanceMaterial){refreshUniformsCommon(e,t);refreshUniformsDistance(e,t)}else if(t.isMeshNormalMaterial){refreshUniformsCommon(e,t);refreshUniformsNormal(e,t)}else if(t.isLineBasicMaterial){refreshUniformsLine(e,t);t.isLineDashedMaterial&&refreshUniformsDash(e,t)}else if(t.isPointsMaterial)refreshUniformsPoints(e,t,n,r);else if(t.isSpriteMaterial)refreshUniformsSprites(e,t);else if(t.isShadowMaterial){e.color.value.copy(t.color);e.opacity.value=t.opacity}else t.isShaderMaterial&&(t.uniformsNeedUpdate=false)}function refreshUniformsCommon(t,n){t.opacity.value=n.opacity;n.color&&t.diffuse.value.copy(n.color);n.emissive&&t.emissive.value.copy(n.emissive).multiplyScalar(n.emissiveIntensity);n.map&&(t.map.value=n.map);n.alphaMap&&(t.alphaMap.value=n.alphaMap);n.specularMap&&(t.specularMap.value=n.specularMap);n.alphaTest>0&&(t.alphaTest.value=n.alphaTest);const r=e.get(n).envMap;if(r){t.envMap.value=r;t.flipEnvMap.value=r.isCubeTexture&&false===r.isRenderTargetTexture?-1:1;t.reflectivity.value=n.reflectivity;t.ior.value=n.ior;t.refractionRatio.value=n.refractionRatio}if(n.lightMap){t.lightMap.value=n.lightMap;t.lightMapIntensity.value=n.lightMapIntensity}if(n.aoMap){t.aoMap.value=n.aoMap;t.aoMapIntensity.value=n.aoMapIntensity}let i;n.map?i=n.map:n.specularMap?i=n.specularMap:n.displacementMap?i=n.displacementMap:n.normalMap?i=n.normalMap:n.bumpMap?i=n.bumpMap:n.roughnessMap?i=n.roughnessMap:n.metalnessMap?i=n.metalnessMap:n.alphaMap?i=n.alphaMap:n.emissiveMap?i=n.emissiveMap:n.clearcoatMap?i=n.clearcoatMap:n.clearcoatNormalMap?i=n.clearcoatNormalMap:n.clearcoatRoughnessMap?i=n.clearcoatRoughnessMap:n.specularIntensityMap?i=n.specularIntensityMap:n.specularColorMap?i=n.specularColorMap:n.transmissionMap?i=n.transmissionMap:n.thicknessMap?i=n.thicknessMap:n.sheenColorMap?i=n.sheenColorMap:n.sheenRoughnessMap&&(i=n.sheenRoughnessMap);if(void 0!==i){i.isWebGLRenderTarget&&(i=i.texture);true===i.matrixAutoUpdate&&i.updateMatrix();t.uvTransform.value.copy(i.matrix)}let s;n.aoMap?s=n.aoMap:n.lightMap&&(s=n.lightMap);if(void 0!==s){s.isWebGLRenderTarget&&(s=s.texture);true===s.matrixAutoUpdate&&s.updateMatrix();t.uv2Transform.value.copy(s.matrix)}}function refreshUniformsLine(e,t){e.diffuse.value.copy(t.color);e.opacity.value=t.opacity}function refreshUniformsDash(e,t){e.dashSize.value=t.dashSize;e.totalSize.value=t.dashSize+t.gapSize;e.scale.value=t.scale}function refreshUniformsPoints(e,t,n,r){e.diffuse.value.copy(t.color);e.opacity.value=t.opacity;e.size.value=t.size*n;e.scale.value=.5*r;t.map&&(e.map.value=t.map);t.alphaMap&&(e.alphaMap.value=t.alphaMap);t.alphaTest>0&&(e.alphaTest.value=t.alphaTest);let i;t.map?i=t.map:t.alphaMap&&(i=t.alphaMap);if(void 0!==i){true===i.matrixAutoUpdate&&i.updateMatrix();e.uvTransform.value.copy(i.matrix)}}function refreshUniformsSprites(e,t){e.diffuse.value.copy(t.color);e.opacity.value=t.opacity;e.rotation.value=t.rotation;t.map&&(e.map.value=t.map);t.alphaMap&&(e.alphaMap.value=t.alphaMap);t.alphaTest>0&&(e.alphaTest.value=t.alphaTest);let n;t.map?n=t.map:t.alphaMap&&(n=t.alphaMap);if(void 0!==n){true===n.matrixAutoUpdate&&n.updateMatrix();e.uvTransform.value.copy(n.matrix)}}function refreshUniformsLambert(e,t){t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap)}function refreshUniformsPhong(e,t){e.specular.value.copy(t.specular);e.shininess.value=Math.max(t.shininess,1e-4);t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap);if(t.bumpMap){e.bumpMap.value=t.bumpMap;e.bumpScale.value=t.bumpScale;t.side===d&&(e.bumpScale.value*=-1)}if(t.normalMap){e.normalMap.value=t.normalMap;e.normalScale.value.copy(t.normalScale);t.side===d&&e.normalScale.value.negate()}if(t.displacementMap){e.displacementMap.value=t.displacementMap;e.displacementScale.value=t.displacementScale;e.displacementBias.value=t.displacementBias}}function refreshUniformsToon(e,t){t.gradientMap&&(e.gradientMap.value=t.gradientMap);t.emissiveMap&&(e.emissiveMap.value=t.emissiveMap);if(t.bumpMap){e.bumpMap.value=t.bumpMap;e.bumpScale.value=t.bumpScale;t.side===d&&(e.bumpScale.value*=-1)}if(t.normalMap){e.normalMap.value=t.normalMap;e.normalScale.value.copy(t.normalScale);t.side===d&&e.normalScale.value.negate()}if(t.displacementMap){e.displacementMap.value=t.displacementMap;e.displacementScale.value=t.displacementScale;e.displacementBias.value=t.displacementBias}}function refreshUniformsStandard(t,n){t.roughness.value=n.roughness;t.metalness.value=n.metalness;n.roughnessMap&&(t.roughnessMap.value=n.roughnessMap);n.metalnessMap&&(t.metalnessMap.value=n.metalnessMap);n.emissiveMap&&(t.emissiveMap.value=n.emissiveMap);if(n.bumpMap){t.bumpMap.value=n.bumpMap;t.bumpScale.value=n.bumpScale;n.side===d&&(t.bumpScale.value*=-1)}if(n.normalMap){t.normalMap.value=n.normalMap;t.normalScale.value.copy(n.normalScale);n.side===d&&t.normalScale.value.negate()}if(n.displacementMap){t.displacementMap.value=n.displacementMap;t.displacementScale.value=n.displacementScale;t.displacementBias.value=n.displacementBias}const r=e.get(n).envMap;r&&(t.envMapIntensity.value=n.envMapIntensity)}function refreshUniformsPhysical(e,t,n){refreshUniformsStandard(e,t);e.ior.value=t.ior;if(t.sheen>0){e.sheenColor.value.copy(t.sheenColor).multiplyScalar(t.sheen);e.sheenRoughness.value=t.sheenRoughness;t.sheenColorMap&&(e.sheenColorMap.value=t.sheenColorMap);t.sheenRoughnessMap&&(e.sheenRoughnessMap.value=t.sheenRoughnessMap)}if(t.clearcoat>0){e.clearcoat.value=t.clearcoat;e.clearcoatRoughness.value=t.clearcoatRoughness;t.clearcoatMap&&(e.clearcoatMap.value=t.clearcoatMap);t.clearcoatRoughnessMap&&(e.clearcoatRoughnessMap.value=t.clearcoatRoughnessMap);if(t.clearcoatNormalMap){e.clearcoatNormalScale.value.copy(t.clearcoatNormalScale);e.clearcoatNormalMap.value=t.clearcoatNormalMap;t.side===d&&e.clearcoatNormalScale.value.negate()}}if(t.transmission>0){e.transmission.value=t.transmission;e.transmissionSamplerMap.value=n.texture;e.transmissionSamplerSize.value.set(n.width,n.height);t.transmissionMap&&(e.transmissionMap.value=t.transmissionMap);e.thickness.value=t.thickness;t.thicknessMap&&(e.thicknessMap.value=t.thicknessMap);e.attenuationDistance.value=t.attenuationDistance;e.attenuationColor.value.copy(t.attenuationColor)}e.specularIntensity.value=t.specularIntensity;e.specularColor.value.copy(t.specularColor);t.specularIntensityMap&&(e.specularIntensityMap.value=t.specularIntensityMap);t.specularColorMap&&(e.specularColorMap.value=t.specularColorMap)}function refreshUniformsMatcap(e,t){t.matcap&&(e.matcap.value=t.matcap);if(t.bumpMap){e.bumpMap.value=t.bumpMap;e.bumpScale.value=t.bumpScale;t.side===d&&(e.bumpScale.value*=-1)}if(t.normalMap){e.normalMap.value=t.normalMap;e.normalScale.value.copy(t.normalScale);t.side===d&&e.normalScale.value.negate()}if(t.displacementMap){e.displacementMap.value=t.displacementMap;e.displacementScale.value=t.displacementScale;e.displacementBias.value=t.displacementBias}}function refreshUniformsDepth(e,t){if(t.displacementMap){e.displacementMap.value=t.displacementMap;e.displacementScale.value=t.displacementScale;e.displacementBias.value=t.displacementBias}}function refreshUniformsDistance(e,t){if(t.displacementMap){e.displacementMap.value=t.displacementMap;e.displacementScale.value=t.displacementScale;e.displacementBias.value=t.displacementBias}e.referencePosition.value.copy(t.referencePosition);e.nearDistance.value=t.nearDistance;e.farDistance.value=t.farDistance}function refreshUniformsNormal(e,t){if(t.bumpMap){e.bumpMap.value=t.bumpMap;e.bumpScale.value=t.bumpScale;t.side===d&&(e.bumpScale.value*=-1)}if(t.normalMap){e.normalMap.value=t.normalMap;e.normalScale.value.copy(t.normalScale);t.side===d&&e.normalScale.value.negate()}if(t.displacementMap){e.displacementMap.value=t.displacementMap;e.displacementScale.value=t.displacementScale;e.displacementBias.value=t.displacementBias}}return{refreshFogUniforms:refreshFogUniforms,refreshMaterialUniforms:refreshMaterialUniforms}}function createCanvasElement(){const e=createElementNS(\"canvas\");e.style.display=\"block\";return e}function WebGLRenderer(t={}){const n=void 0!==t.canvas?t.canvas:createCanvasElement(),r=void 0!==t.context?t.context:null,i=void 0!==t.alpha&&t.alpha,s=void 0===t.depth||t.depth,a=void 0===t.stencil||t.stencil,o=void 0!==t.antialias&&t.antialias,l=void 0===t.premultipliedAlpha||t.premultipliedAlpha,c=void 0!==t.preserveDrawingBuffer&&t.preserveDrawingBuffer,u=void 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e.copy(pe.getClearColor())};this.setClearColor=function(){pe.setClearColor.apply(pe,arguments)};this.getClearAlpha=function(){return pe.getClearAlpha()};this.setClearAlpha=function(){pe.setClearAlpha.apply(pe,arguments)};this.clear=function(e,t,n){let r=0;(void 0===e||e)&&(r|=16384);(void 0===t||t)&&(r|=256);(void 0===n||n)&&(r|=1024);q.clear(r)};this.clearColor=function(){this.clear(true,false,false)};this.clearDepth=function(){this.clear(false,true,false)};this.clearStencil=function(){this.clear(false,false,true)};this.dispose=function(){n.removeEventListener(\"webglcontextlost\",onContextLost,false);n.removeEventListener(\"webglcontextrestored\",onContextRestore,false);oe.dispose();le.dispose();K.dispose();ee.dispose();te.dispose();ie.dispose();ve.dispose();se.dispose();xe.dispose();xe.removeEventListener(\"sessionstart\",onXRSessionStart);xe.removeEventListener(\"sessionend\",onXRSessionEnd);if(H){H.dispose();H=null}we.stop()};function onContextLost(e){e.preventDefault();console.log(\"THREE.WebGLRenderer: Context Lost.\");_=true}function onContextRestore(){console.log(\"THREE.WebGLRenderer: Context Restored.\");_=false;const e=Q.autoReset;const t=he.enabled;const n=he.autoUpdate;const r=he.needsUpdate;const i=he.type;initGLContext();Q.autoReset=e;he.enabled=t;he.autoUpdate=n;he.needsUpdate=r;he.type=i}function onMaterialDispose(e){const t=e.target;t.removeEventListener(\"dispose\",onMaterialDispose);deallocateMaterial(t)}function deallocateMaterial(e){releaseMaterialProgramReferences(e);K.remove(e)}function releaseMaterialProgramReferences(e){const t=K.get(e).programs;if(void 0!==t){t.forEach((function(e){se.releaseProgram(e)}));e.isShaderMaterial&&se.releaseShaderCache(e)}}this.renderBufferDirect=function(e,t,n,r,i,s){null===t&&(t=j);const a=i.isMesh&&i.matrixWorld.determinant()<0;const o=setProgram(e,t,n,r,i);Y.setMaterial(r,a);let l=n.index;const c=n.attributes.position;if(null===l){if(void 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renderScene(m,e,t);if(null!==S){$.updateMultisampleRenderTarget(S);$.updateRenderTargetMipmap(S)}true===e.isScene&&e.onAfterRender(b,e,t);Y.buffers.depth.setTest(true);Y.buffers.depth.setMask(true);Y.buffers.color.setMask(true);Y.setPolygonOffset(false);ve.resetDefaultState();T=-1;E=null;x.pop();g=x.length>0?x[x.length-1]:null;y.pop();m=y.length>0?y[y.length-1]:null};function projectObject(e,t,n,r){if(false===e.visible)return;const i=e.layers.test(t.layers);if(i)if(e.isGroup)n=e.renderOrder;else if(e.isLOD)true===e.autoUpdate&&e.update(t);else if(e.isLight){g.pushLight(e);e.castShadow&&g.pushShadow(e)}else if(e.isSprite){if(!e.frustumCulled||G.intersectsSprite(e)){r&&W.setFromMatrixPosition(e.matrixWorld).applyMatrix4(k);const t=ie.update(e);const i=e.material;i.visible&&m.push(e,t,i,n,W.z,null)}}else if(e.isMesh||e.isLine||e.isPoints){if(e.isSkinnedMesh&&e.skeleton.frame!==Q.render.frame){e.skeleton.update();e.skeleton.frame=Q.render.frame}if(!e.frustumCulled||G.intersectsObject(e)){r&&W.setFromMatrixPosition(e.matrixWorld).applyMatrix4(k);const t=ie.update(e);const i=e.material;if(Array.isArray(i)){const r=t.groups;for(let s=0,a=r.length;s<a;s++){const a=r[s];const o=i[a.materialIndex];o&&o.visible&&m.push(e,t,o,n,W.z,a)}}else i.visible&&m.push(e,t,i,n,W.z,null)}}const s=e.children;for(let e=0,i=s.length;e<i;e++)projectObject(s[e],t,n,r)}function renderScene(e,t,n,r){const i=e.opaque;const s=e.transmissive;const a=e.transparent;g.setupLightsView(n);s.length>0&&renderTransmissionPass(i,t,n);r&&Y.viewport(A.copy(r));i.length>0&&renderObjects(i,t,n);s.length>0&&renderObjects(s,t,n);a.length>0&&renderObjects(a,t,n)}function renderTransmissionPass(e,t,n){if(null===H){const e=true===o&&true===J.isWebGL2;const t=e?WebGLMultisampleRenderTarget:WebGLRenderTarget;H=new t(1024,1024,{generateMipmaps:true,type:null!==ye.convert(Ce)?Ce:Me,minFilter:be,magFilter:de,wrapS:ue,wrapT:ue,useRenderToTexture:X.has(\"WEBGL_multisampled_render_to_texture\")})}const r=b.getRenderTarget();b.setRenderTarget(H);b.clear();const i=b.toneMapping;b.toneMapping=Z;renderObjects(e,t,n);b.toneMapping=i;$.updateMultisampleRenderTarget(H);$.updateRenderTargetMipmap(H);b.setRenderTarget(r)}function renderObjects(e,t,n){const r=true===t.isScene?t.overrideMaterial:null;for(let i=0,s=e.length;i<s;i++){const s=e[i];const a=s.object;const o=s.geometry;const l=null===r?s.material:r;const c=s.group;a.layers.test(n.layers)&&renderObject(a,t,n,o,l,c)}}function renderObject(e,t,n,r,i,s){e.onBeforeRender(b,t,n,r,i,s);e.modelViewMatrix.multiplyMatrices(n.matrixWorldInverse,e.matrixWorld);e.normalMatrix.getNormalMatrix(e.modelViewMatrix);i.onBeforeRender(b,t,n,r,e,s);if(true===i.transparent&&i.side===p){i.side=d;i.needsUpdate=true;b.renderBufferDirect(n,t,r,i,e,s);i.side=h;i.needsUpdate=true;b.renderBufferDirect(n,t,r,i,e,s);i.side=p}else b.renderBufferDirect(n,t,r,i,e,s);e.onAfterRender(b,t,n,r,i,s)}function getProgram(e,t,n){true!==t.isScene&&(t=j);const r=K.get(e);const i=g.state.lights;const s=g.state.shadowsArray;const a=i.state.version;const o=se.getParameters(e,i.state,s,t,n);const l=se.getProgramCacheKey(o);let c=r.programs;r.environment=e.isMeshStandardMaterial?t.environment:null;r.fog=t.fog;r.envMap=(e.isMeshStandardMaterial?te:ee).get(e.envMap||r.environment);if(void 0===c){e.addEventListener(\"dispose\",onMaterialDispose);c=new Map;r.programs=c}let u=c.get(l);if(void 0!==u){if(r.currentProgram===u&&r.lightsStateVersion===a){updateCommonMaterialProperties(e,o);return u}}else{o.uniforms=se.getUniforms(e);e.onBuild(n,o,b);e.onBeforeCompile(o,b);u=se.acquireProgram(o,l);c.set(l,u);r.uniforms=o.uniforms}const h=r.uniforms;(e.isShaderMaterial||e.isRawShaderMaterial)&&true!==e.clipping||(h.clippingPlanes=ce.uniform);updateCommonMaterialProperties(e,o);r.needsLights=materialNeedsLights(e);r.lightsStateVersion=a;if(r.needsLights){h.ambientLightColor.value=i.state.ambient;h.lightProbe.value=i.state.probe;h.directionalLights.value=i.state.directional;h.directionalLightShadows.value=i.state.directionalShadow;h.spotLights.value=i.state.spot;h.spotLightShadows.value=i.state.spotShadow;h.rectAreaLights.value=i.state.rectArea;h.ltc_1.value=i.state.rectAreaLTC1;h.ltc_2.value=i.state.rectAreaLTC2;h.pointLights.value=i.state.point;h.pointLightShadows.value=i.state.pointShadow;h.hemisphereLights.value=i.state.hemi;h.directionalShadowMap.value=i.state.directionalShadowMap;h.directionalShadowMatrix.value=i.state.directionalShadowMatrix;h.spotShadowMap.value=i.state.spotShadowMap;h.spotShadowMatrix.value=i.state.spotShadowMatrix;h.pointShadowMap.value=i.state.pointShadowMap;h.pointShadowMatrix.value=i.state.pointShadowMatrix}const d=u.getUniforms();const p=WebGLUniforms.seqWithValue(d.seq,h);r.currentProgram=u;r.uniformsList=p;return u}function updateCommonMaterialProperties(e,t){const n=K.get(e);n.outputEncoding=t.outputEncoding;n.instancing=t.instancing;n.skinning=t.skinning;n.morphTargets=t.morphTargets;n.morphNormals=t.morphNormals;n.morphTargetsCount=t.morphTargetsCount;n.numClippingPlanes=t.numClippingPlanes;n.numIntersection=t.numClipIntersection;n.vertexAlphas=t.vertexAlphas;n.vertexTangents=t.vertexTangents;n.toneMapping=t.toneMapping}function setProgram(e,t,n,r,i){true!==t.isScene&&(t=j);$.resetTextureUnits();const s=t.fog;const a=r.isMeshStandardMaterial?t.environment:null;const o=null===S?b.outputEncoding:S.texture.encoding;const l=(r.isMeshStandardMaterial?te:ee).get(r.envMap||a);const c=true===r.vertexColors&&!!n.attributes.color&&4===n.attributes.color.itemSize;const u=!!r.normalMap&&!!n.attributes.tangent;const h=!!n.morphAttributes.position;const d=!!n.morphAttributes.normal;const p=!n.morphAttributes.position?0:n.morphAttributes.position.length;const f=r.toneMapped?b.toneMapping:Z;const m=K.get(r);const y=g.state.lights;if(true===F&&(true===O||e!==E)){const t=e===E&&r.id===T;ce.setState(r,e,t)}let x=false;if(r.version===m.__version)m.needsLights&&m.lightsStateVersion!==y.state.version||m.outputEncoding!==o||i.isInstancedMesh&&false===m.instancing?x=true:i.isInstancedMesh||true!==m.instancing?i.isSkinnedMesh&&false===m.skinning?x=true:i.isSkinnedMesh||true!==m.skinning?m.envMap!==l||r.fog&&m.fog!==s?x=true:void 0===m.numClippingPlanes||m.numClippingPlanes===ce.numPlanes&&m.numIntersection===ce.numIntersection?(m.vertexAlphas!==c||m.vertexTangents!==u||m.morphTargets!==h||m.morphNormals!==d||m.toneMapping!==f||true===J.isWebGL2&&m.morphTargetsCount!==p)&&(x=true):x=true:x=true:x=true;else{x=true;m.__version=r.version}let _=m.currentProgram;true===x&&(_=getProgram(r,t,i));let M=false;let w=false;let A=false;const L=_.getUniforms(),C=m.uniforms;if(Y.useProgram(_.program)){M=true;w=true;A=true}if(r.id!==T){T=r.id;w=true}if(M||E!==e){L.setValue(q,\"projectionMatrix\",e.projectionMatrix);J.logarithmicDepthBuffer&&L.setValue(q,\"logDepthBufFC\",2/(Math.log(e.far+1)/Math.LN2));if(E!==e){E=e;w=true;A=true}if(r.isShaderMaterial||r.isMeshPhongMaterial||r.isMeshToonMaterial||r.isMeshStandardMaterial||r.envMap){const t=L.map.cameraPosition;void 0!==t&&t.setValue(q,W.setFromMatrixPosition(e.matrixWorld))}(r.isMeshPhongMaterial||r.isMeshToonMaterial||r.isMeshLambertMaterial||r.isMeshBasicMaterial||r.isMeshStandardMaterial||r.isShaderMaterial)&&L.setValue(q,\"isOrthographic\",true===e.isOrthographicCamera);(r.isMeshPhongMaterial||r.isMeshToonMaterial||r.isMeshLambertMaterial||r.isMeshBasicMaterial||r.isMeshStandardMaterial||r.isShaderMaterial||r.isShadowMaterial||i.isSkinnedMesh)&&L.setValue(q,\"viewMatrix\",e.matrixWorldInverse)}if(i.isSkinnedMesh){L.setOptional(q,i,\"bindMatrix\");L.setOptional(q,i,\"bindMatrixInverse\");const e=i.skeleton;if(e)if(J.floatVertexTextures){null===e.boneTexture&&e.computeBoneTexture();L.setValue(q,\"boneTexture\",e.boneTexture,$);L.setValue(q,\"boneTextureSize\",e.boneTextureSize)}else L.setOptional(q,e,\"boneMatrices\")}!n||void 0===n.morphAttributes.position&&void 0===n.morphAttributes.normal||fe.update(i,n,r,_);if(w||m.receiveShadow!==i.receiveShadow){m.receiveShadow=i.receiveShadow;L.setValue(q,\"receiveShadow\",i.receiveShadow)}if(w){L.setValue(q,\"toneMappingExposure\",b.toneMappingExposure);m.needsLights&&markUniformsLightsNeedsUpdate(C,A);s&&r.fog&&ae.refreshFogUniforms(C,s);ae.refreshMaterialUniforms(C,r,I,P,H);WebGLUniforms.upload(q,m.uniformsList,C,$)}if(r.isShaderMaterial&&true===r.uniformsNeedUpdate){WebGLUniforms.upload(q,m.uniformsList,C,$);r.uniformsNeedUpdate=false}r.isSpriteMaterial&&L.setValue(q,\"center\",i.center);L.setValue(q,\"modelViewMatrix\",i.modelViewMatrix);L.setValue(q,\"normalMatrix\",i.normalMatrix);L.setValue(q,\"modelMatrix\",i.matrixWorld);return _}function markUniformsLightsNeedsUpdate(e,t){e.ambientLightColor.needsUpdate=t;e.lightProbe.needsUpdate=t;e.directionalLights.needsUpdate=t;e.directionalLightShadows.needsUpdate=t;e.pointLights.needsUpdate=t;e.pointLightShadows.needsUpdate=t;e.spotLights.needsUpdate=t;e.spotLightShadows.needsUpdate=t;e.rectAreaLights.needsUpdate=t;e.hemisphereLights.needsUpdate=t}function materialNeedsLights(e){return e.isMeshLambertMaterial||e.isMeshToonMaterial||e.isMeshPhongMaterial||e.isMeshStandardMaterial||e.isShadowMaterial||e.isShaderMaterial&&true===e.lights}this.getActiveCubeFace=function(){return M};this.getActiveMipmapLevel=function(){return w};this.getRenderTarget=function(){return S};this.setRenderTargetTextures=function(e,t,n){K.get(e.texture).__webglTexture=t;K.get(e.depthTexture).__webglTexture=n;const r=K.get(e);r.__hasExternalTextures=true;if(r.__hasExternalTextures){r.__autoAllocateDepthBuffer=void 0===n;if(!r.__autoAllocateDepthBuffer&&e.useRenderToTexture){console.warn(\"render-to-texture extension was disabled because an external texture was provided\");e.useRenderToTexture=false;e.useRenderbuffer=true}}};this.setRenderTargetFramebuffer=function(e,t){const n=K.get(e);n.__webglFramebuffer=t;n.__useDefaultFramebuffer=void 0===t};this.setRenderTarget=function(e,t=0,n=0){S=e;M=t;w=n;let r=true;if(e){const t=K.get(e);if(void 0!==t.__useDefaultFramebuffer){Y.bindFramebuffer(36160,null);r=false}else void 0===t.__webglFramebuffer?$.setupRenderTarget(e):t.__hasExternalTextures&&$.rebindTextures(e,K.get(e.texture).__webglTexture,K.get(e.depthTexture).__webglTexture)}let i=null;let s=false;let a=false;if(e){const n=e.texture;(n.isDataTexture3D||n.isDataTexture2DArray)&&(a=true);const r=K.get(e).__webglFramebuffer;if(e.isWebGLCubeRenderTarget){i=r[t];s=true}else i=e.useRenderbuffer?K.get(e).__webglMultisampledFramebuffer:r;A.copy(e.viewport);L.copy(e.scissor);C=e.scissorTest}else{A.copy(V).multiplyScalar(I).floor();L.copy(N).multiplyScalar(I).floor();C=U}const o=Y.bindFramebuffer(36160,i);if(o&&J.drawBuffers&&r){let t=false;if(e){if(e.isWebGLMultipleRenderTargets){const n=e.texture;if(z.length!==n.length||36064!==z[0]){for(let e=0,t=n.length;e<t;e++)z[e]=36064+e;z.length=n.length;t=true}}else if(1!==z.length||36064!==z[0]){z[0]=36064;z.length=1;t=true}}else if(1!==z.length||1029!==z[0]){z[0]=1029;z.length=1;t=true}t&&(J.isWebGL2?q.drawBuffers(z):X.get(\"WEBGL_draw_buffers\").drawBuffersWEBGL(z))}Y.viewport(A);Y.scissor(L);Y.setScissorTest(C);if(s){const r=K.get(e.texture);q.framebufferTexture2D(36160,36064,34069+t,r.__webglTexture,n)}else if(a){const r=K.get(e.texture);const i=t||0;q.framebufferTextureLayer(36160,36064,r.__webglTexture,n||0,i)}T=-1};this.readRenderTargetPixels=function(e,t,n,r,i,s,a){if(!(e&&e.isWebGLRenderTarget)){console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.\");return}let o=K.get(e).__webglFramebuffer;e.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]);if(o){Y.bindFramebuffer(36160,o);try{const a=e.texture;const o=a.format;const l=a.type;if(o!==Ne&&ye.convert(o)!==q.getParameter(35739)){console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.\");return}const c=l===Ce&&(X.has(\"EXT_color_buffer_half_float\")||J.isWebGL2&&X.has(\"EXT_color_buffer_float\"));if(l!==Me&&ye.convert(l)!==q.getParameter(35738)&&!(l===Le&&(J.isWebGL2||X.has(\"OES_texture_float\")||X.has(\"WEBGL_color_buffer_float\")))&&!c){console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.\");return}36053===q.checkFramebufferStatus(36160)?t>=0&&t<=e.width-r&&n>=0&&n<=e.height-i&&q.readPixels(t,n,r,i,ye.convert(o),ye.convert(l),s):console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.\")}finally{const e=null!==S?K.get(S).__webglFramebuffer:null;Y.bindFramebuffer(36160,e)}}};this.copyFramebufferToTexture=function(e,t,n=0){if(true!==t.isFramebufferTexture){console.error(\"THREE.WebGLRenderer: copyFramebufferToTexture() can only be used with FramebufferTexture.\");return}const r=Math.pow(2,-n);const i=Math.floor(t.image.width*r);const s=Math.floor(t.image.height*r);$.setTexture2D(t,0);q.copyTexSubImage2D(3553,n,0,0,e.x,e.y,i,s);Y.unbindTexture()};this.copyTextureToTexture=function(e,t,n,r=0){const i=t.image.width;const s=t.image.height;const a=ye.convert(n.format);const o=ye.convert(n.type);$.setTexture2D(n,0);q.pixelStorei(37440,n.flipY);q.pixelStorei(37441,n.premultiplyAlpha);q.pixelStorei(3317,n.unpackAlignment);t.isDataTexture?q.texSubImage2D(3553,r,e.x,e.y,i,s,a,o,t.image.data):t.isCompressedTexture?q.compressedTexSubImage2D(3553,r,e.x,e.y,t.mipmaps[0].width,t.mipmaps[0].height,a,t.mipmaps[0].data):q.texSubImage2D(3553,r,e.x,e.y,a,o,t.image);0===r&&n.generateMipmaps&&q.generateMipmap(3553);Y.unbindTexture()};this.copyTextureToTexture3D=function(e,t,n,r,i=0){if(b.isWebGL1Renderer){console.warn(\"THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.\");return}const s=e.max.x-e.min.x+1;const a=e.max.y-e.min.y+1;const o=e.max.z-e.min.z+1;const l=ye.convert(r.format);const c=ye.convert(r.type);let u;if(r.isDataTexture3D){$.setTexture3D(r,0);u=32879}else{if(!r.isDataTexture2DArray){console.warn(\"THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.\");return}$.setTexture2DArray(r,0);u=35866}q.pixelStorei(37440,r.flipY);q.pixelStorei(37441,r.premultiplyAlpha);q.pixelStorei(3317,r.unpackAlignment);const h=q.getParameter(3314);const d=q.getParameter(32878);const p=q.getParameter(3316);const f=q.getParameter(3315);const m=q.getParameter(32877);const g=n.isCompressedTexture?n.mipmaps[0]:n.image;q.pixelStorei(3314,g.width);q.pixelStorei(32878,g.height);q.pixelStorei(3316,e.min.x);q.pixelStorei(3315,e.min.y);q.pixelStorei(32877,e.min.z);if(n.isDataTexture||n.isDataTexture3D)q.texSubImage3D(u,i,t.x,t.y,t.z,s,a,o,l,c,g.data);else if(n.isCompressedTexture){console.warn(\"THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.\");q.compressedTexSubImage3D(u,i,t.x,t.y,t.z,s,a,o,l,g.data)}else q.texSubImage3D(u,i,t.x,t.y,t.z,s,a,o,l,c,g);q.pixelStorei(3314,h);q.pixelStorei(32878,d);q.pixelStorei(3316,p);q.pixelStorei(3315,f);q.pixelStorei(32877,m);0===i&&r.generateMipmaps&&q.generateMipmap(u);Y.unbindTexture()};this.initTexture=function(e){$.setTexture2D(e,0);Y.unbindTexture()};this.resetState=function(){M=0;w=0;S=null;Y.reset();ve.reset()};\"undefined\"!==typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\",{detail:this}))}WebGLRenderer.prototype.isWebGLRenderer=true;class WebGL1Renderer extends WebGLRenderer{}WebGL1Renderer.prototype.isWebGL1Renderer=true;class FogExp2{constructor(e,t=25e-5){this.name=\"\";this.color=new Color(e);this.density=t}clone(){return new FogExp2(this.color,this.density)}toJSON(){return{type:\"FogExp2\",color:this.color.getHex(),density:this.density}}}FogExp2.prototype.isFogExp2=true;class Fog{constructor(e,t=1,n=1e3){this.name=\"\";this.color=new Color(e);this.near=t;this.far=n}clone(){return new Fog(this.color,this.near,this.far)}toJSON(){return{type:\"Fog\",color:this.color.getHex(),near:this.near,far:this.far}}}Fog.prototype.isFog=true;class Scene extends Object3D{constructor(){super();this.type=\"Scene\";this.background=null;this.environment=null;this.fog=null;this.overrideMaterial=null;this.autoUpdate=true;\"undefined\"!==typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\",{detail:this}))}copy(e,t){super.copy(e,t);null!==e.background&&(this.background=e.background.clone());null!==e.environment&&(this.environment=e.environment.clone());null!==e.fog&&(this.fog=e.fog.clone());null!==e.overrideMaterial&&(this.overrideMaterial=e.overrideMaterial.clone());this.autoUpdate=e.autoUpdate;this.matrixAutoUpdate=e.matrixAutoUpdate;return this}toJSON(e){const t=super.toJSON(e);null!==this.fog&&(t.object.fog=this.fog.toJSON());return t}}Scene.prototype.isScene=true;class InterleavedBuffer{constructor(e,t){this.array=e;this.stride=t;this.count=void 0!==e?e.length/t:0;this.usage=gn;this.updateRange={offset:0,count:-1};this.version=0;this.uuid=generateUUID()}onUploadCallback(){}set needsUpdate(e){true===e&&this.version++}setUsage(e){this.usage=e;return this}copy(e){this.array=new e.array.constructor(e.array);this.count=e.count;this.stride=e.stride;this.usage=e.usage;return this}copyAt(e,t,n){e*=this.stride;n*=t.stride;for(let r=0,i=this.stride;r<i;r++)this.array[e+r]=t.array[n+r];return this}set(e,t=0){this.array.set(e,t);return this}clone(e){void 0===e.arrayBuffers&&(e.arrayBuffers={});void 0===this.array.buffer._uuid&&(this.array.buffer._uuid=generateUUID());void 0===e.arrayBuffers[this.array.buffer._uuid]&&(e.arrayBuffers[this.array.buffer._uuid]=this.array.slice(0).buffer);const t=new this.array.constructor(e.arrayBuffers[this.array.buffer._uuid]);const n=new this.constructor(t,this.stride);n.setUsage(this.usage);return n}onUpload(e){this.onUploadCallback=e;return this}toJSON(e){void 0===e.arrayBuffers&&(e.arrayBuffers={});void 0===this.array.buffer._uuid&&(this.array.buffer._uuid=generateUUID());void 0===e.arrayBuffers[this.array.buffer._uuid]&&(e.arrayBuffers[this.array.buffer._uuid]=Array.prototype.slice.call(new Uint32Array(this.array.buffer)));return{uuid:this.uuid,buffer:this.array.buffer._uuid,type:this.array.constructor.name,stride:this.stride}}}InterleavedBuffer.prototype.isInterleavedBuffer=true;const No=new Vector3;class InterleavedBufferAttribute{constructor(e,t,n,r=false){this.name=\"\";this.data=e;this.itemSize=t;this.offset=n;this.normalized=true===r}get count(){return this.data.count}get array(){return this.data.array}set needsUpdate(e){this.data.needsUpdate=e}applyMatrix4(e){for(let t=0,n=this.data.count;t<n;t++){No.x=this.getX(t);No.y=this.getY(t);No.z=this.getZ(t);No.applyMatrix4(e);this.setXYZ(t,No.x,No.y,No.z)}return this}applyNormalMatrix(e){for(let t=0,n=this.count;t<n;t++){No.x=this.getX(t);No.y=this.getY(t);No.z=this.getZ(t);No.applyNormalMatrix(e);this.setXYZ(t,No.x,No.y,No.z)}return this}transformDirection(e){for(let t=0,n=this.count;t<n;t++){No.x=this.getX(t);No.y=this.getY(t);No.z=this.getZ(t);No.transformDirection(e);this.setXYZ(t,No.x,No.y,No.z)}return this}setX(e,t){this.data.array[e*this.data.stride+this.offset]=t;return this}setY(e,t){this.data.array[e*this.data.stride+this.offset+1]=t;return this}setZ(e,t){this.data.array[e*this.data.stride+this.offset+2]=t;return this}setW(e,t){this.data.array[e*this.data.stride+this.offset+3]=t;return this}getX(e){return this.data.array[e*this.data.stride+this.offset]}getY(e){return this.data.array[e*this.data.stride+this.offset+1]}getZ(e){return this.data.array[e*this.data.stride+this.offset+2]}getW(e){return this.data.array[e*this.data.stride+this.offset+3]}setXY(e,t,n){e=e*this.data.stride+this.offset;this.data.array[e+0]=t;this.data.array[e+1]=n;return this}setXYZ(e,t,n,r){e=e*this.data.stride+this.offset;this.data.array[e+0]=t;this.data.array[e+1]=n;this.data.array[e+2]=r;return this}setXYZW(e,t,n,r,i){e=e*this.data.stride+this.offset;this.data.array[e+0]=t;this.data.array[e+1]=n;this.data.array[e+2]=r;this.data.array[e+3]=i;return this}clone(e){if(void 0===e){console.log(\"THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.\");const e=[];for(let t=0;t<this.count;t++){const n=t*this.data.stride+this.offset;for(let t=0;t<this.itemSize;t++)e.push(this.data.array[n+t])}return new BufferAttribute(new this.array.constructor(e),this.itemSize,this.normalized)}void 0===e.interleavedBuffers&&(e.interleavedBuffers={});void 0===e.interleavedBuffers[this.data.uuid]&&(e.interleavedBuffers[this.data.uuid]=this.data.clone(e));return new InterleavedBufferAttribute(e.interleavedBuffers[this.data.uuid],this.itemSize,this.offset,this.normalized)}toJSON(e){if(void 0===e){console.log(\"THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.\");const e=[];for(let t=0;t<this.count;t++){const n=t*this.data.stride+this.offset;for(let t=0;t<this.itemSize;t++)e.push(this.data.array[n+t])}return{itemSize:this.itemSize,type:this.array.constructor.name,array:e,normalized:this.normalized}}void 0===e.interleavedBuffers&&(e.interleavedBuffers={});void 0===e.interleavedBuffers[this.data.uuid]&&(e.interleavedBuffers[this.data.uuid]=this.data.toJSON(e));return{isInterleavedBufferAttribute:true,itemSize:this.itemSize,data:this.data.uuid,offset:this.offset,normalized:this.normalized}}}InterleavedBufferAttribute.prototype.isInterleavedBufferAttribute=true;class SpriteMaterial extends Material{constructor(e){super();this.type=\"SpriteMaterial\";this.color=new Color(16777215);this.map=null;this.alphaMap=null;this.rotation=0;this.sizeAttenuation=true;this.transparent=true;this.setValues(e)}copy(e){super.copy(e);this.color.copy(e.color);this.map=e.map;this.alphaMap=e.alphaMap;this.rotation=e.rotation;this.sizeAttenuation=e.sizeAttenuation;return this}}SpriteMaterial.prototype.isSpriteMaterial=true;let Uo;const zo=new Vector3;const Go=new Vector3;const Fo=new Vector3;const Oo=new Vector2;const Ho=new Vector2;const ko=new Matrix4;const Wo=new Vector3;const jo=new Vector3;const qo=new Vector3;const Xo=new Vector2;const Jo=new Vector2;const Yo=new Vector2;class Sprite extends Object3D{constructor(e){super();this.type=\"Sprite\";if(void 0===Uo){Uo=new BufferGeometry;const e=new Float32Array([-.5,-.5,0,0,0,.5,-.5,0,1,0,.5,.5,0,1,1,-.5,.5,0,0,1]);const t=new InterleavedBuffer(e,5);Uo.setIndex([0,1,2,0,2,3]);Uo.setAttribute(\"position\",new InterleavedBufferAttribute(t,3,0,false));Uo.setAttribute(\"uv\",new InterleavedBufferAttribute(t,2,3,false))}this.geometry=Uo;this.material=void 0!==e?e:new SpriteMaterial;this.center=new Vector2(.5,.5)}raycast(e,t){null===e.camera&&console.error('THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.');Go.setFromMatrixScale(this.matrixWorld);ko.copy(e.camera.matrixWorld);this.modelViewMatrix.multiplyMatrices(e.camera.matrixWorldInverse,this.matrixWorld);Fo.setFromMatrixPosition(this.modelViewMatrix);e.camera.isPerspectiveCamera&&false===this.material.sizeAttenuation&&Go.multiplyScalar(-Fo.z);const n=this.material.rotation;let r,i;if(0!==n){i=Math.cos(n);r=Math.sin(n)}const s=this.center;transformVertex(Wo.set(-.5,-.5,0),Fo,s,Go,r,i);transformVertex(jo.set(.5,-.5,0),Fo,s,Go,r,i);transformVertex(qo.set(.5,.5,0),Fo,s,Go,r,i);Xo.set(0,0);Jo.set(1,0);Yo.set(1,1);let a=e.ray.intersectTriangle(Wo,jo,qo,false,zo);if(null===a){transformVertex(jo.set(-.5,.5,0),Fo,s,Go,r,i);Jo.set(0,1);a=e.ray.intersectTriangle(Wo,qo,jo,false,zo);if(null===a)return}const o=e.ray.origin.distanceTo(zo);o<e.near||o>e.far||t.push({distance:o,point:zo.clone(),uv:Triangle.getUV(zo,Wo,jo,qo,Xo,Jo,Yo,new Vector2),face:null,object:this})}copy(e){super.copy(e);void 0!==e.center&&this.center.copy(e.center);this.material=e.material;return this}}Sprite.prototype.isSprite=true;function transformVertex(e,t,n,r,i,s){Oo.subVectors(e,n).addScalar(.5).multiply(r);if(void 0!==i){Ho.x=s*Oo.x-i*Oo.y;Ho.y=i*Oo.x+s*Oo.y}else Ho.copy(Oo);e.copy(t);e.x+=Ho.x;e.y+=Ho.y;e.applyMatrix4(ko)}const Zo=new Vector3;const Qo=new Vector3;class LOD extends Object3D{constructor(){super();this._currentLevel=0;this.type=\"LOD\";Object.defineProperties(this,{levels:{enumerable:true,value:[]},isLOD:{value:true}});this.autoUpdate=true}copy(e){super.copy(e,false);const t=e.levels;for(let e=0,n=t.length;e<n;e++){const n=t[e];this.addLevel(n.object.clone(),n.distance)}this.autoUpdate=e.autoUpdate;return this}addLevel(e,t=0){t=Math.abs(t);const n=this.levels;let r;for(r=0;r<n.length;r++)if(t<n[r].distance)break;n.splice(r,0,{distance:t,object:e});this.add(e);return this}getCurrentLevel(){return this._currentLevel}getObjectForDistance(e){const t=this.levels;if(t.length>0){let n,r;for(n=1,r=t.length;n<r;n++)if(e<t[n].distance)break;return t[n-1].object}return null}raycast(e,t){const n=this.levels;if(n.length>0){Zo.setFromMatrixPosition(this.matrixWorld);const n=e.ray.origin.distanceTo(Zo);this.getObjectForDistance(n).raycast(e,t)}}update(e){const t=this.levels;if(t.length>1){Zo.setFromMatrixPosition(e.matrixWorld);Qo.setFromMatrixPosition(this.matrixWorld);const n=Zo.distanceTo(Qo)/e.zoom;t[0].object.visible=true;let r,i;for(r=1,i=t.length;r<i;r++){if(!(n>=t[r].distance))break;t[r-1].object.visible=false;t[r].object.visible=true}this._currentLevel=r-1;for(;r<i;r++)t[r].object.visible=false}}toJSON(e){const t=super.toJSON(e);false===this.autoUpdate&&(t.object.autoUpdate=false);t.object.levels=[];const n=this.levels;for(let e=0,r=n.length;e<r;e++){const r=n[e];t.object.levels.push({object:r.object.uuid,distance:r.distance})}return t}}const Ko=new Vector3;const $o=new Vector4;const el=new Vector4;const tl=new Vector3;const nl=new Matrix4;class SkinnedMesh extends Mesh{constructor(e,t){super(e,t);this.type=\"SkinnedMesh\";this.bindMode=\"attached\";this.bindMatrix=new Matrix4;this.bindMatrixInverse=new Matrix4}copy(e){super.copy(e);this.bindMode=e.bindMode;this.bindMatrix.copy(e.bindMatrix);this.bindMatrixInverse.copy(e.bindMatrixInverse);this.skeleton=e.skeleton;return this}bind(e,t){this.skeleton=e;if(void 0===t){this.updateMatrixWorld(true);this.skeleton.calculateInverses();t=this.matrixWorld}this.bindMatrix.copy(t);this.bindMatrixInverse.copy(t).invert()}pose(){this.skeleton.pose()}normalizeSkinWeights(){const e=new Vector4;const t=this.geometry.attributes.skinWeight;for(let n=0,r=t.count;n<r;n++){e.x=t.getX(n);e.y=t.getY(n);e.z=t.getZ(n);e.w=t.getW(n);const r=1/e.manhattanLength();Infinity!==r?e.multiplyScalar(r):e.set(1,0,0,0);t.setXYZW(n,e.x,e.y,e.z,e.w)}}updateMatrixWorld(e){super.updateMatrixWorld(e);\"attached\"===this.bindMode?this.bindMatrixInverse.copy(this.matrixWorld).invert():\"detached\"===this.bindMode?this.bindMatrixInverse.copy(this.bindMatrix).invert():console.warn(\"THREE.SkinnedMesh: Unrecognized bindMode: \"+this.bindMode)}boneTransform(e,t){const n=this.skeleton;const r=this.geometry;$o.fromBufferAttribute(r.attributes.skinIndex,e);el.fromBufferAttribute(r.attributes.skinWeight,e);Ko.copy(t).applyMatrix4(this.bindMatrix);t.set(0,0,0);for(let e=0;e<4;e++){const r=el.getComponent(e);if(0!==r){const i=$o.getComponent(e);nl.multiplyMatrices(n.bones[i].matrixWorld,n.boneInverses[i]);t.addScaledVector(tl.copy(Ko).applyMatrix4(nl),r)}}return t.applyMatrix4(this.bindMatrixInverse)}}SkinnedMesh.prototype.isSkinnedMesh=true;class Bone extends Object3D{constructor(){super();this.type=\"Bone\"}}Bone.prototype.isBone=true;class DataTexture extends Texture{constructor(e=null,t=1,n=1,r,i,s,a,o,l=de,c=de,u,h){super(null,s,a,o,l,c,r,i,u,h);this.image={data:e,width:t,height:n};this.magFilter=l;this.minFilter=c;this.generateMipmaps=false;this.flipY=false;this.unpackAlignment=1}}DataTexture.prototype.isDataTexture=true;const rl=new Matrix4;const il=new Matrix4;class Skeleton{constructor(e=[],t=[]){this.uuid=generateUUID();this.bones=e.slice(0);this.boneInverses=t;this.boneMatrices=null;this.boneTexture=null;this.boneTextureSize=0;this.frame=-1;this.init()}init(){const e=this.bones;const t=this.boneInverses;this.boneMatrices=new Float32Array(16*e.length);if(0===t.length)this.calculateInverses();else if(e.length!==t.length){console.warn(\"THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.\");this.boneInverses=[];for(let e=0,t=this.bones.length;e<t;e++)this.boneInverses.push(new Matrix4)}}calculateInverses(){this.boneInverses.length=0;for(let e=0,t=this.bones.length;e<t;e++){const t=new Matrix4;this.bones[e]&&t.copy(this.bones[e].matrixWorld).invert();this.boneInverses.push(t)}}pose(){for(let e=0,t=this.bones.length;e<t;e++){const t=this.bones[e];t&&t.matrixWorld.copy(this.boneInverses[e]).invert()}for(let e=0,t=this.bones.length;e<t;e++){const t=this.bones[e];if(t){if(t.parent&&t.parent.isBone){t.matrix.copy(t.parent.matrixWorld).invert();t.matrix.multiply(t.matrixWorld)}else t.matrix.copy(t.matrixWorld);t.matrix.decompose(t.position,t.quaternion,t.scale)}}}update(){const e=this.bones;const t=this.boneInverses;const n=this.boneMatrices;const r=this.boneTexture;for(let r=0,i=e.length;r<i;r++){const i=e[r]?e[r].matrixWorld:il;rl.multiplyMatrices(i,t[r]);rl.toArray(n,16*r)}null!==r&&(r.needsUpdate=true)}clone(){return new Skeleton(this.bones,this.boneInverses)}computeBoneTexture(){let e=Math.sqrt(4*this.bones.length);e=ceilPowerOfTwo(e);e=Math.max(e,4);const t=new Float32Array(e*e*4);t.set(this.boneMatrices);const n=new DataTexture(t,e,e,Ne,Le);n.needsUpdate=true;this.boneMatrices=t;this.boneTexture=n;this.boneTextureSize=e;return this}getBoneByName(e){for(let t=0,n=this.bones.length;t<n;t++){const n=this.bones[t];if(n.name===e)return n}}dispose(){if(null!==this.boneTexture){this.boneTexture.dispose();this.boneTexture=null}}fromJSON(e,t){this.uuid=e.uuid;for(let n=0,r=e.bones.length;n<r;n++){const r=e.bones[n];let i=t[r];if(void 0===i){console.warn(\"THREE.Skeleton: No bone found with UUID:\",r);i=new Bone}this.bones.push(i);this.boneInverses.push((new Matrix4).fromArray(e.boneInverses[n]))}this.init();return this}toJSON(){const e={metadata:{version:4.5,type:\"Skeleton\",generator:\"Skeleton.toJSON\"},bones:[],boneInverses:[]};e.uuid=this.uuid;const t=this.bones;const n=this.boneInverses;for(let r=0,i=t.length;r<i;r++){const i=t[r];e.bones.push(i.uuid);const s=n[r];e.boneInverses.push(s.toArray())}return e}}class InstancedBufferAttribute extends BufferAttribute{constructor(e,t,n,r=1){if(\"number\"===typeof n){r=n;n=false;console.error(\"THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.\")}super(e,t,n);this.meshPerAttribute=r}copy(e){super.copy(e);this.meshPerAttribute=e.meshPerAttribute;return this}toJSON(){const e=super.toJSON();e.meshPerAttribute=this.meshPerAttribute;e.isInstancedBufferAttribute=true;return e}}InstancedBufferAttribute.prototype.isInstancedBufferAttribute=true;const sl=new Matrix4;const al=new Matrix4;const ol=[];const ll=new Mesh;class InstancedMesh extends Mesh{constructor(e,t,n){super(e,t);this.instanceMatrix=new InstancedBufferAttribute(new Float32Array(16*n),16);this.instanceColor=null;this.count=n;this.frustumCulled=false}copy(e){super.copy(e);this.instanceMatrix.copy(e.instanceMatrix);null!==e.instanceColor&&(this.instanceColor=e.instanceColor.clone());this.count=e.count;return this}getColorAt(e,t){t.fromArray(this.instanceColor.array,3*e)}getMatrixAt(e,t){t.fromArray(this.instanceMatrix.array,16*e)}raycast(e,t){const n=this.matrixWorld;const r=this.count;ll.geometry=this.geometry;ll.material=this.material;if(void 0!==ll.material)for(let i=0;i<r;i++){this.getMatrixAt(i,sl);al.multiplyMatrices(n,sl);ll.matrixWorld=al;ll.raycast(e,ol);for(let e=0,n=ol.length;e<n;e++){const n=ol[e];n.instanceId=i;n.object=this;t.push(n)}ol.length=0}}setColorAt(e,t){null===this.instanceColor&&(this.instanceColor=new InstancedBufferAttribute(new Float32Array(3*this.instanceMatrix.count),3));t.toArray(this.instanceColor.array,3*e)}setMatrixAt(e,t){t.toArray(this.instanceMatrix.array,16*e)}updateMorphTargets(){}dispose(){this.dispatchEvent({type:\"dispose\"})}}InstancedMesh.prototype.isInstancedMesh=true;class LineBasicMaterial extends Material{constructor(e){super();this.type=\"LineBasicMaterial\";this.color=new Color(16777215);this.linewidth=1;this.linecap=\"round\";this.linejoin=\"round\";this.setValues(e)}copy(e){super.copy(e);this.color.copy(e.color);this.linewidth=e.linewidth;this.linecap=e.linecap;this.linejoin=e.linejoin;return this}}LineBasicMaterial.prototype.isLineBasicMaterial=true;const cl=new Vector3;const ul=new Vector3;const hl=new Matrix4;const dl=new Ray;const pl=new Sphere;class Line extends Object3D{constructor(e=new BufferGeometry,t=new LineBasicMaterial){super();this.type=\"Line\";this.geometry=e;this.material=t;this.updateMorphTargets()}copy(e){super.copy(e);this.material=e.material;this.geometry=e.geometry;return this}computeLineDistances(){const e=this.geometry;if(e.isBufferGeometry)if(null===e.index){const t=e.attributes.position;const n=[0];for(let e=1,r=t.count;e<r;e++){cl.fromBufferAttribute(t,e-1);ul.fromBufferAttribute(t,e);n[e]=n[e-1];n[e]+=cl.distanceTo(ul)}e.setAttribute(\"lineDistance\",new Float32BufferAttribute(n,1))}else console.warn(\"THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");else e.isGeometry&&console.error(\"THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");return this}raycast(e,t){const n=this.geometry;const r=this.matrixWorld;const i=e.params.Line.threshold;const s=n.drawRange;null===n.boundingSphere&&n.computeBoundingSphere();pl.copy(n.boundingSphere);pl.applyMatrix4(r);pl.radius+=i;if(false===e.ray.intersectsSphere(pl))return;hl.copy(r).invert();dl.copy(e.ray).applyMatrix4(hl);const a=i/((this.scale.x+this.scale.y+this.scale.z)/3);const o=a*a;const l=new Vector3;const c=new Vector3;const u=new Vector3;const h=new Vector3;const d=this.isLineSegments?2:1;if(n.isBufferGeometry){const r=n.index;const i=n.attributes;const a=i.position;if(null!==r){const n=Math.max(0,s.start);const i=Math.min(r.count,s.start+s.count);for(let s=n,p=i-1;s<p;s+=d){const n=r.getX(s);const i=r.getX(s+1);l.fromBufferAttribute(a,n);c.fromBufferAttribute(a,i);const d=dl.distanceSqToSegment(l,c,h,u);if(d>o)continue;h.applyMatrix4(this.matrixWorld);const p=e.ray.origin.distanceTo(h);p<e.near||p>e.far||t.push({distance:p,point:u.clone().applyMatrix4(this.matrixWorld),index:s,face:null,faceIndex:null,object:this})}}else{const n=Math.max(0,s.start);const r=Math.min(a.count,s.start+s.count);for(let i=n,s=r-1;i<s;i+=d){l.fromBufferAttribute(a,i);c.fromBufferAttribute(a,i+1);const n=dl.distanceSqToSegment(l,c,h,u);if(n>o)continue;h.applyMatrix4(this.matrixWorld);const r=e.ray.origin.distanceTo(h);r<e.near||r>e.far||t.push({distance:r,point:u.clone().applyMatrix4(this.matrixWorld),index:i,face:null,faceIndex:null,object:this})}}}else n.isGeometry&&console.error(\"THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\")}updateMorphTargets(){const e=this.geometry;if(e.isBufferGeometry){const t=e.morphAttributes;const n=Object.keys(t);if(n.length>0){const e=t[n[0]];if(void 0!==e){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(let t=0,n=e.length;t<n;t++){const n=e[t].name||String(t);this.morphTargetInfluences.push(0);this.morphTargetDictionary[n]=t}}}}else{const t=e.morphTargets;void 0!==t&&t.length>0&&console.error(\"THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.\")}}}Line.prototype.isLine=true;const fl=new Vector3;const ml=new Vector3;class LineSegments extends Line{constructor(e,t){super(e,t);this.type=\"LineSegments\"}computeLineDistances(){const e=this.geometry;if(e.isBufferGeometry)if(null===e.index){const t=e.attributes.position;const n=[];for(let e=0,r=t.count;e<r;e+=2){fl.fromBufferAttribute(t,e);ml.fromBufferAttribute(t,e+1);n[e]=0===e?0:n[e-1];n[e+1]=n[e]+fl.distanceTo(ml)}e.setAttribute(\"lineDistance\",new Float32BufferAttribute(n,1))}else console.warn(\"THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");else e.isGeometry&&console.error(\"THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");return this}}LineSegments.prototype.isLineSegments=true;class LineLoop extends Line{constructor(e,t){super(e,t);this.type=\"LineLoop\"}}LineLoop.prototype.isLineLoop=true;class PointsMaterial extends Material{constructor(e){super();this.type=\"PointsMaterial\";this.color=new Color(16777215);this.map=null;this.alphaMap=null;this.size=1;this.sizeAttenuation=true;this.setValues(e)}copy(e){super.copy(e);this.color.copy(e.color);this.map=e.map;this.alphaMap=e.alphaMap;this.size=e.size;this.sizeAttenuation=e.sizeAttenuation;return this}}PointsMaterial.prototype.isPointsMaterial=true;const gl=new Matrix4;const yl=new Ray;const vl=new Sphere;const xl=new Vector3;class Points extends Object3D{constructor(e=new BufferGeometry,t=new PointsMaterial){super();this.type=\"Points\";this.geometry=e;this.material=t;this.updateMorphTargets()}copy(e){super.copy(e);this.material=e.material;this.geometry=e.geometry;return this}raycast(e,t){const n=this.geometry;const r=this.matrixWorld;const i=e.params.Points.threshold;const s=n.drawRange;null===n.boundingSphere&&n.computeBoundingSphere();vl.copy(n.boundingSphere);vl.applyMatrix4(r);vl.radius+=i;if(false===e.ray.intersectsSphere(vl))return;gl.copy(r).invert();yl.copy(e.ray).applyMatrix4(gl);const a=i/((this.scale.x+this.scale.y+this.scale.z)/3);const o=a*a;if(n.isBufferGeometry){const i=n.index;const a=n.attributes;const l=a.position;if(null!==i){const n=Math.max(0,s.start);const a=Math.min(i.count,s.start+s.count);for(let s=n,c=a;s<c;s++){const n=i.getX(s);xl.fromBufferAttribute(l,n);testPoint(xl,n,o,r,e,t,this)}}else{const n=Math.max(0,s.start);const i=Math.min(l.count,s.start+s.count);for(let s=n,a=i;s<a;s++){xl.fromBufferAttribute(l,s);testPoint(xl,s,o,r,e,t,this)}}}else console.error(\"THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\")}updateMorphTargets(){const e=this.geometry;if(e.isBufferGeometry){const t=e.morphAttributes;const n=Object.keys(t);if(n.length>0){const e=t[n[0]];if(void 0!==e){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(let t=0,n=e.length;t<n;t++){const n=e[t].name||String(t);this.morphTargetInfluences.push(0);this.morphTargetDictionary[n]=t}}}}else{const t=e.morphTargets;void 0!==t&&t.length>0&&console.error(\"THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.\")}}}Points.prototype.isPoints=true;function testPoint(e,t,n,r,i,s,a){const o=yl.distanceSqToPoint(e);if(o<n){const n=new Vector3;yl.closestPointToPoint(e,n);n.applyMatrix4(r);const l=i.ray.origin.distanceTo(n);if(l<i.near||l>i.far)return;s.push({distance:l,distanceToRay:Math.sqrt(o),point:n,index:t,face:null,object:a})}}class VideoTexture extends Texture{constructor(e,t,n,r,i,s,a,o,l){super(e,t,n,r,i,s,a,o,l);this.format=void 0!==a?a:Ve;this.minFilter=void 0!==s?s:ye;this.magFilter=void 0!==i?i:ye;this.generateMipmaps=false;const c=this;function updateVideo(){c.needsUpdate=true;e.requestVideoFrameCallback(updateVideo)}\"requestVideoFrameCallback\"in e&&e.requestVideoFrameCallback(updateVideo)}clone(){return new this.constructor(this.image).copy(this)}update(){const e=this.image;const t=\"requestVideoFrameCallback\"in e;false===t&&e.readyState>=e.HAVE_CURRENT_DATA&&(this.needsUpdate=true)}}VideoTexture.prototype.isVideoTexture=true;class FramebufferTexture extends Texture{constructor(e,t,n){super({width:e,height:t});this.format=n;this.magFilter=de;this.minFilter=de;this.generateMipmaps=false;this.needsUpdate=true}}FramebufferTexture.prototype.isFramebufferTexture=true;class CompressedTexture extends Texture{constructor(e,t,n,r,i,s,a,o,l,c,u,h){super(null,s,a,o,l,c,r,i,u,h);this.image={width:t,height:n};this.mipmaps=e;this.flipY=false;this.generateMipmaps=false}}CompressedTexture.prototype.isCompressedTexture=true;class CanvasTexture extends Texture{constructor(e,t,n,r,i,s,a,o,l){super(e,t,n,r,i,s,a,o,l);this.needsUpdate=true}}CanvasTexture.prototype.isCanvasTexture=true;class CircleGeometry extends BufferGeometry{constructor(e=1,t=8,n=0,r=2*Math.PI){super();this.type=\"CircleGeometry\";this.parameters={radius:e,segments:t,thetaStart:n,thetaLength:r};t=Math.max(3,t);const i=[];const s=[];const a=[];const o=[];const l=new Vector3;const c=new Vector2;s.push(0,0,0);a.push(0,0,1);o.push(.5,.5);for(let i=0,u=3;i<=t;i++,u+=3){const h=n+i/t*r;l.x=e*Math.cos(h);l.y=e*Math.sin(h);s.push(l.x,l.y,l.z);a.push(0,0,1);c.x=(s[u]/e+1)/2;c.y=(s[u+1]/e+1)/2;o.push(c.x,c.y)}for(let e=1;e<=t;e++)i.push(e,e+1,0);this.setIndex(i);this.setAttribute(\"position\",new Float32BufferAttribute(s,3));this.setAttribute(\"normal\",new Float32BufferAttribute(a,3));this.setAttribute(\"uv\",new Float32BufferAttribute(o,2))}static fromJSON(e){return new CircleGeometry(e.radius,e.segments,e.thetaStart,e.thetaLength)}}class CylinderGeometry extends BufferGeometry{constructor(e=1,t=1,n=1,r=8,i=1,s=false,a=0,o=2*Math.PI){super();this.type=\"CylinderGeometry\";this.parameters={radiusTop:e,radiusBottom:t,height:n,radialSegments:r,heightSegments:i,openEnded:s,thetaStart:a,thetaLength:o};const l=this;r=Math.floor(r);i=Math.floor(i);const c=[];const u=[];const h=[];const d=[];let p=0;const f=[];const m=n/2;let g=0;generateTorso();if(false===s){e>0&&generateCap(true);t>0&&generateCap(false)}this.setIndex(c);this.setAttribute(\"position\",new Float32BufferAttribute(u,3));this.setAttribute(\"normal\",new Float32BufferAttribute(h,3));this.setAttribute(\"uv\",new Float32BufferAttribute(d,2));function generateTorso(){const s=new Vector3;const y=new Vector3;let x=0;const b=(t-e)/n;for(let l=0;l<=i;l++){const c=[];const g=l/i;const x=g*(t-e)+e;for(let e=0;e<=r;e++){const t=e/r;const i=t*o+a;const l=Math.sin(i);const f=Math.cos(i);y.x=x*l;y.y=-g*n+m;y.z=x*f;u.push(y.x,y.y,y.z);s.set(l,b,f).normalize();h.push(s.x,s.y,s.z);d.push(t,1-g);c.push(p++)}f.push(c)}for(let e=0;e<r;e++)for(let t=0;t<i;t++){const n=f[t][e];const r=f[t+1][e];const i=f[t+1][e+1];const s=f[t][e+1];c.push(n,r,s);c.push(r,i,s);x+=6}l.addGroup(g,x,0);g+=x}function generateCap(n){const i=p;const s=new Vector2;const f=new Vector3;let y=0;const x=true===n?e:t;const b=true===n?1:-1;for(let e=1;e<=r;e++){u.push(0,m*b,0);h.push(0,b,0);d.push(.5,.5);p++}const _=p;for(let e=0;e<=r;e++){const t=e/r;const n=t*o+a;const i=Math.cos(n);const l=Math.sin(n);f.x=x*l;f.y=m*b;f.z=x*i;u.push(f.x,f.y,f.z);h.push(0,b,0);s.x=.5*i+.5;s.y=.5*l*b+.5;d.push(s.x,s.y);p++}for(let e=0;e<r;e++){const t=i+e;const r=_+e;true===n?c.push(r,r+1,t):c.push(r+1,r,t);y+=3}l.addGroup(g,y,true===n?1:2);g+=y}}static fromJSON(e){return new CylinderGeometry(e.radiusTop,e.radiusBottom,e.height,e.radialSegments,e.heightSegments,e.openEnded,e.thetaStart,e.thetaLength)}}class ConeGeometry extends CylinderGeometry{constructor(e=1,t=1,n=8,r=1,i=false,s=0,a=2*Math.PI){super(0,e,t,n,r,i,s,a);this.type=\"ConeGeometry\";this.parameters={radius:e,height:t,radialSegments:n,heightSegments:r,openEnded:i,thetaStart:s,thetaLength:a}}static fromJSON(e){return new ConeGeometry(e.radius,e.height,e.radialSegments,e.heightSegments,e.openEnded,e.thetaStart,e.thetaLength)}}class PolyhedronGeometry extends BufferGeometry{constructor(e=[],t=[],n=1,r=0){super();this.type=\"PolyhedronGeometry\";this.parameters={vertices:e,indices:t,radius:n,detail:r};const i=[];const s=[];subdivide(r);applyRadius(n);generateUVs();this.setAttribute(\"position\",new Float32BufferAttribute(i,3));this.setAttribute(\"normal\",new Float32BufferAttribute(i.slice(),3));this.setAttribute(\"uv\",new Float32BufferAttribute(s,2));0===r?this.computeVertexNormals():this.normalizeNormals();function subdivide(e){const n=new Vector3;const r=new Vector3;const i=new Vector3;for(let s=0;s<t.length;s+=3){getVertexByIndex(t[s+0],n);getVertexByIndex(t[s+1],r);getVertexByIndex(t[s+2],i);subdivideFace(n,r,i,e)}}function subdivideFace(e,t,n,r){const i=r+1;const s=[];for(let r=0;r<=i;r++){s[r]=[];const a=e.clone().lerp(n,r/i);const o=t.clone().lerp(n,r/i);const l=i-r;for(let e=0;e<=l;e++)s[r][e]=0===e&&r===i?a:a.clone().lerp(o,e/l)}for(let e=0;e<i;e++)for(let t=0;t<2*(i-e)-1;t++){const n=Math.floor(t/2);if(t%2===0){pushVertex(s[e][n+1]);pushVertex(s[e+1][n]);pushVertex(s[e][n])}else{pushVertex(s[e][n+1]);pushVertex(s[e+1][n+1]);pushVertex(s[e+1][n])}}}function applyRadius(e){const t=new Vector3;for(let n=0;n<i.length;n+=3){t.x=i[n+0];t.y=i[n+1];t.z=i[n+2];t.normalize().multiplyScalar(e);i[n+0]=t.x;i[n+1]=t.y;i[n+2]=t.z}}function generateUVs(){const e=new Vector3;for(let t=0;t<i.length;t+=3){e.x=i[t+0];e.y=i[t+1];e.z=i[t+2];const n=azimuth(e)/2/Math.PI+.5;const r=inclination(e)/Math.PI+.5;s.push(n,1-r)}correctUVs();correctSeam()}function correctSeam(){for(let e=0;e<s.length;e+=6){const t=s[e+0];const n=s[e+2];const r=s[e+4];const i=Math.max(t,n,r);const a=Math.min(t,n,r);if(i>.9&&a<.1){t<.2&&(s[e+0]+=1);n<.2&&(s[e+2]+=1);r<.2&&(s[e+4]+=1)}}}function pushVertex(e){i.push(e.x,e.y,e.z)}function getVertexByIndex(t,n){const r=3*t;n.x=e[r+0];n.y=e[r+1];n.z=e[r+2]}function correctUVs(){const e=new Vector3;const t=new Vector3;const n=new Vector3;const r=new Vector3;const a=new Vector2;const o=new Vector2;const l=new Vector2;for(let c=0,u=0;c<i.length;c+=9,u+=6){e.set(i[c+0],i[c+1],i[c+2]);t.set(i[c+3],i[c+4],i[c+5]);n.set(i[c+6],i[c+7],i[c+8]);a.set(s[u+0],s[u+1]);o.set(s[u+2],s[u+3]);l.set(s[u+4],s[u+5]);r.copy(e).add(t).add(n).divideScalar(3);const h=azimuth(r);correctUV(a,u+0,e,h);correctUV(o,u+2,t,h);correctUV(l,u+4,n,h)}}function correctUV(e,t,n,r){r<0&&1===e.x&&(s[t]=e.x-1);0===n.x&&0===n.z&&(s[t]=r/2/Math.PI+.5)}function azimuth(e){return Math.atan2(e.z,-e.x)}function inclination(e){return Math.atan2(-e.y,Math.sqrt(e.x*e.x+e.z*e.z))}}static fromJSON(e){return new PolyhedronGeometry(e.vertices,e.indices,e.radius,e.details)}}class DodecahedronGeometry extends PolyhedronGeometry{constructor(e=1,t=0){const n=(1+Math.sqrt(5))/2;const r=1/n;const i=[-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-r,-n,0,-r,n,0,r,-n,0,r,n,-r,-n,0,-r,n,0,r,-n,0,r,n,0,-n,0,-r,n,0,-r,-n,0,r,n,0,r];const s=[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9];super(i,s,e,t);this.type=\"DodecahedronGeometry\";this.parameters={radius:e,detail:t}}static fromJSON(e){return new DodecahedronGeometry(e.radius,e.detail)}}const bl=new Vector3;const _l=new Vector3;const Ml=new Vector3;const wl=new Triangle;class EdgesGeometry extends BufferGeometry{constructor(e=null,t=1){super();this.type=\"EdgesGeometry\";this.parameters={geometry:e,thresholdAngle:t};if(null!==e){const n=4;const r=Math.pow(10,n);const i=Math.cos(Cn*t);const s=e.getIndex();const a=e.getAttribute(\"position\");const o=s?s.count:a.count;const l=[0,0,0];const c=[\"a\",\"b\",\"c\"];const u=new Array(3);const h={};const d=[];for(let e=0;e<o;e+=3){if(s){l[0]=s.getX(e);l[1]=s.getX(e+1);l[2]=s.getX(e+2)}else{l[0]=e;l[1]=e+1;l[2]=e+2}const{a:t,b:n,c:o}=wl;t.fromBufferAttribute(a,l[0]);n.fromBufferAttribute(a,l[1]);o.fromBufferAttribute(a,l[2]);wl.getNormal(Ml);u[0]=`${Math.round(t.x*r)},${Math.round(t.y*r)},${Math.round(t.z*r)}`;u[1]=`${Math.round(n.x*r)},${Math.round(n.y*r)},${Math.round(n.z*r)}`;u[2]=`${Math.round(o.x*r)},${Math.round(o.y*r)},${Math.round(o.z*r)}`;if(u[0]!==u[1]&&u[1]!==u[2]&&u[2]!==u[0])for(let e=0;e<3;e++){const t=(e+1)%3;const n=u[e];const r=u[t];const s=wl[c[e]];const a=wl[c[t]];const o=`${n}_${r}`;const p=`${r}_${n}`;if(p in h&&h[p]){if(Ml.dot(h[p].normal)<=i){d.push(s.x,s.y,s.z);d.push(a.x,a.y,a.z)}h[p]=null}else o in h||(h[o]={index0:l[e],index1:l[t],normal:Ml.clone()})}}for(const e in h)if(h[e]){const{index0:t,index1:n}=h[e];bl.fromBufferAttribute(a,t);_l.fromBufferAttribute(a,n);d.push(bl.x,bl.y,bl.z);d.push(_l.x,_l.y,_l.z)}this.setAttribute(\"position\",new Float32BufferAttribute(d,3))}}}class Curve{constructor(){this.type=\"Curve\";this.arcLengthDivisions=200}getPoint(){console.warn(\"THREE.Curve: .getPoint() not implemented.\");return null}getPointAt(e,t){const n=this.getUtoTmapping(e);return this.getPoint(n,t)}getPoints(e=5){const t=[];for(let n=0;n<=e;n++)t.push(this.getPoint(n/e));return t}getSpacedPoints(e=5){const t=[];for(let n=0;n<=e;n++)t.push(this.getPointAt(n/e));return t}getLength(){const e=this.getLengths();return e[e.length-1]}getLengths(e=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===e+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=false;const t=[];let n,r=this.getPoint(0);let i=0;t.push(0);for(let s=1;s<=e;s++){n=this.getPoint(s/e);i+=n.distanceTo(r);t.push(i);r=n}this.cacheArcLengths=t;return t}updateArcLengths(){this.needsUpdate=true;this.getLengths()}getUtoTmapping(e,t){const n=this.getLengths();let r=0;const i=n.length;let s;s=t||e*n[i-1];let a,o=0,l=i-1;while(o<=l){r=Math.floor(o+(l-o)/2);a=n[r]-s;if(a<0)o=r+1;else{if(!(a>0)){l=r;break}l=r-1}}r=l;if(n[r]===s)return r/(i-1);const c=n[r];const u=n[r+1];const h=u-c;const d=(s-c)/h;const p=(r+d)/(i-1);return p}getTangent(e,t){const n=1e-4;let r=e-n;let i=e+n;r<0&&(r=0);i>1&&(i=1);const s=this.getPoint(r);const a=this.getPoint(i);const o=t||(s.isVector2?new Vector2:new Vector3);o.copy(a).sub(s).normalize();return o}getTangentAt(e,t){const n=this.getUtoTmapping(e);return this.getTangent(n,t)}computeFrenetFrames(e,t){const n=new Vector3;const r=[];const i=[];const s=[];const a=new Vector3;const o=new Matrix4;for(let t=0;t<=e;t++){const n=t/e;r[t]=this.getTangentAt(n,new Vector3)}i[0]=new Vector3;s[0]=new Vector3;let l=Number.MAX_VALUE;const c=Math.abs(r[0].x);const u=Math.abs(r[0].y);const h=Math.abs(r[0].z);if(c<=l){l=c;n.set(1,0,0)}if(u<=l){l=u;n.set(0,1,0)}h<=l&&n.set(0,0,1);a.crossVectors(r[0],n).normalize();i[0].crossVectors(r[0],a);s[0].crossVectors(r[0],i[0]);for(let t=1;t<=e;t++){i[t]=i[t-1].clone();s[t]=s[t-1].clone();a.crossVectors(r[t-1],r[t]);if(a.length()>Number.EPSILON){a.normalize();const e=Math.acos(clamp(r[t-1].dot(r[t]),-1,1));i[t].applyMatrix4(o.makeRotationAxis(a,e))}s[t].crossVectors(r[t],i[t])}if(true===t){let t=Math.acos(clamp(i[0].dot(i[e]),-1,1));t/=e;r[0].dot(a.crossVectors(i[0],i[e]))>0&&(t=-t);for(let n=1;n<=e;n++){i[n].applyMatrix4(o.makeRotationAxis(r[n],t*n));s[n].crossVectors(r[n],i[n])}}return{tangents:r,normals:i,binormals:s}}clone(){return(new this.constructor).copy(this)}copy(e){this.arcLengthDivisions=e.arcLengthDivisions;return this}toJSON(){const e={metadata:{version:4.5,type:\"Curve\",generator:\"Curve.toJSON\"}};e.arcLengthDivisions=this.arcLengthDivisions;e.type=this.type;return e}fromJSON(e){this.arcLengthDivisions=e.arcLengthDivisions;return this}}class EllipseCurve extends Curve{constructor(e=0,t=0,n=1,r=1,i=0,s=2*Math.PI,a=false,o=0){super();this.type=\"EllipseCurve\";this.aX=e;this.aY=t;this.xRadius=n;this.yRadius=r;this.aStartAngle=i;this.aEndAngle=s;this.aClockwise=a;this.aRotation=o}getPoint(e,t){const n=t||new Vector2;const r=2*Math.PI;let i=this.aEndAngle-this.aStartAngle;const s=Math.abs(i)<Number.EPSILON;while(i<0)i+=r;while(i>r)i-=r;i<Number.EPSILON&&(i=s?0:r);true!==this.aClockwise||s||(i===r?i=-r:i-=r);const a=this.aStartAngle+e*i;let o=this.aX+this.xRadius*Math.cos(a);let l=this.aY+this.yRadius*Math.sin(a);if(0!==this.aRotation){const e=Math.cos(this.aRotation);const t=Math.sin(this.aRotation);const n=o-this.aX;const r=l-this.aY;o=n*e-r*t+this.aX;l=n*t+r*e+this.aY}return n.set(o,l)}copy(e){super.copy(e);this.aX=e.aX;this.aY=e.aY;this.xRadius=e.xRadius;this.yRadius=e.yRadius;this.aStartAngle=e.aStartAngle;this.aEndAngle=e.aEndAngle;this.aClockwise=e.aClockwise;this.aRotation=e.aRotation;return this}toJSON(){const e=super.toJSON();e.aX=this.aX;e.aY=this.aY;e.xRadius=this.xRadius;e.yRadius=this.yRadius;e.aStartAngle=this.aStartAngle;e.aEndAngle=this.aEndAngle;e.aClockwise=this.aClockwise;e.aRotation=this.aRotation;return e}fromJSON(e){super.fromJSON(e);this.aX=e.aX;this.aY=e.aY;this.xRadius=e.xRadius;this.yRadius=e.yRadius;this.aStartAngle=e.aStartAngle;this.aEndAngle=e.aEndAngle;this.aClockwise=e.aClockwise;this.aRotation=e.aRotation;return this}}EllipseCurve.prototype.isEllipseCurve=true;class ArcCurve extends EllipseCurve{constructor(e,t,n,r,i,s){super(e,t,n,n,r,i,s);this.type=\"ArcCurve\"}}ArcCurve.prototype.isArcCurve=true;function CubicPoly(){let e=0,t=0,n=0,r=0;function init(i,s,a,o){e=i;t=a;n=-3*i+3*s-2*a-o;r=2*i-2*s+a+o}return{initCatmullRom:function(e,t,n,r,i){init(t,n,i*(n-e),i*(r-t))},initNonuniformCatmullRom:function(e,t,n,r,i,s,a){let o=(t-e)/i-(n-e)/(i+s)+(n-t)/s;let l=(n-t)/s-(r-t)/(s+a)+(r-n)/a;o*=s;l*=s;init(t,n,o,l)},calc:function(i){const s=i*i;const a=s*i;return e+t*i+n*s+r*a}}}const Sl=new Vector3;const Tl=new CubicPoly,El=new CubicPoly,Al=new CubicPoly;class CatmullRomCurve3 extends Curve{constructor(e=[],t=false,n=\"centripetal\",r=.5){super();this.type=\"CatmullRomCurve3\";this.points=e;this.closed=t;this.curveType=n;this.tension=r}getPoint(e,t=new Vector3){const n=t;const r=this.points;const i=r.length;const s=(i-(this.closed?0:1))*e;let a=Math.floor(s);let o=s-a;if(this.closed)a+=a>0?0:(Math.floor(Math.abs(a)/i)+1)*i;else if(0===o&&a===i-1){a=i-2;o=1}let l,c;if(this.closed||a>0)l=r[(a-1)%i];else{Sl.subVectors(r[0],r[1]).add(r[0]);l=Sl}const u=r[a%i];const h=r[(a+1)%i];if(this.closed||a+2<i)c=r[(a+2)%i];else{Sl.subVectors(r[i-1],r[i-2]).add(r[i-1]);c=Sl}if(\"centripetal\"===this.curveType||\"chordal\"===this.curveType){const e=\"chordal\"===this.curveType?.5:.25;let t=Math.pow(l.distanceToSquared(u),e);let n=Math.pow(u.distanceToSquared(h),e);let r=Math.pow(h.distanceToSquared(c),e);n<1e-4&&(n=1);t<1e-4&&(t=n);r<1e-4&&(r=n);Tl.initNonuniformCatmullRom(l.x,u.x,h.x,c.x,t,n,r);El.initNonuniformCatmullRom(l.y,u.y,h.y,c.y,t,n,r);Al.initNonuniformCatmullRom(l.z,u.z,h.z,c.z,t,n,r)}else if(\"catmullrom\"===this.curveType){Tl.initCatmullRom(l.x,u.x,h.x,c.x,this.tension);El.initCatmullRom(l.y,u.y,h.y,c.y,this.tension);Al.initCatmullRom(l.z,u.z,h.z,c.z,this.tension)}n.set(Tl.calc(o),El.calc(o),Al.calc(o));return n}copy(e){super.copy(e);this.points=[];for(let t=0,n=e.points.length;t<n;t++){const n=e.points[t];this.points.push(n.clone())}this.closed=e.closed;this.curveType=e.curveType;this.tension=e.tension;return this}toJSON(){const e=super.toJSON();e.points=[];for(let t=0,n=this.points.length;t<n;t++){const n=this.points[t];e.points.push(n.toArray())}e.closed=this.closed;e.curveType=this.curveType;e.tension=this.tension;return e}fromJSON(e){super.fromJSON(e);this.points=[];for(let t=0,n=e.points.length;t<n;t++){const n=e.points[t];this.points.push((new Vector3).fromArray(n))}this.closed=e.closed;this.curveType=e.curveType;this.tension=e.tension;return this}}CatmullRomCurve3.prototype.isCatmullRomCurve3=true;function CatmullRom(e,t,n,r,i){const s=.5*(r-t);const a=.5*(i-n);const o=e*e;const l=e*o;return(2*n-2*r+s+a)*l+(-3*n+3*r-2*s-a)*o+s*e+n}function QuadraticBezierP0(e,t){const n=1-e;return n*n*t}function QuadraticBezierP1(e,t){return 2*(1-e)*e*t}function QuadraticBezierP2(e,t){return e*e*t}function QuadraticBezier(e,t,n,r){return QuadraticBezierP0(e,t)+QuadraticBezierP1(e,n)+QuadraticBezierP2(e,r)}function CubicBezierP0(e,t){const n=1-e;return n*n*n*t}function CubicBezierP1(e,t){const n=1-e;return 3*n*n*e*t}function CubicBezierP2(e,t){return 3*(1-e)*e*e*t}function CubicBezierP3(e,t){return e*e*e*t}function CubicBezier(e,t,n,r,i){return CubicBezierP0(e,t)+CubicBezierP1(e,n)+CubicBezierP2(e,r)+CubicBezierP3(e,i)}class CubicBezierCurve extends Curve{constructor(e=new Vector2,t=new Vector2,n=new Vector2,r=new Vector2){super();this.type=\"CubicBezierCurve\";this.v0=e;this.v1=t;this.v2=n;this.v3=r}getPoint(e,t=new Vector2){const n=t;const r=this.v0,i=this.v1,s=this.v2,a=this.v3;n.set(CubicBezier(e,r.x,i.x,s.x,a.x),CubicBezier(e,r.y,i.y,s.y,a.y));return n}copy(e){super.copy(e);this.v0.copy(e.v0);this.v1.copy(e.v1);this.v2.copy(e.v2);this.v3.copy(e.v3);return this}toJSON(){const e=super.toJSON();e.v0=this.v0.toArray();e.v1=this.v1.toArray();e.v2=this.v2.toArray();e.v3=this.v3.toArray();return e}fromJSON(e){super.fromJSON(e);this.v0.fromArray(e.v0);this.v1.fromArray(e.v1);this.v2.fromArray(e.v2);this.v3.fromArray(e.v3);return this}}CubicBezierCurve.prototype.isCubicBezierCurve=true;class CubicBezierCurve3 extends Curve{constructor(e=new Vector3,t=new Vector3,n=new Vector3,r=new Vector3){super();this.type=\"CubicBezierCurve3\";this.v0=e;this.v1=t;this.v2=n;this.v3=r}getPoint(e,t=new Vector3){const n=t;const r=this.v0,i=this.v1,s=this.v2,a=this.v3;n.set(CubicBezier(e,r.x,i.x,s.x,a.x),CubicBezier(e,r.y,i.y,s.y,a.y),CubicBezier(e,r.z,i.z,s.z,a.z));return n}copy(e){super.copy(e);this.v0.copy(e.v0);this.v1.copy(e.v1);this.v2.copy(e.v2);this.v3.copy(e.v3);return this}toJSON(){const e=super.toJSON();e.v0=this.v0.toArray();e.v1=this.v1.toArray();e.v2=this.v2.toArray();e.v3=this.v3.toArray();return e}fromJSON(e){super.fromJSON(e);this.v0.fromArray(e.v0);this.v1.fromArray(e.v1);this.v2.fromArray(e.v2);this.v3.fromArray(e.v3);return this}}CubicBezierCurve3.prototype.isCubicBezierCurve3=true;class LineCurve extends Curve{constructor(e=new Vector2,t=new Vector2){super();this.type=\"LineCurve\";this.v1=e;this.v2=t}getPoint(e,t=new Vector2){const n=t;if(1===e)n.copy(this.v2);else{n.copy(this.v2).sub(this.v1);n.multiplyScalar(e).add(this.v1)}return n}getPointAt(e,t){return this.getPoint(e,t)}getTangent(e,t){const n=t||new Vector2;n.copy(this.v2).sub(this.v1).normalize();return n}copy(e){super.copy(e);this.v1.copy(e.v1);this.v2.copy(e.v2);return this}toJSON(){const e=super.toJSON();e.v1=this.v1.toArray();e.v2=this.v2.toArray();return e}fromJSON(e){super.fromJSON(e);this.v1.fromArray(e.v1);this.v2.fromArray(e.v2);return this}}LineCurve.prototype.isLineCurve=true;class LineCurve3 extends Curve{constructor(e=new Vector3,t=new Vector3){super();this.type=\"LineCurve3\";this.isLineCurve3=true;this.v1=e;this.v2=t}getPoint(e,t=new Vector3){const n=t;if(1===e)n.copy(this.v2);else{n.copy(this.v2).sub(this.v1);n.multiplyScalar(e).add(this.v1)}return n}getPointAt(e,t){return this.getPoint(e,t)}copy(e){super.copy(e);this.v1.copy(e.v1);this.v2.copy(e.v2);return this}toJSON(){const e=super.toJSON();e.v1=this.v1.toArray();e.v2=this.v2.toArray();return e}fromJSON(e){super.fromJSON(e);this.v1.fromArray(e.v1);this.v2.fromArray(e.v2);return this}}class QuadraticBezierCurve extends Curve{constructor(e=new Vector2,t=new Vector2,n=new Vector2){super();this.type=\"QuadraticBezierCurve\";this.v0=e;this.v1=t;this.v2=n}getPoint(e,t=new Vector2){const n=t;const r=this.v0,i=this.v1,s=this.v2;n.set(QuadraticBezier(e,r.x,i.x,s.x),QuadraticBezier(e,r.y,i.y,s.y));return n}copy(e){super.copy(e);this.v0.copy(e.v0);this.v1.copy(e.v1);this.v2.copy(e.v2);return this}toJSON(){const e=super.toJSON();e.v0=this.v0.toArray();e.v1=this.v1.toArray();e.v2=this.v2.toArray();return e}fromJSON(e){super.fromJSON(e);this.v0.fromArray(e.v0);this.v1.fromArray(e.v1);this.v2.fromArray(e.v2);return this}}QuadraticBezierCurve.prototype.isQuadraticBezierCurve=true;class QuadraticBezierCurve3 extends Curve{constructor(e=new Vector3,t=new Vector3,n=new Vector3){super();this.type=\"QuadraticBezierCurve3\";this.v0=e;this.v1=t;this.v2=n}getPoint(e,t=new Vector3){const n=t;const r=this.v0,i=this.v1,s=this.v2;n.set(QuadraticBezier(e,r.x,i.x,s.x),QuadraticBezier(e,r.y,i.y,s.y),QuadraticBezier(e,r.z,i.z,s.z));return n}copy(e){super.copy(e);this.v0.copy(e.v0);this.v1.copy(e.v1);this.v2.copy(e.v2);return this}toJSON(){const e=super.toJSON();e.v0=this.v0.toArray();e.v1=this.v1.toArray();e.v2=this.v2.toArray();return e}fromJSON(e){super.fromJSON(e);this.v0.fromArray(e.v0);this.v1.fromArray(e.v1);this.v2.fromArray(e.v2);return this}}QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3=true;class SplineCurve extends Curve{constructor(e=[]){super();this.type=\"SplineCurve\";this.points=e}getPoint(e,t=new Vector2){const n=t;const r=this.points;const i=(r.length-1)*e;const s=Math.floor(i);const a=i-s;const o=r[0===s?s:s-1];const l=r[s];const c=r[s>r.length-2?r.length-1:s+1];const u=r[s>r.length-3?r.length-1:s+2];n.set(CatmullRom(a,o.x,l.x,c.x,u.x),CatmullRom(a,o.y,l.y,c.y,u.y));return n}copy(e){super.copy(e);this.points=[];for(let t=0,n=e.points.length;t<n;t++){const n=e.points[t];this.points.push(n.clone())}return this}toJSON(){const e=super.toJSON();e.points=[];for(let t=0,n=this.points.length;t<n;t++){const n=this.points[t];e.points.push(n.toArray())}return e}fromJSON(e){super.fromJSON(e);this.points=[];for(let t=0,n=e.points.length;t<n;t++){const n=e.points[t];this.points.push((new Vector2).fromArray(n))}return this}}SplineCurve.prototype.isSplineCurve=true;var Ll=Object.freeze({__proto__:null,ArcCurve:ArcCurve,CatmullRomCurve3:CatmullRomCurve3,CubicBezierCurve:CubicBezierCurve,CubicBezierCurve3:CubicBezierCurve3,EllipseCurve:EllipseCurve,LineCurve:LineCurve,LineCurve3:LineCurve3,QuadraticBezierCurve:QuadraticBezierCurve,QuadraticBezierCurve3:QuadraticBezierCurve3,SplineCurve:SplineCurve});class CurvePath extends Curve{constructor(){super();this.type=\"CurvePath\";this.curves=[];this.autoClose=false}add(e){this.curves.push(e)}closePath(){const e=this.curves[0].getPoint(0);const t=this.curves[this.curves.length-1].getPoint(1);e.equals(t)||this.curves.push(new LineCurve(t,e))}getPoint(e,t){const n=e*this.getLength();const r=this.getCurveLengths();let i=0;while(i<r.length){if(r[i]>=n){const e=r[i]-n;const s=this.curves[i];const a=s.getLength();const o=0===a?0:1-e/a;return s.getPointAt(o,t)}i++}return null}getLength(){const e=this.getCurveLengths();return e[e.length-1]}updateArcLengths(){this.needsUpdate=true;this.cacheLengths=null;this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const e=[];let t=0;for(let n=0,r=this.curves.length;n<r;n++){t+=this.curves[n].getLength();e.push(t)}this.cacheLengths=e;return e}getSpacedPoints(e=40){const t=[];for(let n=0;n<=e;n++)t.push(this.getPoint(n/e));this.autoClose&&t.push(t[0]);return t}getPoints(e=12){const t=[];let n;for(let r=0,i=this.curves;r<i.length;r++){const s=i[r];const a=s&&s.isEllipseCurve?2*e:s&&(s.isLineCurve||s.isLineCurve3)?1:s&&s.isSplineCurve?e*s.points.length:e;const o=s.getPoints(a);for(let e=0;e<o.length;e++){const r=o[e];if(!n||!n.equals(r)){t.push(r);n=r}}}this.autoClose&&t.length>1&&!t[t.length-1].equals(t[0])&&t.push(t[0]);return t}copy(e){super.copy(e);this.curves=[];for(let t=0,n=e.curves.length;t<n;t++){const n=e.curves[t];this.curves.push(n.clone())}this.autoClose=e.autoClose;return this}toJSON(){const e=super.toJSON();e.autoClose=this.autoClose;e.curves=[];for(let t=0,n=this.curves.length;t<n;t++){const n=this.curves[t];e.curves.push(n.toJSON())}return e}fromJSON(e){super.fromJSON(e);this.autoClose=e.autoClose;this.curves=[];for(let t=0,n=e.curves.length;t<n;t++){const n=e.curves[t];this.curves.push((new Ll[n.type]).fromJSON(n))}return this}}class Path extends CurvePath{constructor(e){super();this.type=\"Path\";this.currentPoint=new Vector2;e&&this.setFromPoints(e)}setFromPoints(e){this.moveTo(e[0].x,e[0].y);for(let t=1,n=e.length;t<n;t++)this.lineTo(e[t].x,e[t].y);return this}moveTo(e,t){this.currentPoint.set(e,t);return this}lineTo(e,t){const n=new LineCurve(this.currentPoint.clone(),new Vector2(e,t));this.curves.push(n);this.currentPoint.set(e,t);return this}quadraticCurveTo(e,t,n,r){const i=new QuadraticBezierCurve(this.currentPoint.clone(),new Vector2(e,t),new Vector2(n,r));this.curves.push(i);this.currentPoint.set(n,r);return this}bezierCurveTo(e,t,n,r,i,s){const a=new CubicBezierCurve(this.currentPoint.clone(),new Vector2(e,t),new Vector2(n,r),new Vector2(i,s));this.curves.push(a);this.currentPoint.set(i,s);return this}splineThru(e){const t=[this.currentPoint.clone()].concat(e);const n=new SplineCurve(t);this.curves.push(n);this.currentPoint.copy(e[e.length-1]);return this}arc(e,t,n,r,i,s){const a=this.currentPoint.x;const o=this.currentPoint.y;this.absarc(e+a,t+o,n,r,i,s);return this}absarc(e,t,n,r,i,s){this.absellipse(e,t,n,n,r,i,s);return this}ellipse(e,t,n,r,i,s,a,o){const l=this.currentPoint.x;const c=this.currentPoint.y;this.absellipse(e+l,t+c,n,r,i,s,a,o);return this}absellipse(e,t,n,r,i,s,a,o){const l=new EllipseCurve(e,t,n,r,i,s,a,o);if(this.curves.length>0){const e=l.getPoint(0);e.equals(this.currentPoint)||this.lineTo(e.x,e.y)}this.curves.push(l);const c=l.getPoint(1);this.currentPoint.copy(c);return this}copy(e){super.copy(e);this.currentPoint.copy(e.currentPoint);return this}toJSON(){const e=super.toJSON();e.currentPoint=this.currentPoint.toArray();return e}fromJSON(e){super.fromJSON(e);this.currentPoint.fromArray(e.currentPoint);return this}}class Shape extends Path{constructor(e){super(e);this.uuid=generateUUID();this.type=\"Shape\";this.holes=[]}getPointsHoles(e){const t=[];for(let n=0,r=this.holes.length;n<r;n++)t[n]=this.holes[n].getPoints(e);return t}extractPoints(e){return{shape:this.getPoints(e),holes:this.getPointsHoles(e)}}copy(e){super.copy(e);this.holes=[];for(let t=0,n=e.holes.length;t<n;t++){const n=e.holes[t];this.holes.push(n.clone())}return this}toJSON(){const e=super.toJSON();e.uuid=this.uuid;e.holes=[];for(let t=0,n=this.holes.length;t<n;t++){const n=this.holes[t];e.holes.push(n.toJSON())}return e}fromJSON(e){super.fromJSON(e);this.uuid=e.uuid;this.holes=[];for(let t=0,n=e.holes.length;t<n;t++){const n=e.holes[t];this.holes.push((new Path).fromJSON(n))}return this}}const Cl={triangulate:function(e,t,n=2){const r=t&&t.length;const i=r?t[0]*n:e.length;let s=linkedList(e,0,i,n,true);const a=[];if(!s||s.next===s.prev)return a;let o,l,c,u,h,d,p;r&&(s=eliminateHoles(e,t,s,n));if(e.length>80*n){o=c=e[0];l=u=e[1];for(let t=n;t<i;t+=n){h=e[t];d=e[t+1];h<o&&(o=h);d<l&&(l=d);h>c&&(c=h);d>u&&(u=d)}p=Math.max(c-o,u-l);p=0!==p?1/p:0}earcutLinked(s,a,n,o,l,p);return a}};function linkedList(e,t,n,r,i){let s,a;if(i===signedArea(e,t,n,r)>0)for(s=t;s<n;s+=r)a=insertNode(s,e[s],e[s+1],a);else for(s=n-r;s>=t;s-=r)a=insertNode(s,e[s],e[s+1],a);if(a&&equals(a,a.next)){removeNode(a);a=a.next}return a}function filterPoints(e,t){if(!e)return e;t||(t=e);let n,r=e;do{n=false;if(r.steiner||!equals(r,r.next)&&0!==area(r.prev,r,r.next))r=r.next;else{removeNode(r);r=t=r.prev;if(r===r.next)break;n=true}}while(n||r!==t);return t}function earcutLinked(e,t,n,r,i,s,a){if(!e)return;!a&&s&&indexCurve(e,r,i,s);let o,l,c=e;while(e.prev!==e.next){o=e.prev;l=e.next;if(s?isEarHashed(e,r,i,s):isEar(e)){t.push(o.i/n);t.push(e.i/n);t.push(l.i/n);removeNode(e);e=l.next;c=l.next}else{e=l;if(e===c){if(a)if(1===a){e=cureLocalIntersections(filterPoints(e),t,n);earcutLinked(e,t,n,r,i,s,2)}else 2===a&&splitEarcut(e,t,n,r,i,s);else earcutLinked(filterPoints(e),t,n,r,i,s,1);break}}}}function isEar(e){const t=e.prev,n=e,r=e.next;if(area(t,n,r)>=0)return false;let i=e.next.next;while(i!==e.prev){if(pointInTriangle(t.x,t.y,n.x,n.y,r.x,r.y,i.x,i.y)&&area(i.prev,i,i.next)>=0)return false;i=i.next}return true}function isEarHashed(e,t,n,r){const i=e.prev,s=e,a=e.next;if(area(i,s,a)>=0)return false;const o=i.x<s.x?i.x<a.x?i.x:a.x:s.x<a.x?s.x:a.x,l=i.y<s.y?i.y<a.y?i.y:a.y:s.y<a.y?s.y:a.y,c=i.x>s.x?i.x>a.x?i.x:a.x:s.x>a.x?s.x:a.x,u=i.y>s.y?i.y>a.y?i.y:a.y:s.y>a.y?s.y:a.y;const h=zOrder(o,l,t,n,r),d=zOrder(c,u,t,n,r);let p=e.prevZ,f=e.nextZ;while(p&&p.z>=h&&f&&f.z<=d){if(p!==e.prev&&p!==e.next&&pointInTriangle(i.x,i.y,s.x,s.y,a.x,a.y,p.x,p.y)&&area(p.prev,p,p.next)>=0)return false;p=p.prevZ;if(f!==e.prev&&f!==e.next&&pointInTriangle(i.x,i.y,s.x,s.y,a.x,a.y,f.x,f.y)&&area(f.prev,f,f.next)>=0)return false;f=f.nextZ}while(p&&p.z>=h){if(p!==e.prev&&p!==e.next&&pointInTriangle(i.x,i.y,s.x,s.y,a.x,a.y,p.x,p.y)&&area(p.prev,p,p.next)>=0)return false;p=p.prevZ}while(f&&f.z<=d){if(f!==e.prev&&f!==e.next&&pointInTriangle(i.x,i.y,s.x,s.y,a.x,a.y,f.x,f.y)&&area(f.prev,f,f.next)>=0)return false;f=f.nextZ}return true}function cureLocalIntersections(e,t,n){let r=e;do{const i=r.prev,s=r.next.next;if(!equals(i,s)&&intersects(i,r,r.next,s)&&locallyInside(i,s)&&locallyInside(s,i)){t.push(i.i/n);t.push(r.i/n);t.push(s.i/n);removeNode(r);removeNode(r.next);r=e=s}r=r.next}while(r!==e);return filterPoints(r)}function splitEarcut(e,t,n,r,i,s){let a=e;do{let e=a.next.next;while(e!==a.prev){if(a.i!==e.i&&isValidDiagonal(a,e)){let o=splitPolygon(a,e);a=filterPoints(a,a.next);o=filterPoints(o,o.next);earcutLinked(a,t,n,r,i,s);earcutLinked(o,t,n,r,i,s);return}e=e.next}a=a.next}while(a!==e)}function eliminateHoles(e,t,n,r){const i=[];let s,a,o,l,c;for(s=0,a=t.length;s<a;s++){o=t[s]*r;l=s<a-1?t[s+1]*r:e.length;c=linkedList(e,o,l,r,false);c===c.next&&(c.steiner=true);i.push(getLeftmost(c))}i.sort(compareX);for(s=0;s<i.length;s++){eliminateHole(i[s],n);n=filterPoints(n,n.next)}return n}function compareX(e,t){return e.x-t.x}function eliminateHole(e,t){t=findHoleBridge(e,t);if(t){const n=splitPolygon(t,e);filterPoints(t,t.next);filterPoints(n,n.next)}}function findHoleBridge(e,t){let n=t;const r=e.x;const i=e.y;let s,a=-Infinity;do{if(i<=n.y&&i>=n.next.y&&n.next.y!==n.y){const e=n.x+(i-n.y)*(n.next.x-n.x)/(n.next.y-n.y);if(e<=r&&e>a){a=e;if(e===r){if(i===n.y)return n;if(i===n.next.y)return n.next}s=n.x<n.next.x?n:n.next}}n=n.next}while(n!==t);if(!s)return null;if(r===a)return s;const o=s,l=s.x,c=s.y;let u,h=Infinity;n=s;do{if(r>=n.x&&n.x>=l&&r!==n.x&&pointInTriangle(i<c?r:a,i,l,c,i<c?a:r,i,n.x,n.y)){u=Math.abs(i-n.y)/(r-n.x);if(locallyInside(n,e)&&(u<h||u===h&&(n.x>s.x||n.x===s.x&&sectorContainsSector(s,n)))){s=n;h=u}}n=n.next}while(n!==o);return s}function sectorContainsSector(e,t){return area(e.prev,e,t.prev)<0&&area(t.next,e,e.next)<0}function indexCurve(e,t,n,r){let i=e;do{null===i.z&&(i.z=zOrder(i.x,i.y,t,n,r));i.prevZ=i.prev;i.nextZ=i.next;i=i.next}while(i!==e);i.prevZ.nextZ=null;i.prevZ=null;sortLinked(i)}function sortLinked(e){let t,n,r,i,s,a,o,l,c=1;do{n=e;e=null;s=null;a=0;while(n){a++;r=n;o=0;for(t=0;t<c;t++){o++;r=r.nextZ;if(!r)break}l=c;while(o>0||l>0&&r){if(0!==o&&(0===l||!r||n.z<=r.z)){i=n;n=n.nextZ;o--}else{i=r;r=r.nextZ;l--}s?s.nextZ=i:e=i;i.prevZ=s;s=i}n=r}s.nextZ=null;c*=2}while(a>1);return e}function zOrder(e,t,n,r,i){e=32767*(e-n)*i;t=32767*(t-r)*i;e=16711935&(e|e<<8);e=252645135&(e|e<<4);e=858993459&(e|e<<2);e=1431655765&(e|e<<1);t=16711935&(t|t<<8);t=252645135&(t|t<<4);t=858993459&(t|t<<2);t=1431655765&(t|t<<1);return e|t<<1}function getLeftmost(e){let t=e,n=e;do{(t.x<n.x||t.x===n.x&&t.y<n.y)&&(n=t);t=t.next}while(t!==e);return n}function pointInTriangle(e,t,n,r,i,s,a,o){return(i-a)*(t-o)-(e-a)*(s-o)>=0&&(e-a)*(r-o)-(n-a)*(t-o)>=0&&(n-a)*(s-o)-(i-a)*(r-o)>=0}function isValidDiagonal(e,t){return e.next.i!==t.i&&e.prev.i!==t.i&&!intersectsPolygon(e,t)&&(locallyInside(e,t)&&locallyInside(t,e)&&middleInside(e,t)&&(area(e.prev,e,t.prev)||area(e,t.prev,t))||equals(e,t)&&area(e.prev,e,e.next)>0&&area(t.prev,t,t.next)>0)}function area(e,t,n){return(t.y-e.y)*(n.x-t.x)-(t.x-e.x)*(n.y-t.y)}function equals(e,t){return e.x===t.x&&e.y===t.y}function intersects(e,t,n,r){const i=sign(area(e,t,n));const s=sign(area(e,t,r));const a=sign(area(n,r,e));const o=sign(area(n,r,t));return i!==s&&a!==o||(!(0!==i||!onSegment(e,n,t))||(!(0!==s||!onSegment(e,r,t))||(!(0!==a||!onSegment(n,e,r))||!(0!==o||!onSegment(n,t,r)))))}function onSegment(e,t,n){return t.x<=Math.max(e.x,n.x)&&t.x>=Math.min(e.x,n.x)&&t.y<=Math.max(e.y,n.y)&&t.y>=Math.min(e.y,n.y)}function sign(e){return e>0?1:e<0?-1:0}function intersectsPolygon(e,t){let n=e;do{if(n.i!==e.i&&n.next.i!==e.i&&n.i!==t.i&&n.next.i!==t.i&&intersects(n,n.next,e,t))return true;n=n.next}while(n!==e);return false}function locallyInside(e,t){return area(e.prev,e,e.next)<0?area(e,t,e.next)>=0&&area(e,e.prev,t)>=0:area(e,t,e.prev)<0||area(e,e.next,t)<0}function middleInside(e,t){let n=e,r=false;const i=(e.x+t.x)/2,s=(e.y+t.y)/2;do{n.y>s!==n.next.y>s&&n.next.y!==n.y&&i<(n.next.x-n.x)*(s-n.y)/(n.next.y-n.y)+n.x&&(r=!r);n=n.next}while(n!==e);return r}function splitPolygon(e,t){const n=new Node(e.i,e.x,e.y),r=new Node(t.i,t.x,t.y),i=e.next,s=t.prev;e.next=t;t.prev=e;n.next=i;i.prev=n;r.next=n;n.prev=r;s.next=r;r.prev=s;return r}function insertNode(e,t,n,r){const i=new Node(e,t,n);if(r){i.next=r.next;i.prev=r;r.next.prev=i;r.next=i}else{i.prev=i;i.next=i}return i}function removeNode(e){e.next.prev=e.prev;e.prev.next=e.next;e.prevZ&&(e.prevZ.nextZ=e.nextZ);e.nextZ&&(e.nextZ.prevZ=e.prevZ)}function Node(e,t,n){this.i=e;this.x=t;this.y=n;this.prev=null;this.next=null;this.z=null;this.prevZ=null;this.nextZ=null;this.steiner=false}function signedArea(e,t,n,r){let i=0;for(let s=t,a=n-r;s<n;s+=r){i+=(e[a]-e[s])*(e[s+1]+e[a+1]);a=s}return i}class ShapeUtils{static area(e){const t=e.length;let n=0;for(let r=t-1,i=0;i<t;r=i++)n+=e[r].x*e[i].y-e[i].x*e[r].y;return.5*n}static isClockWise(e){return ShapeUtils.area(e)<0}static triangulateShape(e,t){const n=[];const r=[];const i=[];removeDupEndPts(e);addContour(n,e);let s=e.length;t.forEach(removeDupEndPts);for(let e=0;e<t.length;e++){r.push(s);s+=t[e].length;addContour(n,t[e])}const a=Cl.triangulate(n,r);for(let e=0;e<a.length;e+=3)i.push(a.slice(e,e+3));return i}}function removeDupEndPts(e){const t=e.length;t>2&&e[t-1].equals(e[0])&&e.pop()}function addContour(e,t){for(let n=0;n<t.length;n++){e.push(t[n].x);e.push(t[n].y)}}class ExtrudeGeometry extends BufferGeometry{constructor(e=new Shape([new Vector2(.5,.5),new Vector2(-.5,.5),new Vector2(-.5,-.5),new Vector2(.5,-.5)]),t={}){super();this.type=\"ExtrudeGeometry\";this.parameters={shapes:e,options:t};e=Array.isArray(e)?e:[e];const n=this;const r=[];const i=[];for(let t=0,n=e.length;t<n;t++){const n=e[t];addShape(n)}this.setAttribute(\"position\",new Float32BufferAttribute(r,3));this.setAttribute(\"uv\",new Float32BufferAttribute(i,2));this.computeVertexNormals();function addShape(e){const s=[];const a=void 0!==t.curveSegments?t.curveSegments:12;const o=void 0!==t.steps?t.steps:1;let l=void 0!==t.depth?t.depth:1;let c=void 0===t.bevelEnabled||t.bevelEnabled;let u=void 0!==t.bevelThickness?t.bevelThickness:.2;let h=void 0!==t.bevelSize?t.bevelSize:u-.1;let d=void 0!==t.bevelOffset?t.bevelOffset:0;let p=void 0!==t.bevelSegments?t.bevelSegments:3;const f=t.extrudePath;const m=void 0!==t.UVGenerator?t.UVGenerator:Rl;if(void 0!==t.amount){console.warn(\"THREE.ExtrudeBufferGeometry: amount has been renamed to depth.\");l=t.amount}let g,y=false;let x,b,_,M;if(f){g=f.getSpacedPoints(o);y=true;c=false;x=f.computeFrenetFrames(o,false);b=new Vector3;_=new Vector3;M=new Vector3}if(!c){p=0;u=0;h=0;d=0}const w=e.extractPoints(a);let S=w.shape;const T=w.holes;const E=!ShapeUtils.isClockWise(S);if(E){S=S.reverse();for(let e=0,t=T.length;e<t;e++){const t=T[e];ShapeUtils.isClockWise(t)&&(T[e]=t.reverse())}}const A=ShapeUtils.triangulateShape(S,T);const L=S;for(let e=0,t=T.length;e<t;e++){const t=T[e];S=S.concat(t)}function scalePt2(e,t,n){t||console.error(\"THREE.ExtrudeGeometry: vec does not exist\");return t.clone().multiplyScalar(n).add(e)}const C=S.length,R=A.length;function getBevelVec(e,t,n){let r,i,s;const a=e.x-t.x,o=e.y-t.y;const l=n.x-e.x,c=n.y-e.y;const u=a*a+o*o;const h=a*c-o*l;if(Math.abs(h)>Number.EPSILON){const h=Math.sqrt(u);const d=Math.sqrt(l*l+c*c);const p=t.x-o/h;const f=t.y+a/h;const m=n.x-c/d;const g=n.y+l/d;const y=((m-p)*c-(g-f)*l)/(a*c-o*l);r=p+a*y-e.x;i=f+o*y-e.y;const x=r*r+i*i;if(x<=2)return new Vector2(r,i);s=Math.sqrt(x/2)}else{let e=false;a>Number.EPSILON?l>Number.EPSILON&&(e=true):a<-Number.EPSILON?l<-Number.EPSILON&&(e=true):Math.sign(o)===Math.sign(c)&&(e=true);if(e){r=-o;i=a;s=Math.sqrt(u)}else{r=a;i=o;s=Math.sqrt(u/2)}}return new Vector2(r/s,i/s)}const P=[];for(let e=0,t=L.length,n=t-1,r=e+1;e<t;e++,n++,r++){n===t&&(n=0);r===t&&(r=0);P[e]=getBevelVec(L[e],L[n],L[r])}const I=[];let D,B=P.concat();for(let e=0,t=T.length;e<t;e++){const t=T[e];D=[];for(let e=0,n=t.length,r=n-1,i=e+1;e<n;e++,r++,i++){r===n&&(r=0);i===n&&(i=0);D[e]=getBevelVec(t[e],t[r],t[i])}I.push(D);B=B.concat(D)}for(let e=0;e<p;e++){const t=e/p;const n=u*Math.cos(t*Math.PI/2);const r=h*Math.sin(t*Math.PI/2)+d;for(let e=0,t=L.length;e<t;e++){const t=scalePt2(L[e],P[e],r);v(t.x,t.y,-n)}for(let e=0,t=T.length;e<t;e++){const t=T[e];D=I[e];for(let e=0,i=t.length;e<i;e++){const i=scalePt2(t[e],D[e],r);v(i.x,i.y,-n)}}}const V=h+d;for(let e=0;e<C;e++){const t=c?scalePt2(S[e],B[e],V):S[e];if(y){_.copy(x.normals[0]).multiplyScalar(t.x);b.copy(x.binormals[0]).multiplyScalar(t.y);M.copy(g[0]).add(_).add(b);v(M.x,M.y,M.z)}else v(t.x,t.y,0)}for(let e=1;e<=o;e++)for(let t=0;t<C;t++){const n=c?scalePt2(S[t],B[t],V):S[t];if(y){_.copy(x.normals[e]).multiplyScalar(n.x);b.copy(x.binormals[e]).multiplyScalar(n.y);M.copy(g[e]).add(_).add(b);v(M.x,M.y,M.z)}else v(n.x,n.y,l/o*e)}for(let e=p-1;e>=0;e--){const t=e/p;const n=u*Math.cos(t*Math.PI/2);const r=h*Math.sin(t*Math.PI/2)+d;for(let e=0,t=L.length;e<t;e++){const t=scalePt2(L[e],P[e],r);v(t.x,t.y,l+n)}for(let e=0,t=T.length;e<t;e++){const t=T[e];D=I[e];for(let e=0,i=t.length;e<i;e++){const i=scalePt2(t[e],D[e],r);y?v(i.x,i.y+g[o-1].y,g[o-1].x+n):v(i.x,i.y,l+n)}}}buildLidFaces();buildSideFaces();function buildLidFaces(){const e=r.length/3;if(c){let e=0;let t=C*e;for(let e=0;e<R;e++){const n=A[e];f3(n[2]+t,n[1]+t,n[0]+t)}e=o+2*p;t=C*e;for(let e=0;e<R;e++){const n=A[e];f3(n[0]+t,n[1]+t,n[2]+t)}}else{for(let e=0;e<R;e++){const t=A[e];f3(t[2],t[1],t[0])}for(let e=0;e<R;e++){const t=A[e];f3(t[0]+C*o,t[1]+C*o,t[2]+C*o)}}n.addGroup(e,r.length/3-e,0)}function buildSideFaces(){const e=r.length/3;let t=0;sidewalls(L,t);t+=L.length;for(let e=0,n=T.length;e<n;e++){const n=T[e];sidewalls(n,t);t+=n.length}n.addGroup(e,r.length/3-e,1)}function sidewalls(e,t){let n=e.length;while(--n>=0){const r=n;let i=n-1;i<0&&(i=e.length-1);for(let e=0,n=o+2*p;e<n;e++){const n=C*e;const s=C*(e+1);const a=t+r+n,o=t+i+n,l=t+i+s,c=t+r+s;f4(a,o,l,c)}}}function v(e,t,n){s.push(e);s.push(t);s.push(n)}function f3(e,t,i){addVertex(e);addVertex(t);addVertex(i);const s=r.length/3;const a=m.generateTopUV(n,r,s-3,s-2,s-1);addUV(a[0]);addUV(a[1]);addUV(a[2])}function f4(e,t,i,s){addVertex(e);addVertex(t);addVertex(s);addVertex(t);addVertex(i);addVertex(s);const a=r.length/3;const o=m.generateSideWallUV(n,r,a-6,a-3,a-2,a-1);addUV(o[0]);addUV(o[1]);addUV(o[3]);addUV(o[1]);addUV(o[2]);addUV(o[3])}function addVertex(e){r.push(s[3*e+0]);r.push(s[3*e+1]);r.push(s[3*e+2])}function addUV(e){i.push(e.x);i.push(e.y)}}}toJSON(){const e=super.toJSON();const t=this.parameters.shapes;const n=this.parameters.options;return toJSON$1(t,n,e)}static fromJSON(e,t){const n=[];for(let r=0,i=e.shapes.length;r<i;r++){const i=t[e.shapes[r]];n.push(i)}const r=e.options.extrudePath;void 0!==r&&(e.options.extrudePath=(new Ll[r.type]).fromJSON(r));return new ExtrudeGeometry(n,e.options)}}const Rl={generateTopUV:function(e,t,n,r,i){const s=t[3*n];const a=t[3*n+1];const o=t[3*r];const l=t[3*r+1];const c=t[3*i];const u=t[3*i+1];return[new Vector2(s,a),new Vector2(o,l),new Vector2(c,u)]},generateSideWallUV:function(e,t,n,r,i,s){const a=t[3*n];const o=t[3*n+1];const l=t[3*n+2];const c=t[3*r];const u=t[3*r+1];const h=t[3*r+2];const d=t[3*i];const p=t[3*i+1];const f=t[3*i+2];const m=t[3*s];const g=t[3*s+1];const y=t[3*s+2];return Math.abs(o-u)<Math.abs(a-c)?[new Vector2(a,1-l),new Vector2(c,1-h),new Vector2(d,1-f),new Vector2(m,1-y)]:[new Vector2(o,1-l),new Vector2(u,1-h),new Vector2(p,1-f),new Vector2(g,1-y)]}};function toJSON$1(e,t,n){n.shapes=[];if(Array.isArray(e))for(let t=0,r=e.length;t<r;t++){const r=e[t];n.shapes.push(r.uuid)}else n.shapes.push(e.uuid);void 0!==t.extrudePath&&(n.options.extrudePath=t.extrudePath.toJSON());return n}class IcosahedronGeometry extends PolyhedronGeometry{constructor(e=1,t=0){const n=(1+Math.sqrt(5))/2;const r=[-1,n,0,1,n,0,-1,-n,0,1,-n,0,0,-1,n,0,1,n,0,-1,-n,0,1,-n,n,0,-1,n,0,1,-n,0,-1,-n,0,1];const i=[0,11,5,0,5,1,0,1,7,0,7,10,0,10,11,1,5,9,5,11,4,11,10,2,10,7,6,7,1,8,3,9,4,3,4,2,3,2,6,3,6,8,3,8,9,4,9,5,2,4,11,6,2,10,8,6,7,9,8,1];super(r,i,e,t);this.type=\"IcosahedronGeometry\";this.parameters={radius:e,detail:t}}static fromJSON(e){return new IcosahedronGeometry(e.radius,e.detail)}}class LatheGeometry extends BufferGeometry{constructor(e=[new Vector2(0,.5),new Vector2(.5,0),new Vector2(0,-.5)],t=12,n=0,r=2*Math.PI){super();this.type=\"LatheGeometry\";this.parameters={points:e,segments:t,phiStart:n,phiLength:r};t=Math.floor(t);r=clamp(r,0,2*Math.PI);const i=[];const s=[];const a=[];const o=[];const l=[];const c=1/t;const u=new Vector3;const h=new Vector2;const d=new Vector3;const p=new Vector3;const f=new Vector3;let m=0;let g=0;for(let t=0;t<=e.length-1;t++)switch(t){case 0:m=e[t+1].x-e[t].x;g=e[t+1].y-e[t].y;d.x=1*g;d.y=-m;d.z=0*g;f.copy(d);d.normalize();o.push(d.x,d.y,d.z);break;case e.length-1:o.push(f.x,f.y,f.z);break;default:m=e[t+1].x-e[t].x;g=e[t+1].y-e[t].y;d.x=1*g;d.y=-m;d.z=0*g;p.copy(d);d.x+=f.x;d.y+=f.y;d.z+=f.z;d.normalize();o.push(d.x,d.y,d.z);f.copy(p)}for(let i=0;i<=t;i++){const d=n+i*c*r;const p=Math.sin(d);const f=Math.cos(d);for(let n=0;n<=e.length-1;n++){u.x=e[n].x*p;u.y=e[n].y;u.z=e[n].x*f;s.push(u.x,u.y,u.z);h.x=i/t;h.y=n/(e.length-1);a.push(h.x,h.y);const r=o[3*n+0]*p;const c=o[3*n+1];const d=o[3*n+0]*f;l.push(r,c,d)}}for(let n=0;n<t;n++)for(let t=0;t<e.length-1;t++){const r=t+n*e.length;const s=r;const a=r+e.length;const o=r+e.length+1;const l=r+1;i.push(s,a,l);i.push(a,o,l)}this.setIndex(i);this.setAttribute(\"position\",new Float32BufferAttribute(s,3));this.setAttribute(\"uv\",new Float32BufferAttribute(a,2));this.setAttribute(\"normal\",new Float32BufferAttribute(l,3))}static fromJSON(e){return new LatheGeometry(e.points,e.segments,e.phiStart,e.phiLength)}}class OctahedronGeometry extends PolyhedronGeometry{constructor(e=1,t=0){const n=[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1];const r=[0,2,4,0,4,3,0,3,5,0,5,2,1,2,5,1,5,3,1,3,4,1,4,2];super(n,r,e,t);this.type=\"OctahedronGeometry\";this.parameters={radius:e,detail:t}}static fromJSON(e){return new OctahedronGeometry(e.radius,e.detail)}}class RingGeometry extends BufferGeometry{constructor(e=.5,t=1,n=8,r=1,i=0,s=2*Math.PI){super();this.type=\"RingGeometry\";this.parameters={innerRadius:e,outerRadius:t,thetaSegments:n,phiSegments:r,thetaStart:i,thetaLength:s};n=Math.max(3,n);r=Math.max(1,r);const a=[];const o=[];const l=[];const c=[];let u=e;const h=(t-e)/r;const d=new Vector3;const p=new Vector2;for(let e=0;e<=r;e++){for(let e=0;e<=n;e++){const r=i+e/n*s;d.x=u*Math.cos(r);d.y=u*Math.sin(r);o.push(d.x,d.y,d.z);l.push(0,0,1);p.x=(d.x/t+1)/2;p.y=(d.y/t+1)/2;c.push(p.x,p.y)}u+=h}for(let e=0;e<r;e++){const t=e*(n+1);for(let e=0;e<n;e++){const r=e+t;const i=r;const s=r+n+1;const o=r+n+2;const l=r+1;a.push(i,s,l);a.push(s,o,l)}}this.setIndex(a);this.setAttribute(\"position\",new Float32BufferAttribute(o,3));this.setAttribute(\"normal\",new Float32BufferAttribute(l,3));this.setAttribute(\"uv\",new Float32BufferAttribute(c,2))}static fromJSON(e){return new RingGeometry(e.innerRadius,e.outerRadius,e.thetaSegments,e.phiSegments,e.thetaStart,e.thetaLength)}}class ShapeGeometry extends BufferGeometry{constructor(e=new Shape([new Vector2(0,.5),new Vector2(-.5,-.5),new Vector2(.5,-.5)]),t=12){super();this.type=\"ShapeGeometry\";this.parameters={shapes:e,curveSegments:t};const n=[];const r=[];const i=[];const s=[];let a=0;let o=0;if(false===Array.isArray(e))addShape(e);else for(let t=0;t<e.length;t++){addShape(e[t]);this.addGroup(a,o,t);a+=o;o=0}this.setIndex(n);this.setAttribute(\"position\",new Float32BufferAttribute(r,3));this.setAttribute(\"normal\",new Float32BufferAttribute(i,3));this.setAttribute(\"uv\",new Float32BufferAttribute(s,2));function addShape(e){const a=r.length/3;const l=e.extractPoints(t);let c=l.shape;const u=l.holes;false===ShapeUtils.isClockWise(c)&&(c=c.reverse());for(let e=0,t=u.length;e<t;e++){const t=u[e];true===ShapeUtils.isClockWise(t)&&(u[e]=t.reverse())}const h=ShapeUtils.triangulateShape(c,u);for(let e=0,t=u.length;e<t;e++){const t=u[e];c=c.concat(t)}for(let e=0,t=c.length;e<t;e++){const t=c[e];r.push(t.x,t.y,0);i.push(0,0,1);s.push(t.x,t.y)}for(let e=0,t=h.length;e<t;e++){const t=h[e];const r=t[0]+a;const i=t[1]+a;const s=t[2]+a;n.push(r,i,s);o+=3}}}toJSON(){const e=super.toJSON();const t=this.parameters.shapes;return toJSON(t,e)}static fromJSON(e,t){const n=[];for(let r=0,i=e.shapes.length;r<i;r++){const i=t[e.shapes[r]];n.push(i)}return new ShapeGeometry(n,e.curveSegments)}}function toJSON(e,t){t.shapes=[];if(Array.isArray(e))for(let n=0,r=e.length;n<r;n++){const r=e[n];t.shapes.push(r.uuid)}else t.shapes.push(e.uuid);return t}class SphereGeometry extends BufferGeometry{constructor(e=1,t=32,n=16,r=0,i=2*Math.PI,s=0,a=Math.PI){super();this.type=\"SphereGeometry\";this.parameters={radius:e,widthSegments:t,heightSegments:n,phiStart:r,phiLength:i,thetaStart:s,thetaLength:a};t=Math.max(3,Math.floor(t));n=Math.max(2,Math.floor(n));const o=Math.min(s+a,Math.PI);let l=0;const c=[];const u=new Vector3;const h=new Vector3;const d=[];const p=[];const f=[];const m=[];for(let d=0;d<=n;d++){const g=[];const y=d/n;let x=0;0==d&&0==s?x=.5/t:d==n&&o==Math.PI&&(x=-.5/t);for(let n=0;n<=t;n++){const o=n/t;u.x=-e*Math.cos(r+o*i)*Math.sin(s+y*a);u.y=e*Math.cos(s+y*a);u.z=e*Math.sin(r+o*i)*Math.sin(s+y*a);p.push(u.x,u.y,u.z);h.copy(u).normalize();f.push(h.x,h.y,h.z);m.push(o+x,1-y);g.push(l++)}c.push(g)}for(let e=0;e<n;e++)for(let r=0;r<t;r++){const t=c[e][r+1];const i=c[e][r];const a=c[e+1][r];const l=c[e+1][r+1];(0!==e||s>0)&&d.push(t,i,l);(e!==n-1||o<Math.PI)&&d.push(i,a,l)}this.setIndex(d);this.setAttribute(\"position\",new Float32BufferAttribute(p,3));this.setAttribute(\"normal\",new Float32BufferAttribute(f,3));this.setAttribute(\"uv\",new Float32BufferAttribute(m,2))}static fromJSON(e){return new SphereGeometry(e.radius,e.widthSegments,e.heightSegments,e.phiStart,e.phiLength,e.thetaStart,e.thetaLength)}}class TetrahedronGeometry extends PolyhedronGeometry{constructor(e=1,t=0){const n=[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1];const r=[2,1,0,0,3,2,1,3,0,2,3,1];super(n,r,e,t);this.type=\"TetrahedronGeometry\";this.parameters={radius:e,detail:t}}static fromJSON(e){return new TetrahedronGeometry(e.radius,e.detail)}}class TorusGeometry extends BufferGeometry{constructor(e=1,t=.4,n=8,r=6,i=2*Math.PI){super();this.type=\"TorusGeometry\";this.parameters={radius:e,tube:t,radialSegments:n,tubularSegments:r,arc:i};n=Math.floor(n);r=Math.floor(r);const s=[];const a=[];const o=[];const l=[];const c=new Vector3;const u=new Vector3;const h=new Vector3;for(let s=0;s<=n;s++)for(let d=0;d<=r;d++){const p=d/r*i;const f=s/n*Math.PI*2;u.x=(e+t*Math.cos(f))*Math.cos(p);u.y=(e+t*Math.cos(f))*Math.sin(p);u.z=t*Math.sin(f);a.push(u.x,u.y,u.z);c.x=e*Math.cos(p);c.y=e*Math.sin(p);h.subVectors(u,c).normalize();o.push(h.x,h.y,h.z);l.push(d/r);l.push(s/n)}for(let e=1;e<=n;e++)for(let t=1;t<=r;t++){const n=(r+1)*e+t-1;const i=(r+1)*(e-1)+t-1;const a=(r+1)*(e-1)+t;const o=(r+1)*e+t;s.push(n,i,o);s.push(i,a,o)}this.setIndex(s);this.setAttribute(\"position\",new Float32BufferAttribute(a,3));this.setAttribute(\"normal\",new Float32BufferAttribute(o,3));this.setAttribute(\"uv\",new Float32BufferAttribute(l,2))}static fromJSON(e){return new TorusGeometry(e.radius,e.tube,e.radialSegments,e.tubularSegments,e.arc)}}class TorusKnotGeometry extends BufferGeometry{constructor(e=1,t=.4,n=64,r=8,i=2,s=3){super();this.type=\"TorusKnotGeometry\";this.parameters={radius:e,tube:t,tubularSegments:n,radialSegments:r,p:i,q:s};n=Math.floor(n);r=Math.floor(r);const a=[];const o=[];const l=[];const c=[];const u=new Vector3;const h=new Vector3;const d=new Vector3;const p=new Vector3;const f=new Vector3;const m=new Vector3;const g=new Vector3;for(let a=0;a<=n;++a){const y=a/n*i*Math.PI*2;calculatePositionOnCurve(y,i,s,e,d);calculatePositionOnCurve(y+.01,i,s,e,p);m.subVectors(p,d);g.addVectors(p,d);f.crossVectors(m,g);g.crossVectors(f,m);f.normalize();g.normalize();for(let e=0;e<=r;++e){const i=e/r*Math.PI*2;const s=-t*Math.cos(i);const p=t*Math.sin(i);u.x=d.x+(s*g.x+p*f.x);u.y=d.y+(s*g.y+p*f.y);u.z=d.z+(s*g.z+p*f.z);o.push(u.x,u.y,u.z);h.subVectors(u,d).normalize();l.push(h.x,h.y,h.z);c.push(a/n);c.push(e/r)}}for(let e=1;e<=n;e++)for(let t=1;t<=r;t++){const n=(r+1)*(e-1)+(t-1);const i=(r+1)*e+(t-1);const s=(r+1)*e+t;const o=(r+1)*(e-1)+t;a.push(n,i,o);a.push(i,s,o)}this.setIndex(a);this.setAttribute(\"position\",new Float32BufferAttribute(o,3));this.setAttribute(\"normal\",new Float32BufferAttribute(l,3));this.setAttribute(\"uv\",new Float32BufferAttribute(c,2));function calculatePositionOnCurve(e,t,n,r,i){const s=Math.cos(e);const a=Math.sin(e);const o=n/t*e;const l=Math.cos(o);i.x=r*(2+l)*.5*s;i.y=r*(2+l)*a*.5;i.z=r*Math.sin(o)*.5}}static fromJSON(e){return new TorusKnotGeometry(e.radius,e.tube,e.tubularSegments,e.radialSegments,e.p,e.q)}}class TubeGeometry extends BufferGeometry{constructor(e=new QuadraticBezierCurve3(new Vector3(-1,-1,0),new Vector3(-1,1,0),new Vector3(1,1,0)),t=64,n=1,r=8,i=false){super();this.type=\"TubeGeometry\";this.parameters={path:e,tubularSegments:t,radius:n,radialSegments:r,closed:i};const s=e.computeFrenetFrames(t,i);this.tangents=s.tangents;this.normals=s.normals;this.binormals=s.binormals;const a=new Vector3;const o=new Vector3;const l=new Vector2;let c=new Vector3;const u=[];const h=[];const d=[];const p=[];generateBufferData();this.setIndex(p);this.setAttribute(\"position\",new Float32BufferAttribute(u,3));this.setAttribute(\"normal\",new Float32BufferAttribute(h,3));this.setAttribute(\"uv\",new Float32BufferAttribute(d,2));function generateBufferData(){for(let e=0;e<t;e++)generateSegment(e);generateSegment(false===i?t:0);generateUVs();generateIndices()}function generateSegment(i){c=e.getPointAt(i/t,c);const l=s.normals[i];const d=s.binormals[i];for(let e=0;e<=r;e++){const t=e/r*Math.PI*2;const i=Math.sin(t);const s=-Math.cos(t);o.x=s*l.x+i*d.x;o.y=s*l.y+i*d.y;o.z=s*l.z+i*d.z;o.normalize();h.push(o.x,o.y,o.z);a.x=c.x+n*o.x;a.y=c.y+n*o.y;a.z=c.z+n*o.z;u.push(a.x,a.y,a.z)}}function generateIndices(){for(let e=1;e<=t;e++)for(let t=1;t<=r;t++){const n=(r+1)*(e-1)+(t-1);const i=(r+1)*e+(t-1);const s=(r+1)*e+t;const a=(r+1)*(e-1)+t;p.push(n,i,a);p.push(i,s,a)}}function generateUVs(){for(let e=0;e<=t;e++)for(let n=0;n<=r;n++){l.x=e/t;l.y=n/r;d.push(l.x,l.y)}}}toJSON(){const e=super.toJSON();e.path=this.parameters.path.toJSON();return e}static fromJSON(e){return new TubeGeometry((new Ll[e.path.type]).fromJSON(e.path),e.tubularSegments,e.radius,e.radialSegments,e.closed)}}class WireframeGeometry extends BufferGeometry{constructor(e=null){super();this.type=\"WireframeGeometry\";this.parameters={geometry:e};if(null!==e){const t=[];const n=new Set;const r=new Vector3;const i=new Vector3;if(null!==e.index){const s=e.attributes.position;const a=e.index;let o=e.groups;0===o.length&&(o=[{start:0,count:a.count,materialIndex:0}]);for(let e=0,l=o.length;e<l;++e){const l=o[e];const c=l.start;const u=l.count;for(let e=c,o=c+u;e<o;e+=3)for(let o=0;o<3;o++){const l=a.getX(e+o);const c=a.getX(e+(o+1)%3);r.fromBufferAttribute(s,l);i.fromBufferAttribute(s,c);if(true===isUniqueEdge(r,i,n)){t.push(r.x,r.y,r.z);t.push(i.x,i.y,i.z)}}}}else{const s=e.attributes.position;for(let e=0,a=s.count/3;e<a;e++)for(let a=0;a<3;a++){const o=3*e+a;const l=3*e+(a+1)%3;r.fromBufferAttribute(s,o);i.fromBufferAttribute(s,l);if(true===isUniqueEdge(r,i,n)){t.push(r.x,r.y,r.z);t.push(i.x,i.y,i.z)}}}this.setAttribute(\"position\",new Float32BufferAttribute(t,3))}}}function isUniqueEdge(e,t,n){const r=`${e.x},${e.y},${e.z}-${t.x},${t.y},${t.z}`;const i=`${t.x},${t.y},${t.z}-${e.x},${e.y},${e.z}`;if(true===n.has(r)||true===n.has(i))return false;n.add(r,i);return true}var Pl=Object.freeze({__proto__:null,BoxGeometry:BoxGeometry,BoxBufferGeometry:BoxGeometry,CircleGeometry:CircleGeometry,CircleBufferGeometry:CircleGeometry,ConeGeometry:ConeGeometry,ConeBufferGeometry:ConeGeometry,CylinderGeometry:CylinderGeometry,CylinderBufferGeometry:CylinderGeometry,DodecahedronGeometry:DodecahedronGeometry,DodecahedronBufferGeometry:DodecahedronGeometry,EdgesGeometry:EdgesGeometry,ExtrudeGeometry:ExtrudeGeometry,ExtrudeBufferGeometry:ExtrudeGeometry,IcosahedronGeometry:IcosahedronGeometry,IcosahedronBufferGeometry:IcosahedronGeometry,LatheGeometry:LatheGeometry,LatheBufferGeometry:LatheGeometry,OctahedronGeometry:OctahedronGeometry,OctahedronBufferGeometry:OctahedronGeometry,PlaneGeometry:PlaneGeometry,PlaneBufferGeometry:PlaneGeometry,PolyhedronGeometry:PolyhedronGeometry,PolyhedronBufferGeometry:PolyhedronGeometry,RingGeometry:RingGeometry,RingBufferGeometry:RingGeometry,ShapeGeometry:ShapeGeometry,ShapeBufferGeometry:ShapeGeometry,SphereGeometry:SphereGeometry,SphereBufferGeometry:SphereGeometry,TetrahedronGeometry:TetrahedronGeometry,TetrahedronBufferGeometry:TetrahedronGeometry,TorusGeometry:TorusGeometry,TorusBufferGeometry:TorusGeometry,TorusKnotGeometry:TorusKnotGeometry,TorusKnotBufferGeometry:TorusKnotGeometry,TubeGeometry:TubeGeometry,TubeBufferGeometry:TubeGeometry,WireframeGeometry:WireframeGeometry});class ShadowMaterial extends Material{constructor(e){super();this.type=\"ShadowMaterial\";this.color=new Color(0);this.transparent=true;this.setValues(e)}copy(e){super.copy(e);this.color.copy(e.color);return this}}ShadowMaterial.prototype.isShadowMaterial=true;class MeshStandardMaterial extends Material{constructor(e){super();this.defines={STANDARD:\"\"};this.type=\"MeshStandardMaterial\";this.color=new Color(16777215);this.roughness=1;this.metalness=0;this.map=null;this.lightMap=null;this.lightMapIntensity=1;this.aoMap=null;this.aoMapIntensity=1;this.emissive=new Color(0);this.emissiveIntensity=1;this.emissiveMap=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalMapType=Qt;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.roughnessMap=null;this.metalnessMap=null;this.alphaMap=null;this.envMap=null;this.envMapIntensity=1;this.refractionRatio=.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap=\"round\";this.wireframeLinejoin=\"round\";this.flatShading=false;this.setValues(e)}copy(e){super.copy(e);this.defines={STANDARD:\"\"};this.color.copy(e.color);this.roughness=e.roughness;this.metalness=e.metalness;this.map=e.map;this.lightMap=e.lightMap;this.lightMapIntensity=e.lightMapIntensity;this.aoMap=e.aoMap;this.aoMapIntensity=e.aoMapIntensity;this.emissive.copy(e.emissive);this.emissiveMap=e.emissiveMap;this.emissiveIntensity=e.emissiveIntensity;this.bumpMap=e.bumpMap;this.bumpScale=e.bumpScale;this.normalMap=e.normalMap;this.normalMapType=e.normalMapType;this.normalScale.copy(e.normalScale);this.displacementMap=e.displacementMap;this.displacementScale=e.displacementScale;this.displacementBias=e.displacementBias;this.roughnessMap=e.roughnessMap;this.metalnessMap=e.metalnessMap;this.alphaMap=e.alphaMap;this.envMap=e.envMap;this.envMapIntensity=e.envMapIntensity;this.refractionRatio=e.refractionRatio;this.wireframe=e.wireframe;this.wireframeLinewidth=e.wireframeLinewidth;this.wireframeLinecap=e.wireframeLinecap;this.wireframeLinejoin=e.wireframeLinejoin;this.flatShading=e.flatShading;return this}}MeshStandardMaterial.prototype.isMeshStandardMaterial=true;class MeshPhysicalMaterial extends MeshStandardMaterial{constructor(e){super();this.defines={STANDARD:\"\",PHYSICAL:\"\"};this.type=\"MeshPhysicalMaterial\";this.clearcoatMap=null;this.clearcoatRoughness=0;this.clearcoatRoughnessMap=null;this.clearcoatNormalScale=new Vector2(1,1);this.clearcoatNormalMap=null;this.ior=1.5;Object.defineProperty(this,\"reflectivity\",{get:function(){return clamp(2.5*(this.ior-1)/(this.ior+1),0,1)},set:function(e){this.ior=(1+.4*e)/(1-.4*e)}});this.sheenColor=new Color(0);this.sheenColorMap=null;this.sheenRoughness=1;this.sheenRoughnessMap=null;this.transmissionMap=null;this.thickness=0;this.thicknessMap=null;this.attenuationDistance=0;this.attenuationColor=new Color(1,1,1);this.specularIntensity=1;this.specularIntensityMap=null;this.specularColor=new Color(1,1,1);this.specularColorMap=null;this._sheen=0;this._clearcoat=0;this._transmission=0;this.setValues(e)}get sheen(){return this._sheen}set sheen(e){this._sheen>0!==e>0&&this.version++;this._sheen=e}get clearcoat(){return this._clearcoat}set clearcoat(e){this._clearcoat>0!==e>0&&this.version++;this._clearcoat=e}get transmission(){return this._transmission}set transmission(e){this._transmission>0!==e>0&&this.version++;this._transmission=e}copy(e){super.copy(e);this.defines={STANDARD:\"\",PHYSICAL:\"\"};this.clearcoat=e.clearcoat;this.clearcoatMap=e.clearcoatMap;this.clearcoatRoughness=e.clearcoatRoughness;this.clearcoatRoughnessMap=e.clearcoatRoughnessMap;this.clearcoatNormalMap=e.clearcoatNormalMap;this.clearcoatNormalScale.copy(e.clearcoatNormalScale);this.ior=e.ior;this.sheen=e.sheen;this.sheenColor.copy(e.sheenColor);this.sheenColorMap=e.sheenColorMap;this.sheenRoughness=e.sheenRoughness;this.sheenRoughnessMap=e.sheenRoughnessMap;this.transmission=e.transmission;this.transmissionMap=e.transmissionMap;this.thickness=e.thickness;this.thicknessMap=e.thicknessMap;this.attenuationDistance=e.attenuationDistance;this.attenuationColor.copy(e.attenuationColor);this.specularIntensity=e.specularIntensity;this.specularIntensityMap=e.specularIntensityMap;this.specularColor.copy(e.specularColor);this.specularColorMap=e.specularColorMap;return this}}MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial=true;class MeshPhongMaterial extends Material{constructor(e){super();this.type=\"MeshPhongMaterial\";this.color=new Color(16777215);this.specular=new Color(1118481);this.shininess=30;this.map=null;this.lightMap=null;this.lightMapIntensity=1;this.aoMap=null;this.aoMapIntensity=1;this.emissive=new Color(0);this.emissiveIntensity=1;this.emissiveMap=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalMapType=Qt;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.specularMap=null;this.alphaMap=null;this.envMap=null;this.combine=X;this.reflectivity=1;this.refractionRatio=.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap=\"round\";this.wireframeLinejoin=\"round\";this.flatShading=false;this.setValues(e)}copy(e){super.copy(e);this.color.copy(e.color);this.specular.copy(e.specular);this.shininess=e.shininess;this.map=e.map;this.lightMap=e.lightMap;this.lightMapIntensity=e.lightMapIntensity;this.aoMap=e.aoMap;this.aoMapIntensity=e.aoMapIntensity;this.emissive.copy(e.emissive);this.emissiveMap=e.emissiveMap;this.emissiveIntensity=e.emissiveIntensity;this.bumpMap=e.bumpMap;this.bumpScale=e.bumpScale;this.normalMap=e.normalMap;this.normalMapType=e.normalMapType;this.normalScale.copy(e.normalScale);this.displacementMap=e.displacementMap;this.displacementScale=e.displacementScale;this.displacementBias=e.displacementBias;this.specularMap=e.specularMap;this.alphaMap=e.alphaMap;this.envMap=e.envMap;this.combine=e.combine;this.reflectivity=e.reflectivity;this.refractionRatio=e.refractionRatio;this.wireframe=e.wireframe;this.wireframeLinewidth=e.wireframeLinewidth;this.wireframeLinecap=e.wireframeLinecap;this.wireframeLinejoin=e.wireframeLinejoin;this.flatShading=e.flatShading;return this}}MeshPhongMaterial.prototype.isMeshPhongMaterial=true;class MeshToonMaterial extends Material{constructor(e){super();this.defines={TOON:\"\"};this.type=\"MeshToonMaterial\";this.color=new Color(16777215);this.map=null;this.gradientMap=null;this.lightMap=null;this.lightMapIntensity=1;this.aoMap=null;this.aoMapIntensity=1;this.emissive=new Color(0);this.emissiveIntensity=1;this.emissiveMap=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalMapType=Qt;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.alphaMap=null;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap=\"round\";this.wireframeLinejoin=\"round\";this.setValues(e)}copy(e){super.copy(e);this.color.copy(e.color);this.map=e.map;this.gradientMap=e.gradientMap;this.lightMap=e.lightMap;this.lightMapIntensity=e.lightMapIntensity;this.aoMap=e.aoMap;this.aoMapIntensity=e.aoMapIntensity;this.emissive.copy(e.emissive);this.emissiveMap=e.emissiveMap;this.emissiveIntensity=e.emissiveIntensity;this.bumpMap=e.bumpMap;this.bumpScale=e.bumpScale;this.normalMap=e.normalMap;this.normalMapType=e.normalMapType;this.normalScale.copy(e.normalScale);this.displacementMap=e.displacementMap;this.displacementScale=e.displacementScale;this.displacementBias=e.displacementBias;this.alphaMap=e.alphaMap;this.wireframe=e.wireframe;this.wireframeLinewidth=e.wireframeLinewidth;this.wireframeLinecap=e.wireframeLinecap;this.wireframeLinejoin=e.wireframeLinejoin;return this}}MeshToonMaterial.prototype.isMeshToonMaterial=true;class MeshNormalMaterial extends Material{constructor(e){super();this.type=\"MeshNormalMaterial\";this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalMapType=Qt;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=false;this.wireframeLinewidth=1;this.fog=false;this.flatShading=false;this.setValues(e)}copy(e){super.copy(e);this.bumpMap=e.bumpMap;this.bumpScale=e.bumpScale;this.normalMap=e.normalMap;this.normalMapType=e.normalMapType;this.normalScale.copy(e.normalScale);this.displacementMap=e.displacementMap;this.displacementScale=e.displacementScale;this.displacementBias=e.displacementBias;this.wireframe=e.wireframe;this.wireframeLinewidth=e.wireframeLinewidth;this.flatShading=e.flatShading;return this}}MeshNormalMaterial.prototype.isMeshNormalMaterial=true;class MeshLambertMaterial extends Material{constructor(e){super();this.type=\"MeshLambertMaterial\";this.color=new Color(16777215);this.map=null;this.lightMap=null;this.lightMapIntensity=1;this.aoMap=null;this.aoMapIntensity=1;this.emissive=new Color(0);this.emissiveIntensity=1;this.emissiveMap=null;this.specularMap=null;this.alphaMap=null;this.envMap=null;this.combine=X;this.reflectivity=1;this.refractionRatio=.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap=\"round\";this.wireframeLinejoin=\"round\";this.setValues(e)}copy(e){super.copy(e);this.color.copy(e.color);this.map=e.map;this.lightMap=e.lightMap;this.lightMapIntensity=e.lightMapIntensity;this.aoMap=e.aoMap;this.aoMapIntensity=e.aoMapIntensity;this.emissive.copy(e.emissive);this.emissiveMap=e.emissiveMap;this.emissiveIntensity=e.emissiveIntensity;this.specularMap=e.specularMap;this.alphaMap=e.alphaMap;this.envMap=e.envMap;this.combine=e.combine;this.reflectivity=e.reflectivity;this.refractionRatio=e.refractionRatio;this.wireframe=e.wireframe;this.wireframeLinewidth=e.wireframeLinewidth;this.wireframeLinecap=e.wireframeLinecap;this.wireframeLinejoin=e.wireframeLinejoin;return this}}MeshLambertMaterial.prototype.isMeshLambertMaterial=true;class MeshMatcapMaterial extends Material{constructor(e){super();this.defines={MATCAP:\"\"};this.type=\"MeshMatcapMaterial\";this.color=new Color(16777215);this.matcap=null;this.map=null;this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalMapType=Qt;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.alphaMap=null;this.flatShading=false;this.setValues(e)}copy(e){super.copy(e);this.defines={MATCAP:\"\"};this.color.copy(e.color);this.matcap=e.matcap;this.map=e.map;this.bumpMap=e.bumpMap;this.bumpScale=e.bumpScale;this.normalMap=e.normalMap;this.normalMapType=e.normalMapType;this.normalScale.copy(e.normalScale);this.displacementMap=e.displacementMap;this.displacementScale=e.displacementScale;this.displacementBias=e.displacementBias;this.alphaMap=e.alphaMap;this.flatShading=e.flatShading;return this}}MeshMatcapMaterial.prototype.isMeshMatcapMaterial=true;class LineDashedMaterial extends LineBasicMaterial{constructor(e){super();this.type=\"LineDashedMaterial\";this.scale=1;this.dashSize=3;this.gapSize=1;this.setValues(e)}copy(e){super.copy(e);this.scale=e.scale;this.dashSize=e.dashSize;this.gapSize=e.gapSize;return this}}LineDashedMaterial.prototype.isLineDashedMaterial=true;var Il=Object.freeze({__proto__:null,ShadowMaterial:ShadowMaterial,SpriteMaterial:SpriteMaterial,RawShaderMaterial:RawShaderMaterial,ShaderMaterial:ShaderMaterial,PointsMaterial:PointsMaterial,MeshPhysicalMaterial:MeshPhysicalMaterial,MeshStandardMaterial:MeshStandardMaterial,MeshPhongMaterial:MeshPhongMaterial,MeshToonMaterial:MeshToonMaterial,MeshNormalMaterial:MeshNormalMaterial,MeshLambertMaterial:MeshLambertMaterial,MeshDepthMaterial:MeshDepthMaterial,MeshDistanceMaterial:MeshDistanceMaterial,MeshBasicMaterial:MeshBasicMaterial,MeshMatcapMaterial:MeshMatcapMaterial,LineDashedMaterial:LineDashedMaterial,LineBasicMaterial:LineBasicMaterial,Material:Material});const Dl={arraySlice:function(e,t,n){return Dl.isTypedArray(e)?new e.constructor(e.subarray(t,void 0!==n?n:e.length)):e.slice(t,n)},convertArray:function(e,t,n){return!e||!n&&e.constructor===t?e:\"number\"===typeof t.BYTES_PER_ELEMENT?new t(e):Array.prototype.slice.call(e)},isTypedArray:function(e){return ArrayBuffer.isView(e)&&!(e instanceof DataView)},getKeyframeOrder:function(e){function compareTime(t,n){return e[t]-e[n]}const t=e.length;const n=new Array(t);for(let e=0;e!==t;++e)n[e]=e;n.sort(compareTime);return n},sortedArray:function(e,t,n){const r=e.length;const i=new e.constructor(r);for(let s=0,a=0;a!==r;++s){const r=n[s]*t;for(let n=0;n!==t;++n)i[a++]=e[r+n]}return i},flattenJSON:function(e,t,n,r){let i=1,s=e[0];while(void 0!==s&&void 0===s[r])s=e[i++];if(void 0===s)return;let a=s[r];if(void 0!==a)if(Array.isArray(a))do{a=s[r];if(void 0!==a){t.push(s.time);n.push.apply(n,a)}s=e[i++]}while(void 0!==s);else if(void 0!==a.toArray)do{a=s[r];if(void 0!==a){t.push(s.time);a.toArray(n,n.length)}s=e[i++]}while(void 0!==s);else do{a=s[r];if(void 0!==a){t.push(s.time);n.push(a)}s=e[i++]}while(void 0!==s)},subclip:function(e,t,n,r,i=30){const s=e.clone();s.name=t;const a=[];for(let e=0;e<s.tracks.length;++e){const t=s.tracks[e];const o=t.getValueSize();const l=[];const c=[];for(let e=0;e<t.times.length;++e){const s=t.times[e]*i;if(!(s<n||s>=r)){l.push(t.times[e]);for(let n=0;n<o;++n)c.push(t.values[e*o+n])}}if(0!==l.length){t.times=Dl.convertArray(l,t.times.constructor);t.values=Dl.convertArray(c,t.values.constructor);a.push(t)}}s.tracks=a;let o=Infinity;for(let e=0;e<s.tracks.length;++e)o>s.tracks[e].times[0]&&(o=s.tracks[e].times[0]);for(let e=0;e<s.tracks.length;++e)s.tracks[e].shift(-1*o);s.resetDuration();return s},makeClipAdditive:function(e,t=0,n=e,r=30){r<=0&&(r=30);const i=n.tracks.length;const s=t/r;for(let t=0;t<i;++t){const r=n.tracks[t];const i=r.ValueTypeName;if(\"bool\"===i||\"string\"===i)continue;const a=e.tracks.find((function(e){return e.name===r.name&&e.ValueTypeName===i}));if(void 0===a)continue;let o=0;const l=r.getValueSize();r.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline&&(o=l/3);let c=0;const u=a.getValueSize();a.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline&&(c=u/3);const h=r.times.length-1;let d;if(s<=r.times[0]){const e=o;const t=l-o;d=Dl.arraySlice(r.values,e,t)}else if(s>=r.times[h]){const e=h*l+o;const t=e+l-o;d=Dl.arraySlice(r.values,e,t)}else{const e=r.createInterpolant();const t=o;const n=l-o;e.evaluate(s);d=Dl.arraySlice(e.resultBuffer,t,n)}if(\"quaternion\"===i){const e=(new Quaternion).fromArray(d).normalize().conjugate();e.toArray(d)}const p=a.times.length;for(let e=0;e<p;++e){const t=e*u+c;if(\"quaternion\"===i)Quaternion.multiplyQuaternionsFlat(a.values,t,d,0,a.values,t);else{const e=u-2*c;for(let n=0;n<e;++n)a.values[t+n]-=d[n]}}}e.blendMode=kt;return e}};class Interpolant{constructor(e,t,n,r){this.parameterPositions=e;this._cachedIndex=0;this.resultBuffer=void 0!==r?r:new t.constructor(n);this.sampleValues=t;this.valueSize=n;this.settings=null;this.DefaultSettings_={}}evaluate(e){const t=this.parameterPositions;let n=this._cachedIndex,r=t[n],i=t[n-1];e:{t:{let s;n:{r:if(!(e<r)){for(let s=n+2;;){if(void 0===r){if(e<i)break r;n=t.length;this._cachedIndex=n;return this.afterEnd_(n-1,e,i)}if(n===s)break;i=r;r=t[++n];if(e<r)break t}s=t.length;break n}if(e>=i)break e;{const a=t[1];if(e<a){n=2;i=a}for(let s=n-2;;){if(void 0===i){this._cachedIndex=0;return this.beforeStart_(0,e,r)}if(n===s)break;r=i;i=t[--n-1];if(e>=i)break t}s=n;n=0}}while(n<s){const r=n+s>>>1;e<t[r]?s=r:n=r+1}r=t[n];i=t[n-1];if(void 0===i){this._cachedIndex=0;return this.beforeStart_(0,e,r)}if(void 0===r){n=t.length;this._cachedIndex=n;return this.afterEnd_(n-1,i,e)}}this._cachedIndex=n;this.intervalChanged_(n,i,r)}return this.interpolate_(n,i,e,r)}getSettings_(){return this.settings||this.DefaultSettings_}copySampleValue_(e){const t=this.resultBuffer,n=this.sampleValues,r=this.valueSize,i=e*r;for(let e=0;e!==r;++e)t[e]=n[i+e];return t}interpolate_(){throw new Error(\"call to abstract method\")}intervalChanged_(){}}Interpolant.prototype.beforeStart_=Interpolant.prototype.copySampleValue_;Interpolant.prototype.afterEnd_=Interpolant.prototype.copySampleValue_;class CubicInterpolant extends Interpolant{constructor(e,t,n,r){super(e,t,n,r);this._weightPrev=-0;this._offsetPrev=-0;this._weightNext=-0;this._offsetNext=-0;this.DefaultSettings_={endingStart:Gt,endingEnd:Gt}}intervalChanged_(e,t,n){const r=this.parameterPositions;let i=e-2,s=e+1,a=r[i],o=r[s];if(void 0===a)switch(this.getSettings_().endingStart){case Ft:i=e;a=2*t-n;break;case Ot:i=r.length-2;a=t+r[i]-r[i+1];break;default:i=e;a=n}if(void 0===o)switch(this.getSettings_().endingEnd){case Ft:s=e;o=2*n-t;break;case Ot:s=1;o=n+r[1]-r[0];break;default:s=e-1;o=t}const l=.5*(n-t),c=this.valueSize;this._weightPrev=l/(t-a);this._weightNext=l/(o-n);this._offsetPrev=i*c;this._offsetNext=s*c}interpolate_(e,t,n,r){const i=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=e*a,l=o-a,c=this._offsetPrev,u=this._offsetNext,h=this._weightPrev,d=this._weightNext,p=(n-t)/(r-t),f=p*p,m=f*p;const g=-h*m+2*h*f-h*p;const y=(1+h)*m+(-1.5-2*h)*f+(-.5+h)*p+1;const x=(-1-d)*m+(1.5+d)*f+.5*p;const b=d*m-d*f;for(let e=0;e!==a;++e)i[e]=g*s[c+e]+y*s[l+e]+x*s[o+e]+b*s[u+e];return i}}class LinearInterpolant extends Interpolant{constructor(e,t,n,r){super(e,t,n,r)}interpolate_(e,t,n,r){const i=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=e*a,l=o-a,c=(n-t)/(r-t),u=1-c;for(let e=0;e!==a;++e)i[e]=s[l+e]*u+s[o+e]*c;return i}}class DiscreteInterpolant extends Interpolant{constructor(e,t,n,r){super(e,t,n,r)}interpolate_(e){return this.copySampleValue_(e-1)}}class KeyframeTrack{constructor(e,t,n,r){if(void 0===e)throw new Error(\"THREE.KeyframeTrack: track name is undefined\");if(void 0===t||0===t.length)throw new Error(\"THREE.KeyframeTrack: no keyframes in track named \"+e);this.name=e;this.times=Dl.convertArray(t,this.TimeBufferType);this.values=Dl.convertArray(n,this.ValueBufferType);this.setInterpolation(r||this.DefaultInterpolation)}static toJSON(e){const t=e.constructor;let n;if(t.toJSON!==this.toJSON)n=t.toJSON(e);else{n={name:e.name,times:Dl.convertArray(e.times,Array),values:Dl.convertArray(e.values,Array)};const t=e.getInterpolation();t!==e.DefaultInterpolation&&(n.interpolation=t)}n.type=e.ValueTypeName;return n}InterpolantFactoryMethodDiscrete(e){return new DiscreteInterpolant(this.times,this.values,this.getValueSize(),e)}InterpolantFactoryMethodLinear(e){return new LinearInterpolant(this.times,this.values,this.getValueSize(),e)}InterpolantFactoryMethodSmooth(e){return new CubicInterpolant(this.times,this.values,this.getValueSize(),e)}setInterpolation(e){let t;switch(e){case Nt:t=this.InterpolantFactoryMethodDiscrete;break;case Ut:t=this.InterpolantFactoryMethodLinear;break;case zt:t=this.InterpolantFactoryMethodSmooth;break}if(void 0===t){const t=\"unsupported interpolation for \"+this.ValueTypeName+\" keyframe track named \"+this.name;if(void 0===this.createInterpolant){if(e===this.DefaultInterpolation)throw new Error(t);this.setInterpolation(this.DefaultInterpolation)}console.warn(\"THREE.KeyframeTrack:\",t);return this}this.createInterpolant=t;return this}getInterpolation(){switch(this.createInterpolant){case this.InterpolantFactoryMethodDiscrete:return Nt;case this.InterpolantFactoryMethodLinear:return Ut;case this.InterpolantFactoryMethodSmooth:return zt}}getValueSize(){return this.values.length/this.times.length}shift(e){if(0!==e){const t=this.times;for(let n=0,r=t.length;n!==r;++n)t[n]+=e}return this}scale(e){if(1!==e){const t=this.times;for(let n=0,r=t.length;n!==r;++n)t[n]*=e}return this}trim(e,t){const n=this.times,r=n.length;let i=0,s=r-1;while(i!==r&&n[i]<e)++i;while(-1!==s&&n[s]>t)--s;++s;if(0!==i||s!==r){if(i>=s){s=Math.max(s,1);i=s-1}const e=this.getValueSize();this.times=Dl.arraySlice(n,i,s);this.values=Dl.arraySlice(this.values,i*e,s*e)}return this}validate(){let e=true;const t=this.getValueSize();if(t-Math.floor(t)!==0){console.error(\"THREE.KeyframeTrack: Invalid value size in track.\",this);e=false}const n=this.times,r=this.values,i=n.length;if(0===i){console.error(\"THREE.KeyframeTrack: Track is empty.\",this);e=false}let s=null;for(let t=0;t!==i;t++){const r=n[t];if(\"number\"===typeof r&&isNaN(r)){console.error(\"THREE.KeyframeTrack: Time is not a valid number.\",this,t,r);e=false;break}if(null!==s&&s>r){console.error(\"THREE.KeyframeTrack: Out of order keys.\",this,t,r,s);e=false;break}s=r}if(void 0!==r&&Dl.isTypedArray(r))for(let t=0,n=r.length;t!==n;++t){const n=r[t];if(isNaN(n)){console.error(\"THREE.KeyframeTrack: Value is not a valid number.\",this,t,n);e=false;break}}return e}optimize(){const e=Dl.arraySlice(this.times),t=Dl.arraySlice(this.values),n=this.getValueSize(),r=this.getInterpolation()===zt,i=e.length-1;let s=1;for(let a=1;a<i;++a){let i=false;const o=e[a];const l=e[a+1];if(o!==l&&(1!==a||o!==e[0]))if(r)i=true;else{const e=a*n,r=e-n,s=e+n;for(let a=0;a!==n;++a){const n=t[e+a];if(n!==t[r+a]||n!==t[s+a]){i=true;break}}}if(i){if(a!==s){e[s]=e[a];const r=a*n,i=s*n;for(let e=0;e!==n;++e)t[i+e]=t[r+e]}++s}}if(i>0){e[s]=e[i];for(let e=i*n,r=s*n,a=0;a!==n;++a)t[r+a]=t[e+a];++s}if(s!==e.length){this.times=Dl.arraySlice(e,0,s);this.values=Dl.arraySlice(t,0,s*n)}else{this.times=e;this.values=t}return this}clone(){const e=Dl.arraySlice(this.times,0);const t=Dl.arraySlice(this.values,0);const n=this.constructor;const r=new n(this.name,e,t);r.createInterpolant=this.createInterpolant;return r}}KeyframeTrack.prototype.TimeBufferType=Float32Array;KeyframeTrack.prototype.ValueBufferType=Float32Array;KeyframeTrack.prototype.DefaultInterpolation=Ut;class BooleanKeyframeTrack extends KeyframeTrack{}BooleanKeyframeTrack.prototype.ValueTypeName=\"bool\";BooleanKeyframeTrack.prototype.ValueBufferType=Array;BooleanKeyframeTrack.prototype.DefaultInterpolation=Nt;BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear=void 0;BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth=void 0;class ColorKeyframeTrack extends KeyframeTrack{}ColorKeyframeTrack.prototype.ValueTypeName=\"color\";class NumberKeyframeTrack extends KeyframeTrack{}NumberKeyframeTrack.prototype.ValueTypeName=\"number\";class QuaternionLinearInterpolant extends Interpolant{constructor(e,t,n,r){super(e,t,n,r)}interpolate_(e,t,n,r){const i=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(n-t)/(r-t);let l=e*a;for(let e=l+a;l!==e;l+=4)Quaternion.slerpFlat(i,0,s,l-a,s,l,o);return i}}class QuaternionKeyframeTrack extends KeyframeTrack{InterpolantFactoryMethodLinear(e){return new QuaternionLinearInterpolant(this.times,this.values,this.getValueSize(),e)}}QuaternionKeyframeTrack.prototype.ValueTypeName=\"quaternion\";QuaternionKeyframeTrack.prototype.DefaultInterpolation=Ut;QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth=void 0;class StringKeyframeTrack extends KeyframeTrack{}StringKeyframeTrack.prototype.ValueTypeName=\"string\";StringKeyframeTrack.prototype.ValueBufferType=Array;StringKeyframeTrack.prototype.DefaultInterpolation=Nt;StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear=void 0;StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth=void 0;class VectorKeyframeTrack extends KeyframeTrack{}VectorKeyframeTrack.prototype.ValueTypeName=\"vector\";class AnimationClip{constructor(e,t=-1,n,r=Ht){this.name=e;this.tracks=n;this.duration=t;this.blendMode=r;this.uuid=generateUUID();this.duration<0&&this.resetDuration()}static parse(e){const t=[],n=e.tracks,r=1/(e.fps||1);for(let e=0,i=n.length;e!==i;++e)t.push(parseKeyframeTrack(n[e]).scale(r));const i=new this(e.name,e.duration,t,e.blendMode);i.uuid=e.uuid;return i}static toJSON(e){const t=[],n=e.tracks;const r={name:e.name,duration:e.duration,tracks:t,uuid:e.uuid,blendMode:e.blendMode};for(let e=0,r=n.length;e!==r;++e)t.push(KeyframeTrack.toJSON(n[e]));return r}static CreateFromMorphTargetSequence(e,t,n,r){const i=t.length;const s=[];for(let e=0;e<i;e++){let a=[];let o=[];a.push((e+i-1)%i,e,(e+1)%i);o.push(0,1,0);const l=Dl.getKeyframeOrder(a);a=Dl.sortedArray(a,1,l);o=Dl.sortedArray(o,1,l);if(!r&&0===a[0]){a.push(i);o.push(o[0])}s.push(new NumberKeyframeTrack(\".morphTargetInfluences[\"+t[e].name+\"]\",a,o).scale(1/n))}return new this(e,-1,s)}static findByName(e,t){let n=e;if(!Array.isArray(e)){const t=e;n=t.geometry&&t.geometry.animations||t.animations}for(let e=0;e<n.length;e++)if(n[e].name===t)return n[e];return null}static CreateClipsFromMorphTargetSequences(e,t,n){const r={};const i=/^([\\w-]*?)([\\d]+)$/;for(let t=0,n=e.length;t<n;t++){const n=e[t];const s=n.name.match(i);if(s&&s.length>1){const e=s[1];let t=r[e];t||(r[e]=t=[]);t.push(n)}}const s=[];for(const e in r)s.push(this.CreateFromMorphTargetSequence(e,r[e],t,n));return s}static parseAnimation(e,t){if(!e){console.error(\"THREE.AnimationClip: No animation in JSONLoader data.\");return null}const addNonemptyTrack=function(e,t,n,r,i){if(0!==n.length){const s=[];const a=[];Dl.flattenJSON(n,s,a,r);0!==s.length&&i.push(new e(t,s,a))}};const n=[];const r=e.name||\"default\";const i=e.fps||30;const s=e.blendMode;let a=e.length||-1;const o=e.hierarchy||[];for(let e=0;e<o.length;e++){const r=o[e].keys;if(r&&0!==r.length)if(r[0].morphTargets){const e={};let t;for(t=0;t<r.length;t++)if(r[t].morphTargets)for(let n=0;n<r[t].morphTargets.length;n++)e[r[t].morphTargets[n]]=-1;for(const i in e){const e=[];const s=[];for(let n=0;n!==r[t].morphTargets.length;++n){const n=r[t];e.push(n.time);s.push(n.morphTarget===i?1:0)}n.push(new NumberKeyframeTrack(\".morphTargetInfluence[\"+i+\"]\",e,s))}a=e.length*(i||1)}else{const i=\".bones[\"+t[e].name+\"]\";addNonemptyTrack(VectorKeyframeTrack,i+\".position\",r,\"pos\",n);addNonemptyTrack(QuaternionKeyframeTrack,i+\".quaternion\",r,\"rot\",n);addNonemptyTrack(VectorKeyframeTrack,i+\".scale\",r,\"scl\",n)}}if(0===n.length)return null;const l=new this(r,a,n,s);return l}resetDuration(){const e=this.tracks;let t=0;for(let n=0,r=e.length;n!==r;++n){const e=this.tracks[n];t=Math.max(t,e.times[e.times.length-1])}this.duration=t;return this}trim(){for(let e=0;e<this.tracks.length;e++)this.tracks[e].trim(0,this.duration);return this}validate(){let e=true;for(let t=0;t<this.tracks.length;t++)e=e&&this.tracks[t].validate();return e}optimize(){for(let e=0;e<this.tracks.length;e++)this.tracks[e].optimize();return this}clone(){const e=[];for(let t=0;t<this.tracks.length;t++)e.push(this.tracks[t].clone());return new this.constructor(this.name,this.duration,e,this.blendMode)}toJSON(){return this.constructor.toJSON(this)}}function getTrackTypeForValueTypeName(e){switch(e.toLowerCase()){case\"scalar\":case\"double\":case\"float\":case\"number\":case\"integer\":return NumberKeyframeTrack;case\"vector\":case\"vector2\":case\"vector3\":case\"vector4\":return VectorKeyframeTrack;case\"color\":return ColorKeyframeTrack;case\"quaternion\":return QuaternionKeyframeTrack;case\"bool\":case\"boolean\":return BooleanKeyframeTrack;case\"string\":return StringKeyframeTrack}throw new Error(\"THREE.KeyframeTrack: Unsupported typeName: \"+e)}function parseKeyframeTrack(e){if(void 0===e.type)throw new Error(\"THREE.KeyframeTrack: track type undefined, can not parse\");const t=getTrackTypeForValueTypeName(e.type);if(void 0===e.times){const t=[],n=[];Dl.flattenJSON(e.keys,t,n,\"value\");e.times=t;e.values=n}return void 0!==t.parse?t.parse(e):new t(e.name,e.times,e.values,e.interpolation)}const Bl={enabled:false,files:{},add:function(e,t){false!==this.enabled&&(this.files[e]=t)},get:function(e){if(false!==this.enabled)return this.files[e]},remove:function(e){delete this.files[e]},clear:function(){this.files={}}};class LoadingManager{constructor(e,t,n){const r=this;let i=false;let s=0;let a=0;let o;const l=[];this.onStart=void 0;this.onLoad=e;this.onProgress=t;this.onError=n;this.itemStart=function(e){a++;false===i&&void 0!==r.onStart&&r.onStart(e,s,a);i=true};this.itemEnd=function(e){s++;void 0!==r.onProgress&&r.onProgress(e,s,a);if(s===a){i=false;void 0!==r.onLoad&&r.onLoad()}};this.itemError=function(e){void 0!==r.onError&&r.onError(e)};this.resolveURL=function(e){return o?o(e):e};this.setURLModifier=function(e){o=e;return this};this.addHandler=function(e,t){l.push(e,t);return this};this.removeHandler=function(e){const t=l.indexOf(e);-1!==t&&l.splice(t,2);return this};this.getHandler=function(e){for(let t=0,n=l.length;t<n;t+=2){const n=l[t];const r=l[t+1];n.global&&(n.lastIndex=0);if(n.test(e))return r}return null}}}const Vl=new LoadingManager;class Loader{constructor(e){this.manager=void 0!==e?e:Vl;this.crossOrigin=\"anonymous\";this.withCredentials=false;this.path=\"\";this.resourcePath=\"\";this.requestHeader={}}load(){}loadAsync(e,t){const n=this;return new Promise((function(r,i){n.load(e,r,t,i)}))}parse(){}setCrossOrigin(e){this.crossOrigin=e;return this}setWithCredentials(e){this.withCredentials=e;return this}setPath(e){this.path=e;return this}setResourcePath(e){this.resourcePath=e;return this}setRequestHeader(e){this.requestHeader=e;return this}}const Nl={};class FileLoader extends Loader{constructor(e){super(e)}load(e,t,n,r){void 0===e&&(e=\"\");void 0!==this.path&&(e=this.path+e);e=this.manager.resolveURL(e);const i=Bl.get(e);if(void 0!==i){this.manager.itemStart(e);setTimeout((()=>{t&&t(i);this.manager.itemEnd(e)}),0);return i}if(void 0!==Nl[e]){Nl[e].push({onLoad:t,onProgress:n,onError:r});return}Nl[e]=[];Nl[e].push({onLoad:t,onProgress:n,onError:r});const s=new Request(e,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?\"include\":\"same-origin\"});fetch(s).then((t=>{if(200===t.status||0===t.status){0===t.status&&console.warn(\"THREE.FileLoader: HTTP Status 0 received.\");if(\"undefined\"===typeof ReadableStream||void 0===t.body.getReader)return t;const n=Nl[e];const r=t.body.getReader();const i=t.headers.get(\"Content-Length\");const s=i?parseInt(i):0;const a=0!==s;let o=0;const l=new ReadableStream({start(e){readData();function readData(){r.read().then((({done:t,value:r})=>{if(t)e.close();else{o+=r.byteLength;const t=new ProgressEvent(\"progress\",{lengthComputable:a,loaded:o,total:s});for(let e=0,r=n.length;e<r;e++){const r=n[e];r.onProgress&&r.onProgress(t)}e.enqueue(r);readData()}}))}}});return new Response(l)}throw Error(`fetch for \"${t.url}\" responded with ${t.status}: ${t.statusText}`)})).then((e=>{switch(this.responseType){case\"arraybuffer\":return e.arrayBuffer();case\"blob\":return e.blob();case\"document\":return e.text().then((e=>{const t=new DOMParser;return t.parseFromString(e,this.mimeType)}));case\"json\":return e.json();default:return e.text()}})).then((t=>{Bl.add(e,t);const n=Nl[e];delete Nl[e];for(let e=0,r=n.length;e<r;e++){const r=n[e];r.onLoad&&r.onLoad(t)}})).catch((t=>{const n=Nl[e];if(void 0===n){this.manager.itemError(e);throw t}delete Nl[e];for(let e=0,r=n.length;e<r;e++){const r=n[e];r.onError&&r.onError(t)}this.manager.itemError(e)})).finally((()=>{this.manager.itemEnd(e)}));this.manager.itemStart(e)}setResponseType(e){this.responseType=e;return this}setMimeType(e){this.mimeType=e;return this}}class AnimationLoader extends Loader{constructor(e){super(e)}load(e,t,n,r){const i=this;const s=new FileLoader(this.manager);s.setPath(this.path);s.setRequestHeader(this.requestHeader);s.setWithCredentials(this.withCredentials);s.load(e,(function(n){try{t(i.parse(JSON.parse(n)))}catch(t){r?r(t):console.error(t);i.manager.itemError(e)}}),n,r)}parse(e){const t=[];for(let n=0;n<e.length;n++){const r=AnimationClip.parse(e[n]);t.push(r)}return t}}class CompressedTextureLoader extends Loader{constructor(e){super(e)}load(e,t,n,r){const i=this;const s=[];const a=new CompressedTexture;const o=new FileLoader(this.manager);o.setPath(this.path);o.setResponseType(\"arraybuffer\");o.setRequestHeader(this.requestHeader);o.setWithCredentials(i.withCredentials);let l=0;function loadTexture(c){o.load(e[c],(function(e){const n=i.parse(e,true);s[c]={width:n.width,height:n.height,format:n.format,mipmaps:n.mipmaps};l+=1;if(6===l){1===n.mipmapCount&&(a.minFilter=ye);a.image=s;a.format=n.format;a.needsUpdate=true;t&&t(a)}}),n,r)}if(Array.isArray(e))for(let t=0,n=e.length;t<n;++t)loadTexture(t);else o.load(e,(function(e){const n=i.parse(e,true);if(n.isCubemap){const e=n.mipmaps.length/n.mipmapCount;for(let t=0;t<e;t++){s[t]={mipmaps:[]};for(let e=0;e<n.mipmapCount;e++){s[t].mipmaps.push(n.mipmaps[t*n.mipmapCount+e]);s[t].format=n.format;s[t].width=n.width;s[t].height=n.height}}a.image=s}else{a.image.width=n.width;a.image.height=n.height;a.mipmaps=n.mipmaps}1===n.mipmapCount&&(a.minFilter=ye);a.format=n.format;a.needsUpdate=true;t&&t(a)}),n,r);return a}}class ImageLoader extends Loader{constructor(e){super(e)}load(e,t,n,r){void 0!==this.path&&(e=this.path+e);e=this.manager.resolveURL(e);const i=this;const s=Bl.get(e);if(void 0!==s){i.manager.itemStart(e);setTimeout((function(){t&&t(s);i.manager.itemEnd(e)}),0);return s}const a=createElementNS(\"img\");function onImageLoad(){removeEventListeners();Bl.add(e,this);t&&t(this);i.manager.itemEnd(e)}function onImageError(t){removeEventListeners();r&&r(t);i.manager.itemError(e);i.manager.itemEnd(e)}function removeEventListeners(){a.removeEventListener(\"load\",onImageLoad,false);a.removeEventListener(\"error\",onImageError,false)}a.addEventListener(\"load\",onImageLoad,false);a.addEventListener(\"error\",onImageError,false);\"data:\"!==e.substr(0,5)&&void 0!==this.crossOrigin&&(a.crossOrigin=this.crossOrigin);i.manager.itemStart(e);a.src=e;return a}}class CubeTextureLoader extends Loader{constructor(e){super(e)}load(e,t,n,r){const i=new CubeTexture;const s=new ImageLoader(this.manager);s.setCrossOrigin(this.crossOrigin);s.setPath(this.path);let a=0;function loadTexture(n){s.load(e[n],(function(e){i.images[n]=e;a++;if(6===a){i.needsUpdate=true;t&&t(i)}}),void 0,r)}for(let t=0;t<e.length;++t)loadTexture(t);return i}}class DataTextureLoader extends Loader{constructor(e){super(e)}load(e,t,n,r){const i=this;const s=new DataTexture;const a=new FileLoader(this.manager);a.setResponseType(\"arraybuffer\");a.setRequestHeader(this.requestHeader);a.setPath(this.path);a.setWithCredentials(i.withCredentials);a.load(e,(function(e){const n=i.parse(e);if(n){if(void 0!==n.image)s.image=n.image;else if(void 0!==n.data){s.image.width=n.width;s.image.height=n.height;s.image.data=n.data}s.wrapS=void 0!==n.wrapS?n.wrapS:ue;s.wrapT=void 0!==n.wrapT?n.wrapT:ue;s.magFilter=void 0!==n.magFilter?n.magFilter:ye;s.minFilter=void 0!==n.minFilter?n.minFilter:ye;s.anisotropy=void 0!==n.anisotropy?n.anisotropy:1;void 0!==n.encoding&&(s.encoding=n.encoding);void 0!==n.flipY&&(s.flipY=n.flipY);void 0!==n.format&&(s.format=n.format);void 0!==n.type&&(s.type=n.type);if(void 0!==n.mipmaps){s.mipmaps=n.mipmaps;s.minFilter=be}1===n.mipmapCount&&(s.minFilter=ye);void 0!==n.generateMipmaps&&(s.generateMipmaps=n.generateMipmaps);s.needsUpdate=true;t&&t(s,n)}}),n,r);return s}}class TextureLoader extends Loader{constructor(e){super(e)}load(e,t,n,r){const i=new Texture;const s=new ImageLoader(this.manager);s.setCrossOrigin(this.crossOrigin);s.setPath(this.path);s.load(e,(function(e){i.image=e;i.needsUpdate=true;void 0!==t&&t(i)}),n,r);return i}}class Light extends Object3D{constructor(e,t=1){super();this.type=\"Light\";this.color=new Color(e);this.intensity=t}dispose(){}copy(e){super.copy(e);this.color.copy(e.color);this.intensity=e.intensity;return this}toJSON(e){const t=super.toJSON(e);t.object.color=this.color.getHex();t.object.intensity=this.intensity;void 0!==this.groundColor&&(t.object.groundColor=this.groundColor.getHex());void 0!==this.distance&&(t.object.distance=this.distance);void 0!==this.angle&&(t.object.angle=this.angle);void 0!==this.decay&&(t.object.decay=this.decay);void 0!==this.penumbra&&(t.object.penumbra=this.penumbra);void 0!==this.shadow&&(t.object.shadow=this.shadow.toJSON());return t}}Light.prototype.isLight=true;class HemisphereLight extends Light{constructor(e,t,n){super(e,n);this.type=\"HemisphereLight\";this.position.copy(Object3D.DefaultUp);this.updateMatrix();this.groundColor=new Color(t)}copy(e){Light.prototype.copy.call(this,e);this.groundColor.copy(e.groundColor);return this}}HemisphereLight.prototype.isHemisphereLight=true;const Ul=new Matrix4;const zl=new Vector3;const Gl=new Vector3;class LightShadow{constructor(e){this.camera=e;this.bias=0;this.normalBias=0;this.radius=1;this.blurSamples=8;this.mapSize=new Vector2(512,512);this.map=null;this.mapPass=null;this.matrix=new Matrix4;this.autoUpdate=true;this.needsUpdate=false;this._frustum=new Frustum;this._frameExtents=new Vector2(1,1);this._viewportCount=1;this._viewports=[new Vector4(0,0,1,1)]}getViewportCount(){return this._viewportCount}getFrustum(){return this._frustum}updateMatrices(e){const t=this.camera;const n=this.matrix;zl.setFromMatrixPosition(e.matrixWorld);t.position.copy(zl);Gl.setFromMatrixPosition(e.target.matrixWorld);t.lookAt(Gl);t.updateMatrixWorld();Ul.multiplyMatrices(t.projectionMatrix,t.matrixWorldInverse);this._frustum.setFromProjectionMatrix(Ul);n.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1);n.multiply(t.projectionMatrix);n.multiply(t.matrixWorldInverse)}getViewport(e){return this._viewports[e]}getFrameExtents(){return this._frameExtents}dispose(){this.map&&this.map.dispose();this.mapPass&&this.mapPass.dispose()}copy(e){this.camera=e.camera.clone();this.bias=e.bias;this.radius=e.radius;this.mapSize.copy(e.mapSize);return this}clone(){return(new this.constructor).copy(this)}toJSON(){const e={};0!==this.bias&&(e.bias=this.bias);0!==this.normalBias&&(e.normalBias=this.normalBias);1!==this.radius&&(e.radius=this.radius);512===this.mapSize.x&&512===this.mapSize.y||(e.mapSize=this.mapSize.toArray());e.camera=this.camera.toJSON(false).object;delete e.camera.matrix;return e}}class SpotLightShadow extends LightShadow{constructor(){super(new PerspectiveCamera(50,1,.5,500));this.focus=1}updateMatrices(e){const t=this.camera;const n=2*Rn*e.angle*this.focus;const r=this.mapSize.width/this.mapSize.height;const i=e.distance||t.far;if(n!==t.fov||r!==t.aspect||i!==t.far){t.fov=n;t.aspect=r;t.far=i;t.updateProjectionMatrix()}super.updateMatrices(e)}copy(e){super.copy(e);this.focus=e.focus;return this}}SpotLightShadow.prototype.isSpotLightShadow=true;class SpotLight extends Light{constructor(e,t,n=0,r=Math.PI/3,i=0,s=1){super(e,t);this.type=\"SpotLight\";this.position.copy(Object3D.DefaultUp);this.updateMatrix();this.target=new Object3D;this.distance=n;this.angle=r;this.penumbra=i;this.decay=s;this.shadow=new SpotLightShadow}get power(){return this.intensity*Math.PI}set power(e){this.intensity=e/Math.PI}dispose(){this.shadow.dispose()}copy(e){super.copy(e);this.distance=e.distance;this.angle=e.angle;this.penumbra=e.penumbra;this.decay=e.decay;this.target=e.target.clone();this.shadow=e.shadow.clone();return this}}SpotLight.prototype.isSpotLight=true;const Fl=new Matrix4;const Ol=new Vector3;const Hl=new Vector3;class PointLightShadow extends LightShadow{constructor(){super(new PerspectiveCamera(90,1,.5,500));this._frameExtents=new Vector2(4,2);this._viewportCount=6;this._viewports=[new Vector4(2,1,1,1),new Vector4(0,1,1,1),new Vector4(3,1,1,1),new Vector4(1,1,1,1),new Vector4(3,0,1,1),new Vector4(1,0,1,1)];this._cubeDirections=[new Vector3(1,0,0),new Vector3(-1,0,0),new Vector3(0,0,1),new Vector3(0,0,-1),new Vector3(0,1,0),new Vector3(0,-1,0)];this._cubeUps=[new Vector3(0,1,0),new Vector3(0,1,0),new Vector3(0,1,0),new Vector3(0,1,0),new Vector3(0,0,1),new Vector3(0,0,-1)]}updateMatrices(e,t=0){const n=this.camera;const r=this.matrix;const i=e.distance||n.far;if(i!==n.far){n.far=i;n.updateProjectionMatrix()}Ol.setFromMatrixPosition(e.matrixWorld);n.position.copy(Ol);Hl.copy(n.position);Hl.add(this._cubeDirections[t]);n.up.copy(this._cubeUps[t]);n.lookAt(Hl);n.updateMatrixWorld();r.makeTranslation(-Ol.x,-Ol.y,-Ol.z);Fl.multiplyMatrices(n.projectionMatrix,n.matrixWorldInverse);this._frustum.setFromProjectionMatrix(Fl)}}PointLightShadow.prototype.isPointLightShadow=true;class PointLight extends Light{constructor(e,t,n=0,r=1){super(e,t);this.type=\"PointLight\";this.distance=n;this.decay=r;this.shadow=new PointLightShadow}get power(){return 4*this.intensity*Math.PI}set power(e){this.intensity=e/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(e){super.copy(e);this.distance=e.distance;this.decay=e.decay;this.shadow=e.shadow.clone();return this}}PointLight.prototype.isPointLight=true;class DirectionalLightShadow extends LightShadow{constructor(){super(new OrthographicCamera(-5,5,5,-5,.5,500))}}DirectionalLightShadow.prototype.isDirectionalLightShadow=true;class DirectionalLight extends Light{constructor(e,t){super(e,t);this.type=\"DirectionalLight\";this.position.copy(Object3D.DefaultUp);this.updateMatrix();this.target=new Object3D;this.shadow=new DirectionalLightShadow}dispose(){this.shadow.dispose()}copy(e){super.copy(e);this.target=e.target.clone();this.shadow=e.shadow.clone();return this}}DirectionalLight.prototype.isDirectionalLight=true;class AmbientLight extends Light{constructor(e,t){super(e,t);this.type=\"AmbientLight\"}}AmbientLight.prototype.isAmbientLight=true;class RectAreaLight extends Light{constructor(e,t,n=10,r=10){super(e,t);this.type=\"RectAreaLight\";this.width=n;this.height=r}get power(){return this.intensity*this.width*this.height*Math.PI}set power(e){this.intensity=e/(this.width*this.height*Math.PI)}copy(e){super.copy(e);this.width=e.width;this.height=e.height;return this}toJSON(e){const t=super.toJSON(e);t.object.width=this.width;t.object.height=this.height;return t}}RectAreaLight.prototype.isRectAreaLight=true;class SphericalHarmonics3{constructor(){this.coefficients=[];for(let e=0;e<9;e++)this.coefficients.push(new Vector3)}set(e){for(let t=0;t<9;t++)this.coefficients[t].copy(e[t]);return this}zero(){for(let e=0;e<9;e++)this.coefficients[e].set(0,0,0);return this}getAt(e,t){const n=e.x,r=e.y,i=e.z;const s=this.coefficients;t.copy(s[0]).multiplyScalar(.282095);t.addScaledVector(s[1],.488603*r);t.addScaledVector(s[2],.488603*i);t.addScaledVector(s[3],.488603*n);t.addScaledVector(s[4],n*r*1.092548);t.addScaledVector(s[5],r*i*1.092548);t.addScaledVector(s[6],.315392*(3*i*i-1));t.addScaledVector(s[7],n*i*1.092548);t.addScaledVector(s[8],.546274*(n*n-r*r));return t}getIrradianceAt(e,t){const n=e.x,r=e.y,i=e.z;const s=this.coefficients;t.copy(s[0]).multiplyScalar(.886227);t.addScaledVector(s[1],1.023328*r);t.addScaledVector(s[2],1.023328*i);t.addScaledVector(s[3],1.023328*n);t.addScaledVector(s[4],.858086*n*r);t.addScaledVector(s[5],.858086*r*i);t.addScaledVector(s[6],.743125*i*i-.247708);t.addScaledVector(s[7],.858086*n*i);t.addScaledVector(s[8],.429043*(n*n-r*r));return t}add(e){for(let t=0;t<9;t++)this.coefficients[t].add(e.coefficients[t]);return this}addScaledSH(e,t){for(let n=0;n<9;n++)this.coefficients[n].addScaledVector(e.coefficients[n],t);return this}scale(e){for(let t=0;t<9;t++)this.coefficients[t].multiplyScalar(e);return this}lerp(e,t){for(let n=0;n<9;n++)this.coefficients[n].lerp(e.coefficients[n],t);return this}equals(e){for(let t=0;t<9;t++)if(!this.coefficients[t].equals(e.coefficients[t]))return false;return true}copy(e){return this.set(e.coefficients)}clone(){return(new this.constructor).copy(this)}fromArray(e,t=0){const n=this.coefficients;for(let r=0;r<9;r++)n[r].fromArray(e,t+3*r);return this}toArray(e=[],t=0){const n=this.coefficients;for(let r=0;r<9;r++)n[r].toArray(e,t+3*r);return e}static getBasisAt(e,t){const n=e.x,r=e.y,i=e.z;t[0]=.282095;t[1]=.488603*r;t[2]=.488603*i;t[3]=.488603*n;t[4]=1.092548*n*r;t[5]=1.092548*r*i;t[6]=.315392*(3*i*i-1);t[7]=1.092548*n*i;t[8]=.546274*(n*n-r*r)}}SphericalHarmonics3.prototype.isSphericalHarmonics3=true;class LightProbe extends Light{constructor(e=new SphericalHarmonics3,t=1){super(void 0,t);this.sh=e}copy(e){super.copy(e);this.sh.copy(e.sh);return this}fromJSON(e){this.intensity=e.intensity;this.sh.fromArray(e.sh);return this}toJSON(e){const t=super.toJSON(e);t.object.sh=this.sh.toArray();return t}}LightProbe.prototype.isLightProbe=true;class MaterialLoader extends Loader{constructor(e){super(e);this.textures={}}load(e,t,n,r){const i=this;const s=new FileLoader(i.manager);s.setPath(i.path);s.setRequestHeader(i.requestHeader);s.setWithCredentials(i.withCredentials);s.load(e,(function(n){try{t(i.parse(JSON.parse(n)))}catch(t){r?r(t):console.error(t);i.manager.itemError(e)}}),n,r)}parse(e){const t=this.textures;function getTexture(e){void 0===t[e]&&console.warn(\"THREE.MaterialLoader: Undefined texture\",e);return t[e]}const n=new Il[e.type];void 0!==e.uuid&&(n.uuid=e.uuid);void 0!==e.name&&(n.name=e.name);void 0!==e.color&&void 0!==n.color&&n.color.setHex(e.color);void 0!==e.roughness&&(n.roughness=e.roughness);void 0!==e.metalness&&(n.metalness=e.metalness);void 0!==e.sheen&&(n.sheen=e.sheen);void 0!==e.sheenColor&&(n.sheenColor=(new Color).setHex(e.sheenColor));void 0!==e.sheenRoughness&&(n.sheenRoughness=e.sheenRoughness);void 0!==e.emissive&&void 0!==n.emissive&&n.emissive.setHex(e.emissive);void 0!==e.specular&&void 0!==n.specular&&n.specular.setHex(e.specular);void 0!==e.specularIntensity&&(n.specularIntensity=e.specularIntensity);void 0!==e.specularColor&&void 0!==n.specularColor&&n.specularColor.setHex(e.specularColor);void 0!==e.shininess&&(n.shininess=e.shininess);void 0!==e.clearcoat&&(n.clearcoat=e.clearcoat);void 0!==e.clearcoatRoughness&&(n.clearcoatRoughness=e.clearcoatRoughness);void 0!==e.transmission&&(n.transmission=e.transmission);void 0!==e.thickness&&(n.thickness=e.thickness);void 0!==e.attenuationDistance&&(n.attenuationDistance=e.attenuationDistance);void 0!==e.attenuationColor&&void 0!==n.attenuationColor&&n.attenuationColor.setHex(e.attenuationColor);void 0!==e.fog&&(n.fog=e.fog);void 0!==e.flatShading&&(n.flatShading=e.flatShading);void 0!==e.blending&&(n.blending=e.blending);void 0!==e.combine&&(n.combine=e.combine);void 0!==e.side&&(n.side=e.side);void 0!==e.shadowSide&&(n.shadowSide=e.shadowSide);void 0!==e.opacity&&(n.opacity=e.opacity);void 0!==e.format&&(n.format=e.format);void 0!==e.transparent&&(n.transparent=e.transparent);void 0!==e.alphaTest&&(n.alphaTest=e.alphaTest);void 0!==e.depthTest&&(n.depthTest=e.depthTest);void 0!==e.depthWrite&&(n.depthWrite=e.depthWrite);void 0!==e.colorWrite&&(n.colorWrite=e.colorWrite);void 0!==e.stencilWrite&&(n.stencilWrite=e.stencilWrite);void 0!==e.stencilWriteMask&&(n.stencilWriteMask=e.stencilWriteMask);void 0!==e.stencilFunc&&(n.stencilFunc=e.stencilFunc);void 0!==e.stencilRef&&(n.stencilRef=e.stencilRef);void 0!==e.stencilFuncMask&&(n.stencilFuncMask=e.stencilFuncMask);void 0!==e.stencilFail&&(n.stencilFail=e.stencilFail);void 0!==e.stencilZFail&&(n.stencilZFail=e.stencilZFail);void 0!==e.stencilZPass&&(n.stencilZPass=e.stencilZPass);void 0!==e.wireframe&&(n.wireframe=e.wireframe);void 0!==e.wireframeLinewidth&&(n.wireframeLinewidth=e.wireframeLinewidth);void 0!==e.wireframeLinecap&&(n.wireframeLinecap=e.wireframeLinecap);void 0!==e.wireframeLinejoin&&(n.wireframeLinejoin=e.wireframeLinejoin);void 0!==e.rotation&&(n.rotation=e.rotation);1!==e.linewidth&&(n.linewidth=e.linewidth);void 0!==e.dashSize&&(n.dashSize=e.dashSize);void 0!==e.gapSize&&(n.gapSize=e.gapSize);void 0!==e.scale&&(n.scale=e.scale);void 0!==e.polygonOffset&&(n.polygonOffset=e.polygonOffset);void 0!==e.polygonOffsetFactor&&(n.polygonOffsetFactor=e.polygonOffsetFactor);void 0!==e.polygonOffsetUnits&&(n.polygonOffsetUnits=e.polygonOffsetUnits);void 0!==e.dithering&&(n.dithering=e.dithering);void 0!==e.alphaToCoverage&&(n.alphaToCoverage=e.alphaToCoverage);void 0!==e.premultipliedAlpha&&(n.premultipliedAlpha=e.premultipliedAlpha);void 0!==e.visible&&(n.visible=e.visible);void 0!==e.toneMapped&&(n.toneMapped=e.toneMapped);void 0!==e.userData&&(n.userData=e.userData);void 0!==e.vertexColors&&(\"number\"===typeof e.vertexColors?n.vertexColors=e.vertexColors>0:n.vertexColors=e.vertexColors);if(void 0!==e.uniforms)for(const t in e.uniforms){const r=e.uniforms[t];n.uniforms[t]={};switch(r.type){case\"t\":n.uniforms[t].value=getTexture(r.value);break;case\"c\":n.uniforms[t].value=(new Color).setHex(r.value);break;case\"v2\":n.uniforms[t].value=(new Vector2).fromArray(r.value);break;case\"v3\":n.uniforms[t].value=(new Vector3).fromArray(r.value);break;case\"v4\":n.uniforms[t].value=(new Vector4).fromArray(r.value);break;case\"m3\":n.uniforms[t].value=(new Matrix3).fromArray(r.value);break;case\"m4\":n.uniforms[t].value=(new Matrix4).fromArray(r.value);break;default:n.uniforms[t].value=r.value}}void 0!==e.defines&&(n.defines=e.defines);void 0!==e.vertexShader&&(n.vertexShader=e.vertexShader);void 0!==e.fragmentShader&&(n.fragmentShader=e.fragmentShader);if(void 0!==e.extensions)for(const t in e.extensions)n.extensions[t]=e.extensions[t];void 0!==e.shading&&(n.flatShading=1===e.shading);void 0!==e.size&&(n.size=e.size);void 0!==e.sizeAttenuation&&(n.sizeAttenuation=e.sizeAttenuation);void 0!==e.map&&(n.map=getTexture(e.map));void 0!==e.matcap&&(n.matcap=getTexture(e.matcap));void 0!==e.alphaMap&&(n.alphaMap=getTexture(e.alphaMap));void 0!==e.bumpMap&&(n.bumpMap=getTexture(e.bumpMap));void 0!==e.bumpScale&&(n.bumpScale=e.bumpScale);void 0!==e.normalMap&&(n.normalMap=getTexture(e.normalMap));void 0!==e.normalMapType&&(n.normalMapType=e.normalMapType);if(void 0!==e.normalScale){let t=e.normalScale;false===Array.isArray(t)&&(t=[t,t]);n.normalScale=(new Vector2).fromArray(t)}void 0!==e.displacementMap&&(n.displacementMap=getTexture(e.displacementMap));void 0!==e.displacementScale&&(n.displacementScale=e.displacementScale);void 0!==e.displacementBias&&(n.displacementBias=e.displacementBias);void 0!==e.roughnessMap&&(n.roughnessMap=getTexture(e.roughnessMap));void 0!==e.metalnessMap&&(n.metalnessMap=getTexture(e.metalnessMap));void 0!==e.emissiveMap&&(n.emissiveMap=getTexture(e.emissiveMap));void 0!==e.emissiveIntensity&&(n.emissiveIntensity=e.emissiveIntensity);void 0!==e.specularMap&&(n.specularMap=getTexture(e.specularMap));void 0!==e.specularIntensityMap&&(n.specularIntensityMap=getTexture(e.specularIntensityMap));void 0!==e.specularColorMap&&(n.specularColorMap=getTexture(e.specularColorMap));void 0!==e.envMap&&(n.envMap=getTexture(e.envMap));void 0!==e.envMapIntensity&&(n.envMapIntensity=e.envMapIntensity);void 0!==e.reflectivity&&(n.reflectivity=e.reflectivity);void 0!==e.refractionRatio&&(n.refractionRatio=e.refractionRatio);void 0!==e.lightMap&&(n.lightMap=getTexture(e.lightMap));void 0!==e.lightMapIntensity&&(n.lightMapIntensity=e.lightMapIntensity);void 0!==e.aoMap&&(n.aoMap=getTexture(e.aoMap));void 0!==e.aoMapIntensity&&(n.aoMapIntensity=e.aoMapIntensity);void 0!==e.gradientMap&&(n.gradientMap=getTexture(e.gradientMap));void 0!==e.clearcoatMap&&(n.clearcoatMap=getTexture(e.clearcoatMap));void 0!==e.clearcoatRoughnessMap&&(n.clearcoatRoughnessMap=getTexture(e.clearcoatRoughnessMap));void 0!==e.clearcoatNormalMap&&(n.clearcoatNormalMap=getTexture(e.clearcoatNormalMap));void 0!==e.clearcoatNormalScale&&(n.clearcoatNormalScale=(new Vector2).fromArray(e.clearcoatNormalScale));void 0!==e.transmissionMap&&(n.transmissionMap=getTexture(e.transmissionMap));void 0!==e.thicknessMap&&(n.thicknessMap=getTexture(e.thicknessMap));void 0!==e.sheenColorMap&&(n.sheenColorMap=getTexture(e.sheenColorMap));void 0!==e.sheenRoughnessMap&&(n.sheenRoughnessMap=getTexture(e.sheenRoughnessMap));return n}setTextures(e){this.textures=e;return this}}class LoaderUtils{static decodeText(e){if(\"undefined\"!==typeof TextDecoder)return(new TextDecoder).decode(e);let t=\"\";for(let n=0,r=e.length;n<r;n++)t+=String.fromCharCode(e[n]);try{return decodeURIComponent(escape(t))}catch(e){return t}}static extractUrlBase(e){const t=e.lastIndexOf(\"/\");return-1===t?\"./\":e.substr(0,t+1)}static resolveURL(e,t){if(\"string\"!==typeof e||\"\"===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}}class InstancedBufferGeometry extends BufferGeometry{constructor(){super();this.type=\"InstancedBufferGeometry\";this.instanceCount=Infinity}copy(e){super.copy(e);this.instanceCount=e.instanceCount;return this}clone(){return(new this.constructor).copy(this)}toJSON(){const e=super.toJSON(this);e.instanceCount=this.instanceCount;e.isInstancedBufferGeometry=true;return e}}InstancedBufferGeometry.prototype.isInstancedBufferGeometry=true;class BufferGeometryLoader extends Loader{constructor(e){super(e)}load(e,t,n,r){const i=this;const s=new FileLoader(i.manager);s.setPath(i.path);s.setRequestHeader(i.requestHeader);s.setWithCredentials(i.withCredentials);s.load(e,(function(n){try{t(i.parse(JSON.parse(n)))}catch(t){r?r(t):console.error(t);i.manager.itemError(e)}}),n,r)}parse(e){const t={};const n={};function getInterleavedBuffer(e,n){if(void 0!==t[n])return t[n];const r=e.interleavedBuffers;const i=r[n];const s=getArrayBuffer(e,i.buffer);const a=getTypedArray(i.type,s);const o=new InterleavedBuffer(a,i.stride);o.uuid=i.uuid;t[n]=o;return o}function getArrayBuffer(e,t){if(void 0!==n[t])return n[t];const r=e.arrayBuffers;const i=r[t];const s=new Uint32Array(i).buffer;n[t]=s;return s}const r=e.isInstancedBufferGeometry?new InstancedBufferGeometry:new BufferGeometry;const i=e.data.index;if(void 0!==i){const e=getTypedArray(i.type,i.array);r.setIndex(new BufferAttribute(e,1))}const s=e.data.attributes;for(const t in s){const n=s[t];let i;if(n.isInterleavedBufferAttribute){const t=getInterleavedBuffer(e.data,n.data);i=new InterleavedBufferAttribute(t,n.itemSize,n.offset,n.normalized)}else{const e=getTypedArray(n.type,n.array);const t=n.isInstancedBufferAttribute?InstancedBufferAttribute:BufferAttribute;i=new t(e,n.itemSize,n.normalized)}void 0!==n.name&&(i.name=n.name);void 0!==n.usage&&i.setUsage(n.usage);if(void 0!==n.updateRange){i.updateRange.offset=n.updateRange.offset;i.updateRange.count=n.updateRange.count}r.setAttribute(t,i)}const a=e.data.morphAttributes;if(a)for(const t in a){const n=a[t];const i=[];for(let t=0,r=n.length;t<r;t++){const r=n[t];let s;if(r.isInterleavedBufferAttribute){const t=getInterleavedBuffer(e.data,r.data);s=new InterleavedBufferAttribute(t,r.itemSize,r.offset,r.normalized)}else{const e=getTypedArray(r.type,r.array);s=new BufferAttribute(e,r.itemSize,r.normalized)}void 0!==r.name&&(s.name=r.name);i.push(s)}r.morphAttributes[t]=i}const o=e.data.morphTargetsRelative;o&&(r.morphTargetsRelative=true);const l=e.data.groups||e.data.drawcalls||e.data.offsets;if(void 0!==l)for(let e=0,t=l.length;e!==t;++e){const t=l[e];r.addGroup(t.start,t.count,t.materialIndex)}const c=e.data.boundingSphere;if(void 0!==c){const e=new Vector3;void 0!==c.center&&e.fromArray(c.center);r.boundingSphere=new Sphere(e,c.radius)}e.name&&(r.name=e.name);e.userData&&(r.userData=e.userData);return r}}class ObjectLoader extends Loader{constructor(e){super(e)}load(e,t,n,r){const i=this;const s=\"\"===this.path?LoaderUtils.extractUrlBase(e):this.path;this.resourcePath=this.resourcePath||s;const a=new FileLoader(this.manager);a.setPath(this.path);a.setRequestHeader(this.requestHeader);a.setWithCredentials(this.withCredentials);a.load(e,(function(n){let s=null;try{s=JSON.parse(n)}catch(t){void 0!==r&&r(t);console.error(\"THREE:ObjectLoader: Can't parse \"+e+\".\",t.message);return}const a=s.metadata;void 0!==a&&void 0!==a.type&&\"geometry\"!==a.type.toLowerCase()?i.parse(s,t):console.error(\"THREE.ObjectLoader: Can't load \"+e)}),n,r)}async loadAsync(e,t){const n=this;const r=\"\"===this.path?LoaderUtils.extractUrlBase(e):this.path;this.resourcePath=this.resourcePath||r;const i=new FileLoader(this.manager);i.setPath(this.path);i.setRequestHeader(this.requestHeader);i.setWithCredentials(this.withCredentials);const s=await i.loadAsync(e,t);const a=JSON.parse(s);const o=a.metadata;if(void 0===o||void 0===o.type||\"geometry\"===o.type.toLowerCase())throw new Error(\"THREE.ObjectLoader: Can't load \"+e);return await n.parseAsync(a)}parse(e,t){const n=this.parseAnimations(e.animations);const r=this.parseShapes(e.shapes);const i=this.parseGeometries(e.geometries,r);const s=this.parseImages(e.images,(function(){void 0!==t&&t(l)}));const a=this.parseTextures(e.textures,s);const o=this.parseMaterials(e.materials,a);const l=this.parseObject(e.object,i,o,a,n);const c=this.parseSkeletons(e.skeletons,l);this.bindSkeletons(l,c);if(void 0!==t){let e=false;for(const t in s)if(s[t]instanceof HTMLImageElement){e=true;break}false===e&&t(l)}return l}async parseAsync(e){const t=this.parseAnimations(e.animations);const n=this.parseShapes(e.shapes);const r=this.parseGeometries(e.geometries,n);const i=await this.parseImagesAsync(e.images);const s=this.parseTextures(e.textures,i);const a=this.parseMaterials(e.materials,s);const o=this.parseObject(e.object,r,a,s,t);const l=this.parseSkeletons(e.skeletons,o);this.bindSkeletons(o,l);return o}parseShapes(e){const t={};if(void 0!==e)for(let n=0,r=e.length;n<r;n++){const r=(new Shape).fromJSON(e[n]);t[r.uuid]=r}return t}parseSkeletons(e,t){const n={};const r={};t.traverse((function(e){e.isBone&&(r[e.uuid]=e)}));if(void 0!==e)for(let t=0,i=e.length;t<i;t++){const i=(new Skeleton).fromJSON(e[t],r);n[i.uuid]=i}return n}parseGeometries(e,t){const n={};if(void 0!==e){const r=new BufferGeometryLoader;for(let i=0,s=e.length;i<s;i++){let s;const a=e[i];switch(a.type){case\"BufferGeometry\":case\"InstancedBufferGeometry\":s=r.parse(a);break;case\"Geometry\":console.error(\"THREE.ObjectLoader: The legacy Geometry type is no longer supported.\");break;default:a.type in Pl?s=Pl[a.type].fromJSON(a,t):console.warn(`THREE.ObjectLoader: Unsupported geometry type \"${a.type}\"`)}s.uuid=a.uuid;void 0!==a.name&&(s.name=a.name);true===s.isBufferGeometry&&void 0!==a.userData&&(s.userData=a.userData);n[a.uuid]=s}}return n}parseMaterials(e,t){const n={};const r={};if(void 0!==e){const i=new MaterialLoader;i.setTextures(t);for(let t=0,s=e.length;t<s;t++){const s=e[t];if(\"MultiMaterial\"===s.type){const e=[];for(let t=0;t<s.materials.length;t++){const r=s.materials[t];void 0===n[r.uuid]&&(n[r.uuid]=i.parse(r));e.push(n[r.uuid])}r[s.uuid]=e}else{void 0===n[s.uuid]&&(n[s.uuid]=i.parse(s));r[s.uuid]=n[s.uuid]}}}return r}parseAnimations(e){const t={};if(void 0!==e)for(let n=0;n<e.length;n++){const r=e[n];const i=AnimationClip.parse(r);t[i.uuid]=i}return t}parseImages(e,t){const n=this;const r={};let i;function loadImage(e){n.manager.itemStart(e);return i.load(e,(function(){n.manager.itemEnd(e)}),void 0,(function(){n.manager.itemError(e);n.manager.itemEnd(e)}))}function deserializeImage(e){if(\"string\"===typeof e){const t=e;const r=/^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(t)?t:n.resourcePath+t;return loadImage(r)}return e.data?{data:getTypedArray(e.type,e.data),width:e.width,height:e.height}:null}if(void 0!==e&&e.length>0){const n=new LoadingManager(t);i=new ImageLoader(n);i.setCrossOrigin(this.crossOrigin);for(let t=0,n=e.length;t<n;t++){const n=e[t];const i=n.url;if(Array.isArray(i)){r[n.uuid]=[];for(let e=0,t=i.length;e<t;e++){const t=i[e];const s=deserializeImage(t);null!==s&&(s instanceof HTMLImageElement?r[n.uuid].push(s):r[n.uuid].push(new DataTexture(s.data,s.width,s.height)))}}else{const e=deserializeImage(n.url);null!==e&&(r[n.uuid]=e)}}}return r}async parseImagesAsync(e){const t=this;const n={};let r;async function deserializeImage(e){if(\"string\"===typeof e){const n=e;const i=/^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(n)?n:t.resourcePath+n;return await r.loadAsync(i)}return e.data?{data:getTypedArray(e.type,e.data),width:e.width,height:e.height}:null}if(void 0!==e&&e.length>0){r=new ImageLoader(this.manager);r.setCrossOrigin(this.crossOrigin);for(let t=0,r=e.length;t<r;t++){const r=e[t];const i=r.url;if(Array.isArray(i)){n[r.uuid]=[];for(let e=0,t=i.length;e<t;e++){const t=i[e];const s=await deserializeImage(t);null!==s&&(s instanceof HTMLImageElement?n[r.uuid].push(s):n[r.uuid].push(new DataTexture(s.data,s.width,s.height)))}}else{const e=await deserializeImage(r.url);null!==e&&(n[r.uuid]=e)}}}return n}parseTextures(e,t){function parseConstant(e,t){if(\"number\"===typeof e)return e;console.warn(\"THREE.ObjectLoader.parseTexture: Constant should be in numeric form.\",e);return t[e]}const n={};if(void 0!==e)for(let r=0,i=e.length;r<i;r++){const i=e[r];void 0===i.image&&console.warn('THREE.ObjectLoader: No \"image\" specified for',i.uuid);void 0===t[i.image]&&console.warn(\"THREE.ObjectLoader: Undefined image\",i.image);let s;const a=t[i.image];if(Array.isArray(a)){s=new CubeTexture(a);6===a.length&&(s.needsUpdate=true)}else{s=a&&a.data?new DataTexture(a.data,a.width,a.height):new Texture(a);a&&(s.needsUpdate=true)}s.uuid=i.uuid;void 0!==i.name&&(s.name=i.name);void 0!==i.mapping&&(s.mapping=parseConstant(i.mapping,kl));void 0!==i.offset&&s.offset.fromArray(i.offset);void 0!==i.repeat&&s.repeat.fromArray(i.repeat);void 0!==i.center&&s.center.fromArray(i.center);void 0!==i.rotation&&(s.rotation=i.rotation);if(void 0!==i.wrap){s.wrapS=parseConstant(i.wrap[0],Wl);s.wrapT=parseConstant(i.wrap[1],Wl)}void 0!==i.format&&(s.format=i.format);void 0!==i.type&&(s.type=i.type);void 0!==i.encoding&&(s.encoding=i.encoding);void 0!==i.minFilter&&(s.minFilter=parseConstant(i.minFilter,jl));void 0!==i.magFilter&&(s.magFilter=parseConstant(i.magFilter,jl));void 0!==i.anisotropy&&(s.anisotropy=i.anisotropy);void 0!==i.flipY&&(s.flipY=i.flipY);void 0!==i.premultiplyAlpha&&(s.premultiplyAlpha=i.premultiplyAlpha);void 0!==i.unpackAlignment&&(s.unpackAlignment=i.unpackAlignment);void 0!==i.userData&&(s.userData=i.userData);n[i.uuid]=s}return n}parseObject(e,t,n,r,i){let s;function getGeometry(e){void 0===t[e]&&console.warn(\"THREE.ObjectLoader: Undefined geometry\",e);return t[e]}function getMaterial(e){if(void 0!==e){if(Array.isArray(e)){const t=[];for(let r=0,i=e.length;r<i;r++){const i=e[r];void 0===n[i]&&console.warn(\"THREE.ObjectLoader: Undefined material\",i);t.push(n[i])}return t}void 0===n[e]&&console.warn(\"THREE.ObjectLoader: Undefined material\",e);return n[e]}}function getTexture(e){void 0===r[e]&&console.warn(\"THREE.ObjectLoader: Undefined texture\",e);return r[e]}let a,o;switch(e.type){case\"Scene\":s=new Scene;void 0!==e.background&&(Number.isInteger(e.background)?s.background=new Color(e.background):s.background=getTexture(e.background));void 0!==e.environment&&(s.environment=getTexture(e.environment));void 0!==e.fog&&(\"Fog\"===e.fog.type?s.fog=new Fog(e.fog.color,e.fog.near,e.fog.far):\"FogExp2\"===e.fog.type&&(s.fog=new FogExp2(e.fog.color,e.fog.density)));break;case\"PerspectiveCamera\":s=new PerspectiveCamera(e.fov,e.aspect,e.near,e.far);void 0!==e.focus&&(s.focus=e.focus);void 0!==e.zoom&&(s.zoom=e.zoom);void 0!==e.filmGauge&&(s.filmGauge=e.filmGauge);void 0!==e.filmOffset&&(s.filmOffset=e.filmOffset);void 0!==e.view&&(s.view=Object.assign({},e.view));break;case\"OrthographicCamera\":s=new OrthographicCamera(e.left,e.right,e.top,e.bottom,e.near,e.far);void 0!==e.zoom&&(s.zoom=e.zoom);void 0!==e.view&&(s.view=Object.assign({},e.view));break;case\"AmbientLight\":s=new AmbientLight(e.color,e.intensity);break;case\"DirectionalLight\":s=new DirectionalLight(e.color,e.intensity);break;case\"PointLight\":s=new PointLight(e.color,e.intensity,e.distance,e.decay);break;case\"RectAreaLight\":s=new RectAreaLight(e.color,e.intensity,e.width,e.height);break;case\"SpotLight\":s=new SpotLight(e.color,e.intensity,e.distance,e.angle,e.penumbra,e.decay);break;case\"HemisphereLight\":s=new HemisphereLight(e.color,e.groundColor,e.intensity);break;case\"LightProbe\":s=(new LightProbe).fromJSON(e);break;case\"SkinnedMesh\":a=getGeometry(e.geometry);o=getMaterial(e.material);s=new SkinnedMesh(a,o);void 0!==e.bindMode&&(s.bindMode=e.bindMode);void 0!==e.bindMatrix&&s.bindMatrix.fromArray(e.bindMatrix);void 0!==e.skeleton&&(s.skeleton=e.skeleton);break;case\"Mesh\":a=getGeometry(e.geometry);o=getMaterial(e.material);s=new Mesh(a,o);break;case\"InstancedMesh\":a=getGeometry(e.geometry);o=getMaterial(e.material);const t=e.count;const n=e.instanceMatrix;const r=e.instanceColor;s=new InstancedMesh(a,o,t);s.instanceMatrix=new InstancedBufferAttribute(new Float32Array(n.array),16);void 0!==r&&(s.instanceColor=new InstancedBufferAttribute(new Float32Array(r.array),r.itemSize));break;case\"LOD\":s=new LOD;break;case\"Line\":s=new Line(getGeometry(e.geometry),getMaterial(e.material));break;case\"LineLoop\":s=new LineLoop(getGeometry(e.geometry),getMaterial(e.material));break;case\"LineSegments\":s=new LineSegments(getGeometry(e.geometry),getMaterial(e.material));break;case\"PointCloud\":case\"Points\":s=new Points(getGeometry(e.geometry),getMaterial(e.material));break;case\"Sprite\":s=new Sprite(getMaterial(e.material));break;case\"Group\":s=new Group;break;case\"Bone\":s=new Bone;break;default:s=new Object3D}s.uuid=e.uuid;void 0!==e.name&&(s.name=e.name);if(void 0!==e.matrix){s.matrix.fromArray(e.matrix);void 0!==e.matrixAutoUpdate&&(s.matrixAutoUpdate=e.matrixAutoUpdate);s.matrixAutoUpdate&&s.matrix.decompose(s.position,s.quaternion,s.scale)}else{void 0!==e.position&&s.position.fromArray(e.position);void 0!==e.rotation&&s.rotation.fromArray(e.rotation);void 0!==e.quaternion&&s.quaternion.fromArray(e.quaternion);void 0!==e.scale&&s.scale.fromArray(e.scale)}void 0!==e.castShadow&&(s.castShadow=e.castShadow);void 0!==e.receiveShadow&&(s.receiveShadow=e.receiveShadow);if(e.shadow){void 0!==e.shadow.bias&&(s.shadow.bias=e.shadow.bias);void 0!==e.shadow.normalBias&&(s.shadow.normalBias=e.shadow.normalBias);void 0!==e.shadow.radius&&(s.shadow.radius=e.shadow.radius);void 0!==e.shadow.mapSize&&s.shadow.mapSize.fromArray(e.shadow.mapSize);void 0!==e.shadow.camera&&(s.shadow.camera=this.parseObject(e.shadow.camera))}void 0!==e.visible&&(s.visible=e.visible);void 0!==e.frustumCulled&&(s.frustumCulled=e.frustumCulled);void 0!==e.renderOrder&&(s.renderOrder=e.renderOrder);void 0!==e.userData&&(s.userData=e.userData);void 0!==e.layers&&(s.layers.mask=e.layers);if(void 0!==e.children){const a=e.children;for(let e=0;e<a.length;e++)s.add(this.parseObject(a[e],t,n,r,i))}if(void 0!==e.animations){const t=e.animations;for(let e=0;e<t.length;e++){const n=t[e];s.animations.push(i[n])}}if(\"LOD\"===e.type){void 0!==e.autoUpdate&&(s.autoUpdate=e.autoUpdate);const t=e.levels;for(let e=0;e<t.length;e++){const n=t[e];const r=s.getObjectByProperty(\"uuid\",n.object);void 0!==r&&s.addLevel(r,n.distance)}}return s}bindSkeletons(e,t){0!==Object.keys(t).length&&e.traverse((function(e){if(true===e.isSkinnedMesh&&void 0!==e.skeleton){const n=t[e.skeleton];void 0===n?console.warn(\"THREE.ObjectLoader: No skeleton found with UUID:\",e.skeleton):e.bind(n,e.bindMatrix)}}))}setTexturePath(e){console.warn(\"THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().\");return this.setResourcePath(e)}}const kl={UVMapping:ne,CubeReflectionMapping:re,CubeRefractionMapping:ie,EquirectangularReflectionMapping:se,EquirectangularRefractionMapping:ae,CubeUVReflectionMapping:oe,CubeUVRefractionMapping:le};const Wl={RepeatWrapping:ce,ClampToEdgeWrapping:ue,MirroredRepeatWrapping:he};const jl={NearestFilter:de,NearestMipmapNearestFilter:pe,NearestMipmapLinearFilter:me,LinearFilter:ye,LinearMipmapNearestFilter:ve,LinearMipmapLinearFilter:be};class ImageBitmapLoader extends Loader{constructor(e){super(e);\"undefined\"===typeof createImageBitmap&&console.warn(\"THREE.ImageBitmapLoader: createImageBitmap() not supported.\");\"undefined\"===typeof fetch&&console.warn(\"THREE.ImageBitmapLoader: fetch() not supported.\");this.options={premultiplyAlpha:\"none\"}}setOptions(e){this.options=e;return this}load(e,t,n,r){void 0===e&&(e=\"\");void 0!==this.path&&(e=this.path+e);e=this.manager.resolveURL(e);const i=this;const s=Bl.get(e);if(void 0!==s){i.manager.itemStart(e);setTimeout((function(){t&&t(s);i.manager.itemEnd(e)}),0);return s}const a={};a.credentials=\"anonymous\"===this.crossOrigin?\"same-origin\":\"include\";a.headers=this.requestHeader;fetch(e,a).then((function(e){return e.blob()})).then((function(e){return createImageBitmap(e,Object.assign(i.options,{colorSpaceConversion:\"none\"}))})).then((function(n){Bl.add(e,n);t&&t(n);i.manager.itemEnd(e)})).catch((function(t){r&&r(t);i.manager.itemError(e);i.manager.itemEnd(e)}));i.manager.itemStart(e)}}ImageBitmapLoader.prototype.isImageBitmapLoader=true;let ql;const Xl={getContext:function(){void 0===ql&&(ql=new(window.AudioContext||window.webkitAudioContext));return ql},setContext:function(e){ql=e}};class AudioLoader extends Loader{constructor(e){super(e)}load(e,t,n,r){const i=this;const s=new FileLoader(this.manager);s.setResponseType(\"arraybuffer\");s.setPath(this.path);s.setRequestHeader(this.requestHeader);s.setWithCredentials(this.withCredentials);s.load(e,(function(n){try{const e=n.slice(0);const r=Xl.getContext();r.decodeAudioData(e,(function(e){t(e)}))}catch(t){r?r(t):console.error(t);i.manager.itemError(e)}}),n,r)}}class HemisphereLightProbe extends LightProbe{constructor(e,t,n=1){super(void 0,n);const r=(new Color).set(e);const i=(new Color).set(t);const s=new Vector3(r.r,r.g,r.b);const a=new Vector3(i.r,i.g,i.b);const o=Math.sqrt(Math.PI);const l=o*Math.sqrt(.75);this.sh.coefficients[0].copy(s).add(a).multiplyScalar(o);this.sh.coefficients[1].copy(s).sub(a).multiplyScalar(l)}}HemisphereLightProbe.prototype.isHemisphereLightProbe=true;class AmbientLightProbe extends LightProbe{constructor(e,t=1){super(void 0,t);const n=(new Color).set(e);this.sh.coefficients[0].set(n.r,n.g,n.b).multiplyScalar(2*Math.sqrt(Math.PI))}}AmbientLightProbe.prototype.isAmbientLightProbe=true;const Jl=new Matrix4;const Yl=new Matrix4;const Zl=new Matrix4;class StereoCamera{constructor(){this.type=\"StereoCamera\";this.aspect=1;this.eyeSep=.064;this.cameraL=new PerspectiveCamera;this.cameraL.layers.enable(1);this.cameraL.matrixAutoUpdate=false;this.cameraR=new PerspectiveCamera;this.cameraR.layers.enable(2);this.cameraR.matrixAutoUpdate=false;this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}update(e){const t=this._cache;const n=t.focus!==e.focus||t.fov!==e.fov||t.aspect!==e.aspect*this.aspect||t.near!==e.near||t.far!==e.far||t.zoom!==e.zoom||t.eyeSep!==this.eyeSep;if(n){t.focus=e.focus;t.fov=e.fov;t.aspect=e.aspect*this.aspect;t.near=e.near;t.far=e.far;t.zoom=e.zoom;t.eyeSep=this.eyeSep;Zl.copy(e.projectionMatrix);const n=t.eyeSep/2;const r=n*t.near/t.focus;const i=t.near*Math.tan(Cn*t.fov*.5)/t.zoom;let s,a;Yl.elements[12]=-n;Jl.elements[12]=n;s=-i*t.aspect+r;a=i*t.aspect+r;Zl.elements[0]=2*t.near/(a-s);Zl.elements[8]=(a+s)/(a-s);this.cameraL.projectionMatrix.copy(Zl);s=-i*t.aspect-r;a=i*t.aspect-r;Zl.elements[0]=2*t.near/(a-s);Zl.elements[8]=(a+s)/(a-s);this.cameraR.projectionMatrix.copy(Zl)}this.cameraL.matrixWorld.copy(e.matrixWorld).multiply(Yl);this.cameraR.matrixWorld.copy(e.matrixWorld).multiply(Jl)}}class Clock{constructor(e=true){this.autoStart=e;this.startTime=0;this.oldTime=0;this.elapsedTime=0;this.running=false}start(){this.startTime=now();this.oldTime=this.startTime;this.elapsedTime=0;this.running=true}stop(){this.getElapsedTime();this.running=false;this.autoStart=false}getElapsedTime(){this.getDelta();return this.elapsedTime}getDelta(){let e=0;if(this.autoStart&&!this.running){this.start();return 0}if(this.running){const t=now();e=(t-this.oldTime)/1e3;this.oldTime=t;this.elapsedTime+=e}return e}}function now(){return(\"undefined\"===typeof performance?Date:performance).now()}const Ql=new Vector3;const Kl=new Quaternion;const $l=new Vector3;const ec=new Vector3;class AudioListener extends Object3D{constructor(){super();this.type=\"AudioListener\";this.context=Xl.getContext();this.gain=this.context.createGain();this.gain.connect(this.context.destination);this.filter=null;this.timeDelta=0;this._clock=new Clock}getInput(){return this.gain}removeFilter(){if(null!==this.filter){this.gain.disconnect(this.filter);this.filter.disconnect(this.context.destination);this.gain.connect(this.context.destination);this.filter=null}return this}getFilter(){return this.filter}setFilter(e){if(null!==this.filter){this.gain.disconnect(this.filter);this.filter.disconnect(this.context.destination)}else this.gain.disconnect(this.context.destination);this.filter=e;this.gain.connect(this.filter);this.filter.connect(this.context.destination);return this}getMasterVolume(){return this.gain.gain.value}setMasterVolume(e){this.gain.gain.setTargetAtTime(e,this.context.currentTime,.01);return this}updateMatrixWorld(e){super.updateMatrixWorld(e);const t=this.context.listener;const n=this.up;this.timeDelta=this._clock.getDelta();this.matrixWorld.decompose(Ql,Kl,$l);ec.set(0,0,-1).applyQuaternion(Kl);if(t.positionX){const e=this.context.currentTime+this.timeDelta;t.positionX.linearRampToValueAtTime(Ql.x,e);t.positionY.linearRampToValueAtTime(Ql.y,e);t.positionZ.linearRampToValueAtTime(Ql.z,e);t.forwardX.linearRampToValueAtTime(ec.x,e);t.forwardY.linearRampToValueAtTime(ec.y,e);t.forwardZ.linearRampToValueAtTime(ec.z,e);t.upX.linearRampToValueAtTime(n.x,e);t.upY.linearRampToValueAtTime(n.y,e);t.upZ.linearRampToValueAtTime(n.z,e)}else{t.setPosition(Ql.x,Ql.y,Ql.z);t.setOrientation(ec.x,ec.y,ec.z,n.x,n.y,n.z)}}}class Audio extends Object3D{constructor(e){super();this.type=\"Audio\";this.listener=e;this.context=e.context;this.gain=this.context.createGain();this.gain.connect(e.getInput());this.autoplay=false;this.buffer=null;this.detune=0;this.loop=false;this.loopStart=0;this.loopEnd=0;this.offset=0;this.duration=void 0;this.playbackRate=1;this.isPlaying=false;this.hasPlaybackControl=true;this.source=null;this.sourceType=\"empty\";this._startedAt=0;this._progress=0;this._connected=false;this.filters=[]}getOutput(){return this.gain}setNodeSource(e){this.hasPlaybackControl=false;this.sourceType=\"audioNode\";this.source=e;this.connect();return this}setMediaElementSource(e){this.hasPlaybackControl=false;this.sourceType=\"mediaNode\";this.source=this.context.createMediaElementSource(e);this.connect();return this}setMediaStreamSource(e){this.hasPlaybackControl=false;this.sourceType=\"mediaStreamNode\";this.source=this.context.createMediaStreamSource(e);this.connect();return this}setBuffer(e){this.buffer=e;this.sourceType=\"buffer\";this.autoplay&&this.play();return this}play(e=0){if(true===this.isPlaying){console.warn(\"THREE.Audio: Audio is already playing.\");return}if(false===this.hasPlaybackControl){console.warn(\"THREE.Audio: this Audio has no playback control.\");return}this._startedAt=this.context.currentTime+e;const t=this.context.createBufferSource();t.buffer=this.buffer;t.loop=this.loop;t.loopStart=this.loopStart;t.loopEnd=this.loopEnd;t.onended=this.onEnded.bind(this);t.start(this._startedAt,this._progress+this.offset,this.duration);this.isPlaying=true;this.source=t;this.setDetune(this.detune);this.setPlaybackRate(this.playbackRate);return this.connect()}pause(){if(false!==this.hasPlaybackControl){if(true===this.isPlaying){this._progress+=Math.max(this.context.currentTime-this._startedAt,0)*this.playbackRate;true===this.loop&&(this._progress=this._progress%(this.duration||this.buffer.duration));this.source.stop();this.source.onended=null;this.isPlaying=false}return this}console.warn(\"THREE.Audio: this Audio has no playback control.\")}stop(){if(false!==this.hasPlaybackControl){this._progress=0;this.source.stop();this.source.onended=null;this.isPlaying=false;return this}console.warn(\"THREE.Audio: this Audio has no playback control.\")}connect(){if(this.filters.length>0){this.source.connect(this.filters[0]);for(let e=1,t=this.filters.length;e<t;e++)this.filters[e-1].connect(this.filters[e]);this.filters[this.filters.length-1].connect(this.getOutput())}else this.source.connect(this.getOutput());this._connected=true;return this}disconnect(){if(this.filters.length>0){this.source.disconnect(this.filters[0]);for(let e=1,t=this.filters.length;e<t;e++)this.filters[e-1].disconnect(this.filters[e]);this.filters[this.filters.length-1].disconnect(this.getOutput())}else this.source.disconnect(this.getOutput());this._connected=false;return this}getFilters(){return this.filters}setFilters(e){e||(e=[]);if(true===this._connected){this.disconnect();this.filters=e.slice();this.connect()}else this.filters=e.slice();return this}setDetune(e){this.detune=e;if(void 0!==this.source.detune){true===this.isPlaying&&this.source.detune.setTargetAtTime(this.detune,this.context.currentTime,.01);return this}}getDetune(){return this.detune}getFilter(){return this.getFilters()[0]}setFilter(e){return this.setFilters(e?[e]:[])}setPlaybackRate(e){if(false!==this.hasPlaybackControl){this.playbackRate=e;true===this.isPlaying&&this.source.playbackRate.setTargetAtTime(this.playbackRate,this.context.currentTime,.01);return this}console.warn(\"THREE.Audio: this Audio has no playback control.\")}getPlaybackRate(){return this.playbackRate}onEnded(){this.isPlaying=false}getLoop(){if(false===this.hasPlaybackControl){console.warn(\"THREE.Audio: this Audio has no playback control.\");return false}return this.loop}setLoop(e){if(false!==this.hasPlaybackControl){this.loop=e;true===this.isPlaying&&(this.source.loop=this.loop);return this}console.warn(\"THREE.Audio: this Audio has no playback control.\")}setLoopStart(e){this.loopStart=e;return this}setLoopEnd(e){this.loopEnd=e;return this}getVolume(){return this.gain.gain.value}setVolume(e){this.gain.gain.setTargetAtTime(e,this.context.currentTime,.01);return this}}const tc=new Vector3;const nc=new Quaternion;const rc=new Vector3;const ic=new Vector3;class PositionalAudio extends Audio{constructor(e){super(e);this.panner=this.context.createPanner();this.panner.panningModel=\"HRTF\";this.panner.connect(this.gain)}getOutput(){return this.panner}getRefDistance(){return this.panner.refDistance}setRefDistance(e){this.panner.refDistance=e;return this}getRolloffFactor(){return this.panner.rolloffFactor}setRolloffFactor(e){this.panner.rolloffFactor=e;return this}getDistanceModel(){return this.panner.distanceModel}setDistanceModel(e){this.panner.distanceModel=e;return this}getMaxDistance(){return this.panner.maxDistance}setMaxDistance(e){this.panner.maxDistance=e;return this}setDirectionalCone(e,t,n){this.panner.coneInnerAngle=e;this.panner.coneOuterAngle=t;this.panner.coneOuterGain=n;return this}updateMatrixWorld(e){super.updateMatrixWorld(e);if(true===this.hasPlaybackControl&&false===this.isPlaying)return;this.matrixWorld.decompose(tc,nc,rc);ic.set(0,0,1).applyQuaternion(nc);const t=this.panner;if(t.positionX){const e=this.context.currentTime+this.listener.timeDelta;t.positionX.linearRampToValueAtTime(tc.x,e);t.positionY.linearRampToValueAtTime(tc.y,e);t.positionZ.linearRampToValueAtTime(tc.z,e);t.orientationX.linearRampToValueAtTime(ic.x,e);t.orientationY.linearRampToValueAtTime(ic.y,e);t.orientationZ.linearRampToValueAtTime(ic.z,e)}else{t.setPosition(tc.x,tc.y,tc.z);t.setOrientation(ic.x,ic.y,ic.z)}}}class AudioAnalyser{constructor(e,t=2048){this.analyser=e.context.createAnalyser();this.analyser.fftSize=t;this.data=new Uint8Array(this.analyser.frequencyBinCount);e.getOutput().connect(this.analyser)}getFrequencyData(){this.analyser.getByteFrequencyData(this.data);return this.data}getAverageFrequency(){let e=0;const t=this.getFrequencyData();for(let n=0;n<t.length;n++)e+=t[n];return e/t.length}}class PropertyMixer{constructor(e,t,n){this.binding=e;this.valueSize=n;let r,i,s;switch(t){case\"quaternion\":r=this._slerp;i=this._slerpAdditive;s=this._setAdditiveIdentityQuaternion;this.buffer=new Float64Array(6*n);this._workIndex=5;break;case\"string\":case\"bool\":r=this._select;i=this._select;s=this._setAdditiveIdentityOther;this.buffer=new Array(5*n);break;default:r=this._lerp;i=this._lerpAdditive;s=this._setAdditiveIdentityNumeric;this.buffer=new Float64Array(5*n)}this._mixBufferRegion=r;this._mixBufferRegionAdditive=i;this._setIdentity=s;this._origIndex=3;this._addIndex=4;this.cumulativeWeight=0;this.cumulativeWeightAdditive=0;this.useCount=0;this.referenceCount=0}accumulate(e,t){const n=this.buffer,r=this.valueSize,i=e*r+r;let s=this.cumulativeWeight;if(0===s){for(let e=0;e!==r;++e)n[i+e]=n[e];s=t}else{s+=t;const e=t/s;this._mixBufferRegion(n,i,0,e,r)}this.cumulativeWeight=s}accumulateAdditive(e){const t=this.buffer,n=this.valueSize,r=n*this._addIndex;0===this.cumulativeWeightAdditive&&this._setIdentity();this._mixBufferRegionAdditive(t,r,0,e,n);this.cumulativeWeightAdditive+=e}apply(e){const t=this.valueSize,n=this.buffer,r=e*t+t,i=this.cumulativeWeight,s=this.cumulativeWeightAdditive,a=this.binding;this.cumulativeWeight=0;this.cumulativeWeightAdditive=0;if(i<1){const e=t*this._origIndex;this._mixBufferRegion(n,r,e,1-i,t)}s>0&&this._mixBufferRegionAdditive(n,r,this._addIndex*t,1,t);for(let e=t,i=t+t;e!==i;++e)if(n[e]!==n[e+t]){a.setValue(n,r);break}}saveOriginalState(){const e=this.binding;const t=this.buffer,n=this.valueSize,r=n*this._origIndex;e.getValue(t,r);for(let e=n,i=r;e!==i;++e)t[e]=t[r+e%n];this._setIdentity();this.cumulativeWeight=0;this.cumulativeWeightAdditive=0}restoreOriginalState(){const e=3*this.valueSize;this.binding.setValue(this.buffer,e)}_setAdditiveIdentityNumeric(){const e=this._addIndex*this.valueSize;const t=e+this.valueSize;for(let n=e;n<t;n++)this.buffer[n]=0}_setAdditiveIdentityQuaternion(){this._setAdditiveIdentityNumeric();this.buffer[this._addIndex*this.valueSize+3]=1}_setAdditiveIdentityOther(){const e=this._origIndex*this.valueSize;const t=this._addIndex*this.valueSize;for(let n=0;n<this.valueSize;n++)this.buffer[t+n]=this.buffer[e+n]}_select(e,t,n,r,i){if(r>=.5)for(let r=0;r!==i;++r)e[t+r]=e[n+r]}_slerp(e,t,n,r){Quaternion.slerpFlat(e,t,e,t,e,n,r)}_slerpAdditive(e,t,n,r,i){const s=this._workIndex*i;Quaternion.multiplyQuaternionsFlat(e,s,e,t,e,n);Quaternion.slerpFlat(e,t,e,t,e,s,r)}_lerp(e,t,n,r,i){const s=1-r;for(let a=0;a!==i;++a){const i=t+a;e[i]=e[i]*s+e[n+a]*r}}_lerpAdditive(e,t,n,r,i){for(let s=0;s!==i;++s){const i=t+s;e[i]=e[i]+e[n+s]*r}}}const sc=\"\\\\[\\\\]\\\\.:\\\\/\";const ac=new RegExp(\"[\"+sc+\"]\",\"g\");const oc=\"[^\"+sc+\"]\";const lc=\"[^\"+sc.replace(\"\\\\.\",\"\")+\"]\";const cc=/((?:WC+[\\/:])*)/.source.replace(\"WC\",oc);const uc=/(WCOD+)?/.source.replace(\"WCOD\",lc);const hc=/(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace(\"WC\",oc);const dc=/\\.(WC+)(?:\\[(.+)\\])?/.source.replace(\"WC\",oc);const pc=new RegExp(\"^\"+cc+uc+hc+dc+\"$\");const fc=[\"material\",\"materials\",\"bones\"];class Composite{constructor(e,t,n){const r=n||PropertyBinding.parseTrackName(t);this._targetGroup=e;this._bindings=e.subscribe_(t,r)}getValue(e,t){this.bind();const n=this._targetGroup.nCachedObjects_,r=this._bindings[n];void 0!==r&&r.getValue(e,t)}setValue(e,t){const n=this._bindings;for(let r=this._targetGroup.nCachedObjects_,i=n.length;r!==i;++r)n[r].setValue(e,t)}bind(){const e=this._bindings;for(let t=this._targetGroup.nCachedObjects_,n=e.length;t!==n;++t)e[t].bind()}unbind(){const e=this._bindings;for(let t=this._targetGroup.nCachedObjects_,n=e.length;t!==n;++t)e[t].unbind()}}class PropertyBinding{constructor(e,t,n){this.path=t;this.parsedPath=n||PropertyBinding.parseTrackName(t);this.node=PropertyBinding.findNode(e,this.parsedPath.nodeName)||e;this.rootNode=e;this.getValue=this._getValue_unbound;this.setValue=this._setValue_unbound}static create(e,t,n){return e&&e.isAnimationObjectGroup?new PropertyBinding.Composite(e,t,n):new PropertyBinding(e,t,n)}\n/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */static sanitizeNodeName(e){return e.replace(/\\s/g,\"_\").replace(ac,\"\")}static parseTrackName(e){const t=pc.exec(e);if(!t)throw new Error(\"PropertyBinding: Cannot parse trackName: \"+e);const n={nodeName:t[2],objectName:t[3],objectIndex:t[4],propertyName:t[5],propertyIndex:t[6]};const r=n.nodeName&&n.nodeName.lastIndexOf(\".\");if(void 0!==r&&-1!==r){const e=n.nodeName.substring(r+1);if(-1!==fc.indexOf(e)){n.nodeName=n.nodeName.substring(0,r);n.objectName=e}}if(null===n.propertyName||0===n.propertyName.length)throw new Error(\"PropertyBinding: can not parse propertyName from trackName: \"+e);return n}static findNode(e,t){if(!t||\"\"===t||\".\"===t||-1===t||t===e.name||t===e.uuid)return e;if(e.skeleton){const n=e.skeleton.getBoneByName(t);if(void 0!==n)return n}if(e.children){const searchNodeSubtree=function(e){for(let n=0;n<e.length;n++){const r=e[n];if(r.name===t||r.uuid===t)return r;const i=searchNodeSubtree(r.children);if(i)return i}return null};const n=searchNodeSubtree(e.children);if(n)return n}return null}_getValue_unavailable(){}_setValue_unavailable(){}_getValue_direct(e,t){e[t]=this.targetObject[this.propertyName]}_getValue_array(e,t){const n=this.resolvedProperty;for(let r=0,i=n.length;r!==i;++r)e[t++]=n[r]}_getValue_arrayElement(e,t){e[t]=this.resolvedProperty[this.propertyIndex]}_getValue_toArray(e,t){this.resolvedProperty.toArray(e,t)}_setValue_direct(e,t){this.targetObject[this.propertyName]=e[t]}_setValue_direct_setNeedsUpdate(e,t){this.targetObject[this.propertyName]=e[t];this.targetObject.needsUpdate=true}_setValue_direct_setMatrixWorldNeedsUpdate(e,t){this.targetObject[this.propertyName]=e[t];this.targetObject.matrixWorldNeedsUpdate=true}_setValue_array(e,t){const n=this.resolvedProperty;for(let r=0,i=n.length;r!==i;++r)n[r]=e[t++]}_setValue_array_setNeedsUpdate(e,t){const n=this.resolvedProperty;for(let r=0,i=n.length;r!==i;++r)n[r]=e[t++];this.targetObject.needsUpdate=true}_setValue_array_setMatrixWorldNeedsUpdate(e,t){const n=this.resolvedProperty;for(let r=0,i=n.length;r!==i;++r)n[r]=e[t++];this.targetObject.matrixWorldNeedsUpdate=true}_setValue_arrayElement(e,t){this.resolvedProperty[this.propertyIndex]=e[t]}_setValue_arrayElement_setNeedsUpdate(e,t){this.resolvedProperty[this.propertyIndex]=e[t];this.targetObject.needsUpdate=true}_setValue_arrayElement_setMatrixWorldNeedsUpdate(e,t){this.resolvedProperty[this.propertyIndex]=e[t];this.targetObject.matrixWorldNeedsUpdate=true}_setValue_fromArray(e,t){this.resolvedProperty.fromArray(e,t)}_setValue_fromArray_setNeedsUpdate(e,t){this.resolvedProperty.fromArray(e,t);this.targetObject.needsUpdate=true}_setValue_fromArray_setMatrixWorldNeedsUpdate(e,t){this.resolvedProperty.fromArray(e,t);this.targetObject.matrixWorldNeedsUpdate=true}_getValue_unbound(e,t){this.bind();this.getValue(e,t)}_setValue_unbound(e,t){this.bind();this.setValue(e,t)}bind(){let e=this.node;const t=this.parsedPath;const n=t.objectName;const r=t.propertyName;let i=t.propertyIndex;if(!e){e=PropertyBinding.findNode(this.rootNode,t.nodeName)||this.rootNode;this.node=e}this.getValue=this._getValue_unavailable;this.setValue=this._setValue_unavailable;if(!e){console.error(\"THREE.PropertyBinding: Trying to update node for track: \"+this.path+\" but it wasn't found.\");return}if(n){let r=t.objectIndex;switch(n){case\"materials\":if(!e.material){console.error(\"THREE.PropertyBinding: Can not bind to material as node does not have a material.\",this);return}if(!e.material.materials){console.error(\"THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.\",this);return}e=e.material.materials;break;case\"bones\":if(!e.skeleton){console.error(\"THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.\",this);return}e=e.skeleton.bones;for(let t=0;t<e.length;t++)if(e[t].name===r){r=t;break}break;default:if(void 0===e[n]){console.error(\"THREE.PropertyBinding: Can not bind to objectName of node undefined.\",this);return}e=e[n]}if(void 0!==r){if(void 0===e[r]){console.error(\"THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.\",this,e);return}e=e[r]}}const s=e[r];if(void 0===s){const n=t.nodeName;console.error(\"THREE.PropertyBinding: Trying to update property for track: \"+n+\".\"+r+\" but it wasn't found.\",e);return}let a=this.Versioning.None;this.targetObject=e;void 0!==e.needsUpdate?a=this.Versioning.NeedsUpdate:void 0!==e.matrixWorldNeedsUpdate&&(a=this.Versioning.MatrixWorldNeedsUpdate);let o=this.BindingType.Direct;if(void 0!==i){if(\"morphTargetInfluences\"===r){if(!e.geometry){console.error(\"THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.\",this);return}if(!e.geometry.isBufferGeometry){console.error(\"THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.\",this);return}if(!e.geometry.morphAttributes){console.error(\"THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.\",this);return}void 0!==e.morphTargetDictionary[i]&&(i=e.morphTargetDictionary[i])}o=this.BindingType.ArrayElement;this.resolvedProperty=s;this.propertyIndex=i}else if(void 0!==s.fromArray&&void 0!==s.toArray){o=this.BindingType.HasFromToArray;this.resolvedProperty=s}else if(Array.isArray(s)){o=this.BindingType.EntireArray;this.resolvedProperty=s}else this.propertyName=r;this.getValue=this.GetterByBindingType[o];this.setValue=this.SetterByBindingTypeAndVersioning[o][a]}unbind(){this.node=null;this.getValue=this._getValue_unbound;this.setValue=this._setValue_unbound}}PropertyBinding.Composite=Composite;PropertyBinding.prototype.BindingType={Direct:0,EntireArray:1,ArrayElement:2,HasFromToArray:3};PropertyBinding.prototype.Versioning={None:0,NeedsUpdate:1,MatrixWorldNeedsUpdate:2};PropertyBinding.prototype.GetterByBindingType=[PropertyBinding.prototype._getValue_direct,PropertyBinding.prototype._getValue_array,PropertyBinding.prototype._getValue_arrayElement,PropertyBinding.prototype._getValue_toArray];PropertyBinding.prototype.SetterByBindingTypeAndVersioning=[[PropertyBinding.prototype._setValue_direct,PropertyBinding.prototype._setValue_direct_setNeedsUpdate,PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate],[PropertyBinding.prototype._setValue_array,PropertyBinding.prototype._setValue_array_setNeedsUpdate,PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate],[PropertyBinding.prototype._setValue_arrayElement,PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate],[PropertyBinding.prototype._setValue_fromArray,PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate]];class AnimationObjectGroup{constructor(){this.uuid=generateUUID();this._objects=Array.prototype.slice.call(arguments);this.nCachedObjects_=0;const e={};this._indicesByUUID=e;for(let t=0,n=arguments.length;t!==n;++t)e[arguments[t].uuid]=t;this._paths=[];this._parsedPaths=[];this._bindings=[];this._bindingsIndicesByPath={};const t=this;this.stats={objects:{get total(){return t._objects.length},get inUse(){return this.total-t.nCachedObjects_}},get bindingsPerObject(){return t._bindings.length}}}add(){const e=this._objects,t=this._indicesByUUID,n=this._paths,r=this._parsedPaths,i=this._bindings,s=i.length;let a,o=e.length,l=this.nCachedObjects_;for(let c=0,u=arguments.length;c!==u;++c){const u=arguments[c],h=u.uuid;let d=t[h];if(void 0===d){d=o++;t[h]=d;e.push(u);for(let e=0,t=s;e!==t;++e)i[e].push(new PropertyBinding(u,n[e],r[e]))}else if(d<l){a=e[d];const o=--l,c=e[o];t[c.uuid]=d;e[d]=c;t[h]=o;e[o]=u;for(let e=0,t=s;e!==t;++e){const t=i[e],s=t[o];let a=t[d];t[d]=s;void 0===a&&(a=new PropertyBinding(u,n[e],r[e]));t[o]=a}}else e[d]!==a&&console.error(\"THREE.AnimationObjectGroup: Different objects with the same UUID detected. Clean the caches or recreate your infrastructure when reloading scenes.\")}this.nCachedObjects_=l}remove(){const e=this._objects,t=this._indicesByUUID,n=this._bindings,r=n.length;let i=this.nCachedObjects_;for(let s=0,a=arguments.length;s!==a;++s){const a=arguments[s],o=a.uuid,l=t[o];if(void 0!==l&&l>=i){const s=i++,c=e[s];t[c.uuid]=l;e[l]=c;t[o]=s;e[s]=a;for(let e=0,t=r;e!==t;++e){const t=n[e],r=t[s],i=t[l];t[l]=r;t[s]=i}}}this.nCachedObjects_=i}uncache(){const e=this._objects,t=this._indicesByUUID,n=this._bindings,r=n.length;let i=this.nCachedObjects_,s=e.length;for(let a=0,o=arguments.length;a!==o;++a){const o=arguments[a],l=o.uuid,c=t[l];if(void 0!==c){delete t[l];if(c<i){const a=--i,o=e[a],l=--s,u=e[l];t[o.uuid]=c;e[c]=o;t[u.uuid]=a;e[a]=u;e.pop();for(let e=0,t=r;e!==t;++e){const t=n[e],r=t[a],i=t[l];t[c]=r;t[a]=i;t.pop()}}else{const i=--s,a=e[i];i>0&&(t[a.uuid]=c);e[c]=a;e.pop();for(let e=0,t=r;e!==t;++e){const t=n[e];t[c]=t[i];t.pop()}}}}this.nCachedObjects_=i}subscribe_(e,t){const n=this._bindingsIndicesByPath;let r=n[e];const i=this._bindings;if(void 0!==r)return i[r];const s=this._paths,a=this._parsedPaths,o=this._objects,l=o.length,c=this.nCachedObjects_,u=new Array(l);r=i.length;n[e]=r;s.push(e);a.push(t);i.push(u);for(let n=c,r=o.length;n!==r;++n){const r=o[n];u[n]=new PropertyBinding(r,e,t)}return u}unsubscribe_(e){const t=this._bindingsIndicesByPath,n=t[e];if(void 0!==n){const r=this._paths,i=this._parsedPaths,s=this._bindings,a=s.length-1,o=s[a],l=e[a];t[l]=n;s[n]=o;s.pop();i[n]=i[a];i.pop();r[n]=r[a];r.pop()}}}AnimationObjectGroup.prototype.isAnimationObjectGroup=true;class AnimationAction{constructor(e,t,n=null,r=t.blendMode){this._mixer=e;this._clip=t;this._localRoot=n;this.blendMode=r;const i=t.tracks,s=i.length,a=new Array(s);const o={endingStart:Gt,endingEnd:Gt};for(let e=0;e!==s;++e){const t=i[e].createInterpolant(null);a[e]=t;t.settings=o}this._interpolantSettings=o;this._interpolants=a;this._propertyBindings=new Array(s);this._cacheIndex=null;this._byClipCacheIndex=null;this._timeScaleInterpolant=null;this._weightInterpolant=null;this.loop=Bt;this._loopCount=-1;this._startTime=null;this.time=0;this.timeScale=1;this._effectiveTimeScale=1;this.weight=1;this._effectiveWeight=1;this.repetitions=Infinity;this.paused=false;this.enabled=true;this.clampWhenFinished=false;this.zeroSlopeAtStart=true;this.zeroSlopeAtEnd=true}play(){this._mixer._activateAction(this);return this}stop(){this._mixer._deactivateAction(this);return this.reset()}reset(){this.paused=false;this.enabled=true;this.time=0;this._loopCount=-1;this._startTime=null;return this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(e){this._startTime=e;return this}setLoop(e,t){this.loop=e;this.repetitions=t;return this}setEffectiveWeight(e){this.weight=e;this._effectiveWeight=this.enabled?e:0;return this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(e){return this._scheduleFading(e,0,1)}fadeOut(e){return this._scheduleFading(e,1,0)}crossFadeFrom(e,t,n){e.fadeOut(t);this.fadeIn(t);if(n){const n=this._clip.duration,r=e._clip.duration,i=r/n,s=n/r;e.warp(1,i,t);this.warp(s,1,t)}return this}crossFadeTo(e,t,n){return e.crossFadeFrom(this,t,n)}stopFading(){const e=this._weightInterpolant;if(null!==e){this._weightInterpolant=null;this._mixer._takeBackControlInterpolant(e)}return this}setEffectiveTimeScale(e){this.timeScale=e;this._effectiveTimeScale=this.paused?0:e;return this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(e){this.timeScale=this._clip.duration/e;return this.stopWarping()}syncWith(e){this.time=e.time;this.timeScale=e.timeScale;return this.stopWarping()}halt(e){return this.warp(this._effectiveTimeScale,0,e)}warp(e,t,n){const r=this._mixer,i=r.time,s=this.timeScale;let a=this._timeScaleInterpolant;if(null===a){a=r._lendControlInterpolant();this._timeScaleInterpolant=a}const o=a.parameterPositions,l=a.sampleValues;o[0]=i;o[1]=i+n;l[0]=e/s;l[1]=t/s;return this}stopWarping(){const e=this._timeScaleInterpolant;if(null!==e){this._timeScaleInterpolant=null;this._mixer._takeBackControlInterpolant(e)}return this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(e,t,n,r){if(!this.enabled){this._updateWeight(e);return}const i=this._startTime;if(null!==i){const r=(e-i)*n;if(r<0||0===n)return;this._startTime=null;t=n*r}t*=this._updateTimeScale(e);const s=this._updateTime(t);const a=this._updateWeight(e);if(a>0){const e=this._interpolants;const t=this._propertyBindings;switch(this.blendMode){case kt:for(let n=0,r=e.length;n!==r;++n){e[n].evaluate(s);t[n].accumulateAdditive(a)}break;case Ht:default:for(let n=0,i=e.length;n!==i;++n){e[n].evaluate(s);t[n].accumulate(r,a)}}}}_updateWeight(e){let t=0;if(this.enabled){t=this.weight;const n=this._weightInterpolant;if(null!==n){const r=n.evaluate(e)[0];t*=r;if(e>n.parameterPositions[1]){this.stopFading();0===r&&(this.enabled=false)}}}this._effectiveWeight=t;return t}_updateTimeScale(e){let t=0;if(!this.paused){t=this.timeScale;const n=this._timeScaleInterpolant;if(null!==n){const r=n.evaluate(e)[0];t*=r;if(e>n.parameterPositions[1]){this.stopWarping();0===t?this.paused=true:this.timeScale=t}}}this._effectiveTimeScale=t;return t}_updateTime(e){const t=this._clip.duration;const n=this.loop;let r=this.time+e;let i=this._loopCount;const s=n===Vt;if(0===e)return-1===i?r:s&&1===(1&i)?t-r:r;if(n===Dt){if(-1===i){this._loopCount=0;this._setEndings(true,true,false)}e:{if(r>=t)r=t;else{if(!(r<0)){this.time=r;break e}r=0}this.clampWhenFinished?this.paused=true:this.enabled=false;this.time=r;this._mixer.dispatchEvent({type:\"finished\",action:this,direction:e<0?-1:1})}}else{if(-1===i)if(e>=0){i=0;this._setEndings(true,0===this.repetitions,s)}else this._setEndings(0===this.repetitions,true,s);if(r>=t||r<0){const n=Math.floor(r/t);r-=t*n;i+=Math.abs(n);const a=this.repetitions-i;if(a<=0){this.clampWhenFinished?this.paused=true:this.enabled=false;r=e>0?t:0;this.time=r;this._mixer.dispatchEvent({type:\"finished\",action:this,direction:e>0?1:-1})}else{if(1===a){const t=e<0;this._setEndings(t,!t,s)}else this._setEndings(false,false,s);this._loopCount=i;this.time=r;this._mixer.dispatchEvent({type:\"loop\",action:this,loopDelta:n})}}else this.time=r;if(s&&1===(1&i))return t-r}return r}_setEndings(e,t,n){const r=this._interpolantSettings;if(n){r.endingStart=Ft;r.endingEnd=Ft}else{r.endingStart=e?this.zeroSlopeAtStart?Ft:Gt:Ot;r.endingEnd=t?this.zeroSlopeAtEnd?Ft:Gt:Ot}}_scheduleFading(e,t,n){const r=this._mixer,i=r.time;let s=this._weightInterpolant;if(null===s){s=r._lendControlInterpolant();this._weightInterpolant=s}const a=s.parameterPositions,o=s.sampleValues;a[0]=i;o[0]=t;a[1]=i+e;o[1]=n;return this}}class AnimationMixer extends EventDispatcher{constructor(e){super();this._root=e;this._initMemoryManager();this._accuIndex=0;this.time=0;this.timeScale=1}_bindAction(e,t){const n=e._localRoot||this._root,r=e._clip.tracks,i=r.length,s=e._propertyBindings,a=e._interpolants,o=n.uuid,l=this._bindingsByRootAndName;let c=l[o];if(void 0===c){c={};l[o]=c}for(let e=0;e!==i;++e){const i=r[e],l=i.name;let u=c[l];if(void 0!==u)s[e]=u;else{u=s[e];if(void 0!==u){if(null===u._cacheIndex){++u.referenceCount;this._addInactiveBinding(u,o,l)}continue}const r=t&&t._propertyBindings[e].binding.parsedPath;u=new PropertyMixer(PropertyBinding.create(n,l,r),i.ValueTypeName,i.getValueSize());++u.referenceCount;this._addInactiveBinding(u,o,l);s[e]=u}a[e].resultBuffer=u.buffer}}_activateAction(e){if(!this._isActiveAction(e)){if(null===e._cacheIndex){const t=(e._localRoot||this._root).uuid,n=e._clip.uuid,r=this._actionsByClip[n];this._bindAction(e,r&&r.knownActions[0]);this._addInactiveAction(e,n,t)}const t=e._propertyBindings;for(let e=0,n=t.length;e!==n;++e){const n=t[e];if(0===n.useCount++){this._lendBinding(n);n.saveOriginalState()}}this._lendAction(e)}}_deactivateAction(e){if(this._isActiveAction(e)){const t=e._propertyBindings;for(let e=0,n=t.length;e!==n;++e){const n=t[e];if(0===--n.useCount){n.restoreOriginalState();this._takeBackBinding(n)}}this._takeBackAction(e)}}_initMemoryManager(){this._actions=[];this._nActiveActions=0;this._actionsByClip={};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;const e=this;this.stats={actions:{get total(){return e._actions.length},get inUse(){return e._nActiveActions}},bindings:{get total(){return e._bindings.length},get inUse(){return e._nActiveBindings}},controlInterpolants:{get total(){return e._controlInterpolants.length},get inUse(){return e._nActiveControlInterpolants}}}}_isActiveAction(e){const t=e._cacheIndex;return null!==t&&t<this._nActiveActions}_addInactiveAction(e,t,n){const r=this._actions,i=this._actionsByClip;let s=i[t];if(void 0===s){s={knownActions:[e],actionByRoot:{}};e._byClipCacheIndex=0;i[t]=s}else{const t=s.knownActions;e._byClipCacheIndex=t.length;t.push(e)}e._cacheIndex=r.length;r.push(e);s.actionByRoot[n]=e}_removeInactiveAction(e){const t=this._actions,n=t[t.length-1],r=e._cacheIndex;n._cacheIndex=r;t[r]=n;t.pop();e._cacheIndex=null;const i=e._clip.uuid,s=this._actionsByClip,a=s[i],o=a.knownActions,l=o[o.length-1],c=e._byClipCacheIndex;l._byClipCacheIndex=c;o[c]=l;o.pop();e._byClipCacheIndex=null;const u=a.actionByRoot,h=(e._localRoot||this._root).uuid;delete u[h];0===o.length&&delete s[i];this._removeInactiveBindingsForAction(e)}_removeInactiveBindingsForAction(e){const t=e._propertyBindings;for(let e=0,n=t.length;e!==n;++e){const n=t[e];0===--n.referenceCount&&this._removeInactiveBinding(n)}}_lendAction(e){const t=this._actions,n=e._cacheIndex,r=this._nActiveActions++,i=t[r];e._cacheIndex=r;t[r]=e;i._cacheIndex=n;t[n]=i}_takeBackAction(e){const t=this._actions,n=e._cacheIndex,r=--this._nActiveActions,i=t[r];e._cacheIndex=r;t[r]=e;i._cacheIndex=n;t[n]=i}_addInactiveBinding(e,t,n){const r=this._bindingsByRootAndName,i=this._bindings;let s=r[t];if(void 0===s){s={};r[t]=s}s[n]=e;e._cacheIndex=i.length;i.push(e)}_removeInactiveBinding(e){const t=this._bindings,n=e.binding,r=n.rootNode.uuid,i=n.path,s=this._bindingsByRootAndName,a=s[r],o=t[t.length-1],l=e._cacheIndex;o._cacheIndex=l;t[l]=o;t.pop();delete a[i];0===Object.keys(a).length&&delete s[r]}_lendBinding(e){const t=this._bindings,n=e._cacheIndex,r=this._nActiveBindings++,i=t[r];e._cacheIndex=r;t[r]=e;i._cacheIndex=n;t[n]=i}_takeBackBinding(e){const t=this._bindings,n=e._cacheIndex,r=--this._nActiveBindings,i=t[r];e._cacheIndex=r;t[r]=e;i._cacheIndex=n;t[n]=i}_lendControlInterpolant(){const e=this._controlInterpolants,t=this._nActiveControlInterpolants++;let n=e[t];if(void 0===n){n=new LinearInterpolant(new Float32Array(2),new Float32Array(2),1,this._controlInterpolantsResultBuffer);n.__cacheIndex=t;e[t]=n}return n}_takeBackControlInterpolant(e){const t=this._controlInterpolants,n=e.__cacheIndex,r=--this._nActiveControlInterpolants,i=t[r];e.__cacheIndex=r;t[r]=e;i.__cacheIndex=n;t[n]=i}clipAction(e,t,n){const r=t||this._root,i=r.uuid;let s=\"string\"===typeof e?AnimationClip.findByName(r,e):e;const a=null!==s?s.uuid:e;const o=this._actionsByClip[a];let l=null;void 0===n&&(n=null!==s?s.blendMode:Ht);if(void 0!==o){const e=o.actionByRoot[i];if(void 0!==e&&e.blendMode===n)return e;l=o.knownActions[0];null===s&&(s=l._clip)}if(null===s)return null;const c=new AnimationAction(this,s,t,n);this._bindAction(c,l);this._addInactiveAction(c,a,i);return c}existingAction(e,t){const n=t||this._root,r=n.uuid,i=\"string\"===typeof e?AnimationClip.findByName(n,e):e,s=i?i.uuid:e,a=this._actionsByClip[s];return void 0!==a&&a.actionByRoot[r]||null}stopAllAction(){const e=this._actions,t=this._nActiveActions;for(let n=t-1;n>=0;--n)e[n].stop();return this}update(e){e*=this.timeScale;const t=this._actions,n=this._nActiveActions,r=this.time+=e,i=Math.sign(e),s=this._accuIndex^=1;for(let a=0;a!==n;++a){const n=t[a];n._update(r,e,i,s)}const a=this._bindings,o=this._nActiveBindings;for(let e=0;e!==o;++e)a[e].apply(s);return this}setTime(e){this.time=0;for(let e=0;e<this._actions.length;e++)this._actions[e].time=0;return this.update(e)}getRoot(){return this._root}uncacheClip(e){const t=this._actions,n=e.uuid,r=this._actionsByClip,i=r[n];if(void 0!==i){const e=i.knownActions;for(let n=0,r=e.length;n!==r;++n){const r=e[n];this._deactivateAction(r);const i=r._cacheIndex,s=t[t.length-1];r._cacheIndex=null;r._byClipCacheIndex=null;s._cacheIndex=i;t[i]=s;t.pop();this._removeInactiveBindingsForAction(r)}delete r[n]}}uncacheRoot(e){const t=e.uuid,n=this._actionsByClip;for(const e in n){const r=n[e].actionByRoot,i=r[t];if(void 0!==i){this._deactivateAction(i);this._removeInactiveAction(i)}}const r=this._bindingsByRootAndName,i=r[t];if(void 0!==i)for(const e in i){const t=i[e];t.restoreOriginalState();this._removeInactiveBinding(t)}}uncacheAction(e,t){const n=this.existingAction(e,t);if(null!==n){this._deactivateAction(n);this._removeInactiveAction(n)}}}AnimationMixer.prototype._controlInterpolantsResultBuffer=new Float32Array(1);class Uniform{constructor(e){if(\"string\"===typeof e){console.warn(\"THREE.Uniform: Type parameter is no longer needed.\");e=arguments[1]}this.value=e}clone(){return new Uniform(void 0===this.value.clone?this.value:this.value.clone())}}class InstancedInterleavedBuffer extends InterleavedBuffer{constructor(e,t,n=1){super(e,t);this.meshPerAttribute=n}copy(e){super.copy(e);this.meshPerAttribute=e.meshPerAttribute;return this}clone(e){const t=super.clone(e);t.meshPerAttribute=this.meshPerAttribute;return t}toJSON(e){const t=super.toJSON(e);t.isInstancedInterleavedBuffer=true;t.meshPerAttribute=this.meshPerAttribute;return t}}InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer=true;class GLBufferAttribute{constructor(e,t,n,r,i){this.buffer=e;this.type=t;this.itemSize=n;this.elementSize=r;this.count=i;this.version=0}set needsUpdate(e){true===e&&this.version++}setBuffer(e){this.buffer=e;return this}setType(e,t){this.type=e;this.elementSize=t;return this}setItemSize(e){this.itemSize=e;return this}setCount(e){this.count=e;return this}}GLBufferAttribute.prototype.isGLBufferAttribute=true;class Raycaster{constructor(e,t,n=0,r=Infinity){this.ray=new Ray(e,t);this.near=n;this.far=r;this.camera=null;this.layers=new Layers;this.params={Mesh:{},Line:{threshold:1},LOD:{},Points:{threshold:1},Sprite:{}}}set(e,t){this.ray.set(e,t)}setFromCamera(e,t){if(t&&t.isPerspectiveCamera){this.ray.origin.setFromMatrixPosition(t.matrixWorld);this.ray.direction.set(e.x,e.y,.5).unproject(t).sub(this.ray.origin).normalize();this.camera=t}else if(t&&t.isOrthographicCamera){this.ray.origin.set(e.x,e.y,(t.near+t.far)/(t.near-t.far)).unproject(t);this.ray.direction.set(0,0,-1).transformDirection(t.matrixWorld);this.camera=t}else console.error(\"THREE.Raycaster: Unsupported camera type: \"+t.type)}intersectObject(e,t=true,n=[]){intersectObject(e,this,n,t);n.sort(ascSort);return n}intersectObjects(e,t=true,n=[]){for(let r=0,i=e.length;r<i;r++)intersectObject(e[r],this,n,t);n.sort(ascSort);return n}}function ascSort(e,t){return e.distance-t.distance}function intersectObject(e,t,n,r){e.layers.test(t.layers)&&e.raycast(t,n);if(true===r){const r=e.children;for(let e=0,i=r.length;e<i;e++)intersectObject(r[e],t,n,true)}}class Spherical{constructor(e=1,t=0,n=0){this.radius=e;this.phi=t;this.theta=n;return this}set(e,t,n){this.radius=e;this.phi=t;this.theta=n;return this}copy(e){this.radius=e.radius;this.phi=e.phi;this.theta=e.theta;return this}makeSafe(){const e=1e-6;this.phi=Math.max(e,Math.min(Math.PI-e,this.phi));return this}setFromVector3(e){return this.setFromCartesianCoords(e.x,e.y,e.z)}setFromCartesianCoords(e,t,n){this.radius=Math.sqrt(e*e+t*t+n*n);if(0===this.radius){this.theta=0;this.phi=0}else{this.theta=Math.atan2(e,n);this.phi=Math.acos(clamp(t/this.radius,-1,1))}return this}clone(){return(new this.constructor).copy(this)}}class Cylindrical{constructor(e=1,t=0,n=0){this.radius=e;this.theta=t;this.y=n;return this}set(e,t,n){this.radius=e;this.theta=t;this.y=n;return this}copy(e){this.radius=e.radius;this.theta=e.theta;this.y=e.y;return this}setFromVector3(e){return this.setFromCartesianCoords(e.x,e.y,e.z)}setFromCartesianCoords(e,t,n){this.radius=Math.sqrt(e*e+n*n);this.theta=Math.atan2(e,n);this.y=t;return this}clone(){return(new this.constructor).copy(this)}}const mc=new Vector2;class Box2{constructor(e=new Vector2(Infinity,Infinity),t=new Vector2(-Infinity,-Infinity)){this.min=e;this.max=t}set(e,t){this.min.copy(e);this.max.copy(t);return this}setFromPoints(e){this.makeEmpty();for(let t=0,n=e.length;t<n;t++)this.expandByPoint(e[t]);return this}setFromCenterAndSize(e,t){const n=mc.copy(t).multiplyScalar(.5);this.min.copy(e).sub(n);this.max.copy(e).add(n);return this}clone(){return(new this.constructor).copy(this)}copy(e){this.min.copy(e.min);this.max.copy(e.max);return this}makeEmpty(){this.min.x=this.min.y=Infinity;this.max.x=this.max.y=-Infinity;return this}isEmpty(){return this.max.x<this.min.x||this.max.y<this.min.y}getCenter(e){return this.isEmpty()?e.set(0,0):e.addVectors(this.min,this.max).multiplyScalar(.5)}getSize(e){return this.isEmpty()?e.set(0,0):e.subVectors(this.max,this.min)}expandByPoint(e){this.min.min(e);this.max.max(e);return this}expandByVector(e){this.min.sub(e);this.max.add(e);return this}expandByScalar(e){this.min.addScalar(-e);this.max.addScalar(e);return this}containsPoint(e){return!(e.x<this.min.x||e.x>this.max.x||e.y<this.min.y||e.y>this.max.y)}containsBox(e){return this.min.x<=e.min.x&&e.max.x<=this.max.x&&this.min.y<=e.min.y&&e.max.y<=this.max.y}getParameter(e,t){return t.set((e.x-this.min.x)/(this.max.x-this.min.x),(e.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(e){return!(e.max.x<this.min.x||e.min.x>this.max.x||e.max.y<this.min.y||e.min.y>this.max.y)}clampPoint(e,t){return t.copy(e).clamp(this.min,this.max)}distanceToPoint(e){const t=mc.copy(e).clamp(this.min,this.max);return t.sub(e).length()}intersect(e){this.min.max(e.min);this.max.min(e.max);return this}union(e){this.min.min(e.min);this.max.max(e.max);return this}translate(e){this.min.add(e);this.max.add(e);return this}equals(e){return e.min.equals(this.min)&&e.max.equals(this.max)}}Box2.prototype.isBox2=true;const gc=new Vector3;const yc=new Vector3;class Line3{constructor(e=new Vector3,t=new Vector3){this.start=e;this.end=t}set(e,t){this.start.copy(e);this.end.copy(t);return this}copy(e){this.start.copy(e.start);this.end.copy(e.end);return this}getCenter(e){return e.addVectors(this.start,this.end).multiplyScalar(.5)}delta(e){return e.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(e,t){return this.delta(t).multiplyScalar(e).add(this.start)}closestPointToPointParameter(e,t){gc.subVectors(e,this.start);yc.subVectors(this.end,this.start);const n=yc.dot(yc);const r=yc.dot(gc);let i=r/n;t&&(i=clamp(i,0,1));return i}closestPointToPoint(e,t,n){const r=this.closestPointToPointParameter(e,t);return this.delta(n).multiplyScalar(r).add(this.start)}applyMatrix4(e){this.start.applyMatrix4(e);this.end.applyMatrix4(e);return this}equals(e){return e.start.equals(this.start)&&e.end.equals(this.end)}clone(){return(new this.constructor).copy(this)}}const vc=new Vector3;class SpotLightHelper extends Object3D{constructor(e,t){super();this.light=e;this.light.updateMatrixWorld();this.matrix=e.matrixWorld;this.matrixAutoUpdate=false;this.color=t;const n=new BufferGeometry;const r=[0,0,0,0,0,1,0,0,0,1,0,1,0,0,0,-1,0,1,0,0,0,0,1,1,0,0,0,0,-1,1];for(let e=0,t=1,n=32;e<n;e++,t++){const i=e/n*Math.PI*2;const s=t/n*Math.PI*2;r.push(Math.cos(i),Math.sin(i),1,Math.cos(s),Math.sin(s),1)}n.setAttribute(\"position\",new Float32BufferAttribute(r,3));const i=new LineBasicMaterial({fog:false,toneMapped:false});this.cone=new LineSegments(n,i);this.add(this.cone);this.update()}dispose(){this.cone.geometry.dispose();this.cone.material.dispose()}update(){this.light.updateMatrixWorld();const e=this.light.distance?this.light.distance:1e3;const t=e*Math.tan(this.light.angle);this.cone.scale.set(t,t,e);vc.setFromMatrixPosition(this.light.target.matrixWorld);this.cone.lookAt(vc);void 0!==this.color?this.cone.material.color.set(this.color):this.cone.material.color.copy(this.light.color)}}const xc=new Vector3;const bc=new Matrix4;const _c=new Matrix4;class SkeletonHelper extends LineSegments{constructor(e){const t=getBoneList(e);const n=new BufferGeometry;const r=[];const i=[];const s=new Color(0,0,1);const a=new Color(0,1,0);for(let e=0;e<t.length;e++){const n=t[e];if(n.parent&&n.parent.isBone){r.push(0,0,0);r.push(0,0,0);i.push(s.r,s.g,s.b);i.push(a.r,a.g,a.b)}}n.setAttribute(\"position\",new Float32BufferAttribute(r,3));n.setAttribute(\"color\",new Float32BufferAttribute(i,3));const o=new LineBasicMaterial({vertexColors:true,depthTest:false,depthWrite:false,toneMapped:false,transparent:true});super(n,o);this.type=\"SkeletonHelper\";this.isSkeletonHelper=true;this.root=e;this.bones=t;this.matrix=e.matrixWorld;this.matrixAutoUpdate=false}updateMatrixWorld(e){const t=this.bones;const n=this.geometry;const r=n.getAttribute(\"position\");_c.copy(this.root.matrixWorld).invert();for(let e=0,n=0;e<t.length;e++){const i=t[e];if(i.parent&&i.parent.isBone){bc.multiplyMatrices(_c,i.matrixWorld);xc.setFromMatrixPosition(bc);r.setXYZ(n,xc.x,xc.y,xc.z);bc.multiplyMatrices(_c,i.parent.matrixWorld);xc.setFromMatrixPosition(bc);r.setXYZ(n+1,xc.x,xc.y,xc.z);n+=2}}n.getAttribute(\"position\").needsUpdate=true;super.updateMatrixWorld(e)}}function getBoneList(e){const t=[];e&&e.isBone&&t.push(e);for(let n=0;n<e.children.length;n++)t.push.apply(t,getBoneList(e.children[n]));return t}class PointLightHelper extends Mesh{constructor(e,t,n){const r=new SphereGeometry(t,4,2);const i=new MeshBasicMaterial({wireframe:true,fog:false,toneMapped:false});super(r,i);this.light=e;this.light.updateMatrixWorld();this.color=n;this.type=\"PointLightHelper\";this.matrix=this.light.matrixWorld;this.matrixAutoUpdate=false;this.update()}dispose(){this.geometry.dispose();this.material.dispose()}update(){void 0!==this.color?this.material.color.set(this.color):this.material.color.copy(this.light.color)}}const Mc=new Vector3;const wc=new Color;const Sc=new Color;class HemisphereLightHelper extends Object3D{constructor(e,t,n){super();this.light=e;this.light.updateMatrixWorld();this.matrix=e.matrixWorld;this.matrixAutoUpdate=false;this.color=n;const r=new OctahedronGeometry(t);r.rotateY(.5*Math.PI);this.material=new MeshBasicMaterial({wireframe:true,fog:false,toneMapped:false});void 0===this.color&&(this.material.vertexColors=true);const i=r.getAttribute(\"position\");const s=new Float32Array(3*i.count);r.setAttribute(\"color\",new BufferAttribute(s,3));this.add(new Mesh(r,this.material));this.update()}dispose(){this.children[0].geometry.dispose();this.children[0].material.dispose()}update(){const e=this.children[0];if(void 0!==this.color)this.material.color.set(this.color);else{const t=e.geometry.getAttribute(\"color\");wc.copy(this.light.color);Sc.copy(this.light.groundColor);for(let e=0,n=t.count;e<n;e++){const r=e<n/2?wc:Sc;t.setXYZ(e,r.r,r.g,r.b)}t.needsUpdate=true}e.lookAt(Mc.setFromMatrixPosition(this.light.matrixWorld).negate())}}class GridHelper extends LineSegments{constructor(e=10,t=10,n=4473924,r=8947848){n=new Color(n);r=new Color(r);const i=t/2;const s=e/t;const a=e/2;const o=[],l=[];for(let e=0,c=0,u=-a;e<=t;e++,u+=s){o.push(-a,0,u,a,0,u);o.push(u,0,-a,u,0,a);const t=e===i?n:r;t.toArray(l,c);c+=3;t.toArray(l,c);c+=3;t.toArray(l,c);c+=3;t.toArray(l,c);c+=3}const c=new BufferGeometry;c.setAttribute(\"position\",new Float32BufferAttribute(o,3));c.setAttribute(\"color\",new Float32BufferAttribute(l,3));const u=new LineBasicMaterial({vertexColors:true,toneMapped:false});super(c,u);this.type=\"GridHelper\"}}class PolarGridHelper extends LineSegments{constructor(e=10,t=16,n=8,r=64,i=4473924,s=8947848){i=new Color(i);s=new Color(s);const a=[];const o=[];for(let n=0;n<=t;n++){const r=n/t*(2*Math.PI);const l=Math.sin(r)*e;const c=Math.cos(r)*e;a.push(0,0,0);a.push(l,0,c);const u=1&n?i:s;o.push(u.r,u.g,u.b);o.push(u.r,u.g,u.b)}for(let t=0;t<=n;t++){const l=1&t?i:s;const c=e-e/n*t;for(let e=0;e<r;e++){let t=e/r*(2*Math.PI);let n=Math.sin(t)*c;let i=Math.cos(t)*c;a.push(n,0,i);o.push(l.r,l.g,l.b);t=(e+1)/r*(2*Math.PI);n=Math.sin(t)*c;i=Math.cos(t)*c;a.push(n,0,i);o.push(l.r,l.g,l.b)}}const l=new BufferGeometry;l.setAttribute(\"position\",new Float32BufferAttribute(a,3));l.setAttribute(\"color\",new Float32BufferAttribute(o,3));const c=new LineBasicMaterial({vertexColors:true,toneMapped:false});super(l,c);this.type=\"PolarGridHelper\"}}const Tc=new Vector3;const Ec=new Vector3;const Ac=new Vector3;class DirectionalLightHelper extends Object3D{constructor(e,t,n){super();this.light=e;this.light.updateMatrixWorld();this.matrix=e.matrixWorld;this.matrixAutoUpdate=false;this.color=n;void 0===t&&(t=1);let r=new BufferGeometry;r.setAttribute(\"position\",new Float32BufferAttribute([-t,t,0,t,t,0,t,-t,0,-t,-t,0,-t,t,0],3));const i=new LineBasicMaterial({fog:false,toneMapped:false});this.lightPlane=new Line(r,i);this.add(this.lightPlane);r=new BufferGeometry;r.setAttribute(\"position\",new Float32BufferAttribute([0,0,0,0,0,1],3));this.targetLine=new Line(r,i);this.add(this.targetLine);this.update()}dispose(){this.lightPlane.geometry.dispose();this.lightPlane.material.dispose();this.targetLine.geometry.dispose();this.targetLine.material.dispose()}update(){Tc.setFromMatrixPosition(this.light.matrixWorld);Ec.setFromMatrixPosition(this.light.target.matrixWorld);Ac.subVectors(Ec,Tc);this.lightPlane.lookAt(Ec);if(void 0!==this.color){this.lightPlane.material.color.set(this.color);this.targetLine.material.color.set(this.color)}else{this.lightPlane.material.color.copy(this.light.color);this.targetLine.material.color.copy(this.light.color)}this.targetLine.lookAt(Ec);this.targetLine.scale.z=Ac.length()}}const Lc=new Vector3;const Cc=new Camera;class CameraHelper extends LineSegments{constructor(e){const t=new BufferGeometry;const n=new LineBasicMaterial({color:16777215,vertexColors:true,toneMapped:false});const r=[];const i=[];const s={};const a=new Color(16755200);const o=new Color(16711680);const l=new Color(43775);const c=new Color(16777215);const u=new Color(3355443);addLine(\"n1\",\"n2\",a);addLine(\"n2\",\"n4\",a);addLine(\"n4\",\"n3\",a);addLine(\"n3\",\"n1\",a);addLine(\"f1\",\"f2\",a);addLine(\"f2\",\"f4\",a);addLine(\"f4\",\"f3\",a);addLine(\"f3\",\"f1\",a);addLine(\"n1\",\"f1\",a);addLine(\"n2\",\"f2\",a);addLine(\"n3\",\"f3\",a);addLine(\"n4\",\"f4\",a);addLine(\"p\",\"n1\",o);addLine(\"p\",\"n2\",o);addLine(\"p\",\"n3\",o);addLine(\"p\",\"n4\",o);addLine(\"u1\",\"u2\",l);addLine(\"u2\",\"u3\",l);addLine(\"u3\",\"u1\",l);addLine(\"c\",\"t\",c);addLine(\"p\",\"c\",u);addLine(\"cn1\",\"cn2\",u);addLine(\"cn3\",\"cn4\",u);addLine(\"cf1\",\"cf2\",u);addLine(\"cf3\",\"cf4\",u);function addLine(e,t,n){addPoint(e,n);addPoint(t,n)}function addPoint(e,t){r.push(0,0,0);i.push(t.r,t.g,t.b);void 0===s[e]&&(s[e]=[]);s[e].push(r.length/3-1)}t.setAttribute(\"position\",new Float32BufferAttribute(r,3));t.setAttribute(\"color\",new Float32BufferAttribute(i,3));super(t,n);this.type=\"CameraHelper\";this.camera=e;this.camera.updateProjectionMatrix&&this.camera.updateProjectionMatrix();this.matrix=e.matrixWorld;this.matrixAutoUpdate=false;this.pointMap=s;this.update()}update(){const e=this.geometry;const t=this.pointMap;const n=1,r=1;Cc.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse);setPoint(\"c\",t,e,Cc,0,0,-1);setPoint(\"t\",t,e,Cc,0,0,1);setPoint(\"n1\",t,e,Cc,-n,-r,-1);setPoint(\"n2\",t,e,Cc,n,-r,-1);setPoint(\"n3\",t,e,Cc,-n,r,-1);setPoint(\"n4\",t,e,Cc,n,r,-1);setPoint(\"f1\",t,e,Cc,-n,-r,1);setPoint(\"f2\",t,e,Cc,n,-r,1);setPoint(\"f3\",t,e,Cc,-n,r,1);setPoint(\"f4\",t,e,Cc,n,r,1);setPoint(\"u1\",t,e,Cc,.7*n,1.1*r,-1);setPoint(\"u2\",t,e,Cc,.7*-n,1.1*r,-1);setPoint(\"u3\",t,e,Cc,0,2*r,-1);setPoint(\"cf1\",t,e,Cc,-n,0,1);setPoint(\"cf2\",t,e,Cc,n,0,1);setPoint(\"cf3\",t,e,Cc,0,-r,1);setPoint(\"cf4\",t,e,Cc,0,r,1);setPoint(\"cn1\",t,e,Cc,-n,0,-1);setPoint(\"cn2\",t,e,Cc,n,0,-1);setPoint(\"cn3\",t,e,Cc,0,-r,-1);setPoint(\"cn4\",t,e,Cc,0,r,-1);e.getAttribute(\"position\").needsUpdate=true}dispose(){this.geometry.dispose();this.material.dispose()}}function setPoint(e,t,n,r,i,s,a){Lc.set(i,s,a).unproject(r);const o=t[e];if(void 0!==o){const e=n.getAttribute(\"position\");for(let t=0,n=o.length;t<n;t++)e.setXYZ(o[t],Lc.x,Lc.y,Lc.z)}}const Rc=new Box3;class BoxHelper extends LineSegments{constructor(e,t=16776960){const n=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]);const r=new Float32Array(24);const i=new BufferGeometry;i.setIndex(new BufferAttribute(n,1));i.setAttribute(\"position\",new BufferAttribute(r,3));super(i,new LineBasicMaterial({color:t,toneMapped:false}));this.object=e;this.type=\"BoxHelper\";this.matrixAutoUpdate=false;this.update()}update(e){void 0!==e&&console.warn(\"THREE.BoxHelper: .update() has no longer arguments.\");void 0!==this.object&&Rc.setFromObject(this.object);if(Rc.isEmpty())return;const t=Rc.min;const n=Rc.max;const r=this.geometry.attributes.position;const i=r.array;i[0]=n.x;i[1]=n.y;i[2]=n.z;i[3]=t.x;i[4]=n.y;i[5]=n.z;i[6]=t.x;i[7]=t.y;i[8]=n.z;i[9]=n.x;i[10]=t.y;i[11]=n.z;i[12]=n.x;i[13]=n.y;i[14]=t.z;i[15]=t.x;i[16]=n.y;i[17]=t.z;i[18]=t.x;i[19]=t.y;i[20]=t.z;i[21]=n.x;i[22]=t.y;i[23]=t.z;r.needsUpdate=true;this.geometry.computeBoundingSphere()}setFromObject(e){this.object=e;this.update();return this}copy(e){LineSegments.prototype.copy.call(this,e);this.object=e.object;return this}}class Box3Helper extends LineSegments{constructor(e,t=16776960){const n=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]);const r=[1,1,1,-1,1,1,-1,-1,1,1,-1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1];const i=new BufferGeometry;i.setIndex(new BufferAttribute(n,1));i.setAttribute(\"position\",new Float32BufferAttribute(r,3));super(i,new LineBasicMaterial({color:t,toneMapped:false}));this.box=e;this.type=\"Box3Helper\";this.geometry.computeBoundingSphere()}updateMatrixWorld(e){const t=this.box;if(!t.isEmpty()){t.getCenter(this.position);t.getSize(this.scale);this.scale.multiplyScalar(.5);super.updateMatrixWorld(e)}}}class PlaneHelper extends Line{constructor(e,t=1,n=16776960){const r=n;const i=[1,-1,1,-1,1,1,-1,-1,1,1,1,1,-1,1,1,-1,-1,1,1,-1,1,1,1,1,0,0,1,0,0,0];const s=new BufferGeometry;s.setAttribute(\"position\",new Float32BufferAttribute(i,3));s.computeBoundingSphere();super(s,new LineBasicMaterial({color:r,toneMapped:false}));this.type=\"PlaneHelper\";this.plane=e;this.size=t;const a=[1,1,1,-1,1,1,-1,-1,1,1,1,1,-1,-1,1,1,-1,1];const o=new BufferGeometry;o.setAttribute(\"position\",new Float32BufferAttribute(a,3));o.computeBoundingSphere();this.add(new Mesh(o,new MeshBasicMaterial({color:r,opacity:.2,transparent:true,depthWrite:false,toneMapped:false})))}updateMatrixWorld(e){let t=-this.plane.constant;Math.abs(t)<1e-8&&(t=1e-8);this.scale.set(.5*this.size,.5*this.size,t);this.children[0].material.side=t<0?d:h;this.lookAt(this.plane.normal);super.updateMatrixWorld(e)}}const Pc=new Vector3;let Ic,Dc;class ArrowHelper extends Object3D{constructor(e=new Vector3(0,0,1),t=new Vector3(0,0,0),n=1,r=16776960,i=.2*n,s=.2*i){super();this.type=\"ArrowHelper\";if(void 0===Ic){Ic=new BufferGeometry;Ic.setAttribute(\"position\",new Float32BufferAttribute([0,0,0,0,1,0],3));Dc=new CylinderGeometry(0,.5,1,5,1);Dc.translate(0,-.5,0)}this.position.copy(t);this.line=new Line(Ic,new LineBasicMaterial({color:r,toneMapped:false}));this.line.matrixAutoUpdate=false;this.add(this.line);this.cone=new Mesh(Dc,new MeshBasicMaterial({color:r,toneMapped:false}));this.cone.matrixAutoUpdate=false;this.add(this.cone);this.setDirection(e);this.setLength(n,i,s)}setDirection(e){if(e.y>.99999)this.quaternion.set(0,0,0,1);else if(e.y<-.99999)this.quaternion.set(1,0,0,0);else{Pc.set(e.z,0,-e.x).normalize();const t=Math.acos(e.y);this.quaternion.setFromAxisAngle(Pc,t)}}setLength(e,t=.2*e,n=.2*t){this.line.scale.set(1,Math.max(1e-4,e-t),1);this.line.updateMatrix();this.cone.scale.set(n,t,n);this.cone.position.y=e;this.cone.updateMatrix()}setColor(e){this.line.material.color.set(e);this.cone.material.color.set(e)}copy(e){super.copy(e,false);this.line.copy(e.line);this.cone.copy(e.cone);return this}}class AxesHelper extends LineSegments{constructor(e=1){const t=[0,0,0,e,0,0,0,0,0,0,e,0,0,0,0,0,0,e];const n=[1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1];const r=new BufferGeometry;r.setAttribute(\"position\",new Float32BufferAttribute(t,3));r.setAttribute(\"color\",new Float32BufferAttribute(n,3));const i=new LineBasicMaterial({vertexColors:true,toneMapped:false});super(r,i);this.type=\"AxesHelper\"}setColors(e,t,n){const r=new Color;const i=this.geometry.attributes.color.array;r.set(e);r.toArray(i,0);r.toArray(i,3);r.set(t);r.toArray(i,6);r.toArray(i,9);r.set(n);r.toArray(i,12);r.toArray(i,15);this.geometry.attributes.color.needsUpdate=true;return this}dispose(){this.geometry.dispose();this.material.dispose()}}class ShapePath{constructor(){this.type=\"ShapePath\";this.color=new Color;this.subPaths=[];this.currentPath=null}moveTo(e,t){this.currentPath=new Path;this.subPaths.push(this.currentPath);this.currentPath.moveTo(e,t);return this}lineTo(e,t){this.currentPath.lineTo(e,t);return this}quadraticCurveTo(e,t,n,r){this.currentPath.quadraticCurveTo(e,t,n,r);return this}bezierCurveTo(e,t,n,r,i,s){this.currentPath.bezierCurveTo(e,t,n,r,i,s);return this}splineThru(e){this.currentPath.splineThru(e);return this}toShapes(e,t){function toShapesNoHoles(e){const t=[];for(let n=0,r=e.length;n<r;n++){const r=e[n];const i=new Shape;i.curves=r.curves;t.push(i)}return t}function isPointInsidePolygon(e,t){const n=t.length;let r=false;for(let i=n-1,s=0;s<n;i=s++){let n=t[i];let a=t[s];let o=a.x-n.x;let l=a.y-n.y;if(Math.abs(l)>Number.EPSILON){if(l<0){n=t[s];o=-o;a=t[i];l=-l}if(e.y<n.y||e.y>a.y)continue;if(e.y===n.y){if(e.x===n.x)return true}else{const t=l*(e.x-n.x)-o*(e.y-n.y);if(0===t)return true;if(t<0)continue;r=!r}}else{if(e.y!==n.y)continue;if(a.x<=e.x&&e.x<=n.x||n.x<=e.x&&e.x<=a.x)return true}}return r}const n=ShapeUtils.isClockWise;const r=this.subPaths;if(0===r.length)return[];if(true===t)return toShapesNoHoles(r);let i,s,a;const o=[];if(1===r.length){s=r[0];a=new Shape;a.curves=s.curves;o.push(a);return o}let l=!n(r[0].getPoints());l=e?!l:l;const c=[];const u=[];let h=[];let d=0;let p;u[d]=void 0;h[d]=[];for(let t=0,a=r.length;t<a;t++){s=r[t];p=s.getPoints();i=n(p);i=e?!i:i;if(i){!l&&u[d]&&d++;u[d]={s:new Shape,p:p};u[d].s.curves=s.curves;l&&d++;h[d]=[]}else h[d].push({h:s,p:p[0]})}if(!u[0])return toShapesNoHoles(r);if(u.length>1){let e=false;const t=[];for(let e=0,t=u.length;e<t;e++)c[e]=[];for(let n=0,r=u.length;n<r;n++){const r=h[n];for(let i=0;i<r.length;i++){const s=r[i];let a=true;for(let r=0;r<u.length;r++)if(isPointInsidePolygon(s.p,u[r].p)){n!==r&&t.push({froms:n,tos:r,hole:i});if(a){a=false;c[r].push(s)}else e=true}a&&c[n].push(s)}}t.length>0&&(e||(h=c))}let f;for(let e=0,t=u.length;e<t;e++){a=u[e].s;o.push(a);f=h[e];for(let e=0,t=f.length;e<t;e++)a.holes.push(f[e].h)}return o}}const Bc=new Float32Array(1);const Vc=new Int32Array(Bc.buffer);class DataUtils{static toHalfFloat(e){if(e>65504){console.warn(\"THREE.DataUtils.toHalfFloat(): value exceeds 65504.\");e=65504}Bc[0]=e;const t=Vc[0];let n=t>>16&32768;let r=t>>12&2047;const i=t>>23&255;if(i<103)return n;if(i>142){n|=31744;n|=(255==i?0:1)&&8388607&t;return n}if(i<113){r|=2048;n|=(r>>114-i)+(r>>113-i&1);return n}n|=i-112<<10|r>>1;n+=1&r;return n}}const Nc=0;const Uc=1;const zc=0;const Gc=1;const Fc=2;function MeshFaceMaterial(e){console.warn(\"THREE.MeshFaceMaterial has been removed. Use an Array instead.\");return e}function MultiMaterial(e=[]){console.warn(\"THREE.MultiMaterial has been removed. Use an Array instead.\");e.isMultiMaterial=true;e.materials=e;e.clone=function(){return e.slice()};return e}function PointCloud(e,t){console.warn(\"THREE.PointCloud has been renamed to THREE.Points.\");return new Points(e,t)}function Particle(e){console.warn(\"THREE.Particle has been renamed to THREE.Sprite.\");return new Sprite(e)}function ParticleSystem(e,t){console.warn(\"THREE.ParticleSystem has been renamed to THREE.Points.\");return new Points(e,t)}function PointCloudMaterial(e){console.warn(\"THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.\");return new PointsMaterial(e)}function ParticleBasicMaterial(e){console.warn(\"THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.\");return new PointsMaterial(e)}function ParticleSystemMaterial(e){console.warn(\"THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.\");return new PointsMaterial(e)}function Vertex(e,t,n){console.warn(\"THREE.Vertex has been removed. Use THREE.Vector3 instead.\");return new Vector3(e,t,n)}function DynamicBufferAttribute(e,t){console.warn(\"THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.\");return new BufferAttribute(e,t).setUsage(yn)}function Int8Attribute(e,t){console.warn(\"THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.\");return new Int8BufferAttribute(e,t)}function Uint8Attribute(e,t){console.warn(\"THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.\");return new Uint8BufferAttribute(e,t)}function Uint8ClampedAttribute(e,t){console.warn(\"THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.\");return new Uint8ClampedBufferAttribute(e,t)}function Int16Attribute(e,t){console.warn(\"THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.\");return new Int16BufferAttribute(e,t)}function Uint16Attribute(e,t){console.warn(\"THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.\");return new Uint16BufferAttribute(e,t)}function Int32Attribute(e,t){console.warn(\"THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.\");return new Int32BufferAttribute(e,t)}function Uint32Attribute(e,t){console.warn(\"THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.\");return new Uint32BufferAttribute(e,t)}function Float32Attribute(e,t){console.warn(\"THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.\");return new Float32BufferAttribute(e,t)}function Float64Attribute(e,t){console.warn(\"THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.\");return new Float64BufferAttribute(e,t)}Curve.create=function(e,t){console.log(\"THREE.Curve.create() has been deprecated\");e.prototype=Object.create(Curve.prototype);e.prototype.constructor=e;e.prototype.getPoint=t;return e};Path.prototype.fromPoints=function(e){console.warn(\"THREE.Path: .fromPoints() has been renamed to .setFromPoints().\");return this.setFromPoints(e)};function AxisHelper(e){console.warn(\"THREE.AxisHelper has been renamed to THREE.AxesHelper.\");return new AxesHelper(e)}function BoundingBoxHelper(e,t){console.warn(\"THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.\");return new BoxHelper(e,t)}function EdgesHelper(e,t){console.warn(\"THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.\");return new LineSegments(new EdgesGeometry(e.geometry),new LineBasicMaterial({color:void 0!==t?t:16777215}))}GridHelper.prototype.setColors=function(){console.error(\"THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.\")};SkeletonHelper.prototype.update=function(){console.error(\"THREE.SkeletonHelper: update() no longer needs to be called.\")};function WireframeHelper(e,t){console.warn(\"THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.\");return new LineSegments(new WireframeGeometry(e.geometry),new LineBasicMaterial({color:void 0!==t?t:16777215}))}Loader.prototype.extractUrlBase=function(e){console.warn(\"THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.\");return LoaderUtils.extractUrlBase(e)};Loader.Handlers={add:function(){console.error(\"THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.\")},get:function(){console.error(\"THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.\")}};function XHRLoader(e){console.warn(\"THREE.XHRLoader has been renamed to THREE.FileLoader.\");return new FileLoader(e)}function BinaryTextureLoader(e){console.warn(\"THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.\");return new DataTextureLoader(e)}Box2.prototype.center=function(e){console.warn(\"THREE.Box2: .center() has been renamed to .getCenter().\");return this.getCenter(e)};Box2.prototype.empty=function(){console.warn(\"THREE.Box2: .empty() has been renamed to .isEmpty().\");return this.isEmpty()};Box2.prototype.isIntersectionBox=function(e){console.warn(\"THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().\");return this.intersectsBox(e)};Box2.prototype.size=function(e){console.warn(\"THREE.Box2: .size() has been renamed to .getSize().\");return this.getSize(e)};Box3.prototype.center=function(e){console.warn(\"THREE.Box3: .center() has been renamed to .getCenter().\");return this.getCenter(e)};Box3.prototype.empty=function(){console.warn(\"THREE.Box3: .empty() has been renamed to .isEmpty().\");return this.isEmpty()};Box3.prototype.isIntersectionBox=function(e){console.warn(\"THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().\");return this.intersectsBox(e)};Box3.prototype.isIntersectionSphere=function(e){console.warn(\"THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().\");return this.intersectsSphere(e)};Box3.prototype.size=function(e){console.warn(\"THREE.Box3: .size() has been renamed to .getSize().\");return this.getSize(e)};Sphere.prototype.empty=function(){console.warn(\"THREE.Sphere: .empty() has been renamed to .isEmpty().\");return this.isEmpty()};Frustum.prototype.setFromMatrix=function(e){console.warn(\"THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().\");return this.setFromProjectionMatrix(e)};Line3.prototype.center=function(e){console.warn(\"THREE.Line3: .center() has been renamed to .getCenter().\");return this.getCenter(e)};Matrix3.prototype.flattenToArrayOffset=function(e,t){console.warn(\"THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\");return this.toArray(e,t)};Matrix3.prototype.multiplyVector3=function(e){console.warn(\"THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.\");return e.applyMatrix3(this)};Matrix3.prototype.multiplyVector3Array=function(){console.error(\"THREE.Matrix3: .multiplyVector3Array() has been removed.\")};Matrix3.prototype.applyToBufferAttribute=function(e){console.warn(\"THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.\");return e.applyMatrix3(this)};Matrix3.prototype.applyToVector3Array=function(){console.error(\"THREE.Matrix3: .applyToVector3Array() has been removed.\")};Matrix3.prototype.getInverse=function(e){console.warn(\"THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.\");return this.copy(e).invert()};Matrix4.prototype.extractPosition=function(e){console.warn(\"THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().\");return this.copyPosition(e)};Matrix4.prototype.flattenToArrayOffset=function(e,t){console.warn(\"THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\");return this.toArray(e,t)};Matrix4.prototype.getPosition=function(){console.warn(\"THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.\");return(new Vector3).setFromMatrixColumn(this,3)};Matrix4.prototype.setRotationFromQuaternion=function(e){console.warn(\"THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().\");return this.makeRotationFromQuaternion(e)};Matrix4.prototype.multiplyToArray=function(){console.warn(\"THREE.Matrix4: .multiplyToArray() has been removed.\")};Matrix4.prototype.multiplyVector3=function(e){console.warn(\"THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.\");return e.applyMatrix4(this)};Matrix4.prototype.multiplyVector4=function(e){console.warn(\"THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.\");return e.applyMatrix4(this)};Matrix4.prototype.multiplyVector3Array=function(){console.error(\"THREE.Matrix4: .multiplyVector3Array() has been removed.\")};Matrix4.prototype.rotateAxis=function(e){console.warn(\"THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.\");e.transformDirection(this)};Matrix4.prototype.crossVector=function(e){console.warn(\"THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.\");return e.applyMatrix4(this)};Matrix4.prototype.translate=function(){console.error(\"THREE.Matrix4: .translate() has been removed.\")};Matrix4.prototype.rotateX=function(){console.error(\"THREE.Matrix4: .rotateX() has been removed.\")};Matrix4.prototype.rotateY=function(){console.error(\"THREE.Matrix4: .rotateY() has been removed.\")};Matrix4.prototype.rotateZ=function(){console.error(\"THREE.Matrix4: .rotateZ() has been removed.\")};Matrix4.prototype.rotateByAxis=function(){console.error(\"THREE.Matrix4: .rotateByAxis() has been removed.\")};Matrix4.prototype.applyToBufferAttribute=function(e){console.warn(\"THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.\");return e.applyMatrix4(this)};Matrix4.prototype.applyToVector3Array=function(){console.error(\"THREE.Matrix4: .applyToVector3Array() has been removed.\")};Matrix4.prototype.makeFrustum=function(e,t,n,r,i,s){console.warn(\"THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.\");return this.makePerspective(e,t,r,n,i,s)};Matrix4.prototype.getInverse=function(e){console.warn(\"THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.\");return this.copy(e).invert()};Plane.prototype.isIntersectionLine=function(e){console.warn(\"THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().\");return this.intersectsLine(e)};Quaternion.prototype.multiplyVector3=function(e){console.warn(\"THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.\");return e.applyQuaternion(this)};Quaternion.prototype.inverse=function(){console.warn(\"THREE.Quaternion: .inverse() has been renamed to invert().\");return this.invert()};Ray.prototype.isIntersectionBox=function(e){console.warn(\"THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().\");return this.intersectsBox(e)};Ray.prototype.isIntersectionPlane=function(e){console.warn(\"THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().\");return this.intersectsPlane(e)};Ray.prototype.isIntersectionSphere=function(e){console.warn(\"THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().\");return this.intersectsSphere(e)};Triangle.prototype.area=function(){console.warn(\"THREE.Triangle: .area() has been renamed to .getArea().\");return this.getArea()};Triangle.prototype.barycoordFromPoint=function(e,t){console.warn(\"THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().\");return this.getBarycoord(e,t)};Triangle.prototype.midpoint=function(e){console.warn(\"THREE.Triangle: .midpoint() has been renamed to .getMidpoint().\");return this.getMidpoint(e)};Triangle.prototypenormal=function(e){console.warn(\"THREE.Triangle: .normal() has been renamed to .getNormal().\");return this.getNormal(e)};Triangle.prototype.plane=function(e){console.warn(\"THREE.Triangle: .plane() has been renamed to .getPlane().\");return this.getPlane(e)};Triangle.barycoordFromPoint=function(e,t,n,r,i){console.warn(\"THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().\");return Triangle.getBarycoord(e,t,n,r,i)};Triangle.normal=function(e,t,n,r){console.warn(\"THREE.Triangle: .normal() has been renamed to .getNormal().\");return Triangle.getNormal(e,t,n,r)};Shape.prototype.extractAllPoints=function(e){console.warn(\"THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.\");return this.extractPoints(e)};Shape.prototype.extrude=function(e){console.warn(\"THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.\");return new ExtrudeGeometry(this,e)};Shape.prototype.makeGeometry=function(e){console.warn(\"THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.\");return new ShapeGeometry(this,e)};Vector2.prototype.fromAttribute=function(e,t,n){console.warn(\"THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().\");return this.fromBufferAttribute(e,t,n)};Vector2.prototype.distanceToManhattan=function(e){console.warn(\"THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().\");return this.manhattanDistanceTo(e)};Vector2.prototype.lengthManhattan=function(){console.warn(\"THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().\");return this.manhattanLength()};Vector3.prototype.setEulerFromRotationMatrix=function(){console.error(\"THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.\")};Vector3.prototype.setEulerFromQuaternion=function(){console.error(\"THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.\")};Vector3.prototype.getPositionFromMatrix=function(e){console.warn(\"THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().\");return this.setFromMatrixPosition(e)};Vector3.prototype.getScaleFromMatrix=function(e){console.warn(\"THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().\");return this.setFromMatrixScale(e)};Vector3.prototype.getColumnFromMatrix=function(e,t){console.warn(\"THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().\");return this.setFromMatrixColumn(t,e)};Vector3.prototype.applyProjection=function(e){console.warn(\"THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.\");return this.applyMatrix4(e)};Vector3.prototype.fromAttribute=function(e,t,n){console.warn(\"THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().\");return this.fromBufferAttribute(e,t,n)};Vector3.prototype.distanceToManhattan=function(e){console.warn(\"THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().\");return this.manhattanDistanceTo(e)};Vector3.prototype.lengthManhattan=function(){console.warn(\"THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().\");return this.manhattanLength()};Vector4.prototype.fromAttribute=function(e,t,n){console.warn(\"THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().\");return this.fromBufferAttribute(e,t,n)};Vector4.prototype.lengthManhattan=function(){console.warn(\"THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().\");return this.manhattanLength()};Object3D.prototype.getChildByName=function(e){console.warn(\"THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().\");return this.getObjectByName(e)};Object3D.prototype.renderDepth=function(){console.warn(\"THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.\")};Object3D.prototype.translate=function(e,t){console.warn(\"THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.\");return this.translateOnAxis(t,e)};Object3D.prototype.getWorldRotation=function(){console.error(\"THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.\")};Object3D.prototype.applyMatrix=function(e){console.warn(\"THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().\");return this.applyMatrix4(e)};Object.defineProperties(Object3D.prototype,{eulerOrder:{get:function(){console.warn(\"THREE.Object3D: .eulerOrder is now .rotation.order.\");return this.rotation.order},set:function(e){console.warn(\"THREE.Object3D: .eulerOrder is now .rotation.order.\");this.rotation.order=e}},useQuaternion:{get:function(){console.warn(\"THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.\")},set:function(){console.warn(\"THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.\")}}});Mesh.prototype.setDrawMode=function(){console.error(\"THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.\")};Object.defineProperties(Mesh.prototype,{drawMode:{get:function(){console.error(\"THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.\");return Wt},set:function(){console.error(\"THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.\")}}});SkinnedMesh.prototype.initBones=function(){console.error(\"THREE.SkinnedMesh: initBones() has been removed.\")};PerspectiveCamera.prototype.setLens=function(e,t){console.warn(\"THREE.PerspectiveCamera.setLens is deprecated. Use .setFocalLength and .filmGauge for a photographic setup.\");void 0!==t&&(this.filmGauge=t);this.setFocalLength(e)};Object.defineProperties(Light.prototype,{onlyShadow:{set:function(){console.warn(\"THREE.Light: .onlyShadow has been removed.\")}},shadowCameraFov:{set:function(e){console.warn(\"THREE.Light: .shadowCameraFov is now .shadow.camera.fov.\");this.shadow.camera.fov=e}},shadowCameraLeft:{set:function(e){console.warn(\"THREE.Light: .shadowCameraLeft is now .shadow.camera.left.\");this.shadow.camera.left=e}},shadowCameraRight:{set:function(e){console.warn(\"THREE.Light: .shadowCameraRight is now .shadow.camera.right.\");this.shadow.camera.right=e}},shadowCameraTop:{set:function(e){console.warn(\"THREE.Light: .shadowCameraTop is now .shadow.camera.top.\");this.shadow.camera.top=e}},shadowCameraBottom:{set:function(e){console.warn(\"THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.\");this.shadow.camera.bottom=e}},shadowCameraNear:{set:function(e){console.warn(\"THREE.Light: .shadowCameraNear is now .shadow.camera.near.\");this.shadow.camera.near=e}},shadowCameraFar:{set:function(e){console.warn(\"THREE.Light: .shadowCameraFar is now .shadow.camera.far.\");this.shadow.camera.far=e}},shadowCameraVisible:{set:function(){console.warn(\"THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.\")}},shadowBias:{set:function(e){console.warn(\"THREE.Light: .shadowBias is now .shadow.bias.\");this.shadow.bias=e}},shadowDarkness:{set:function(){console.warn(\"THREE.Light: .shadowDarkness has been removed.\")}},shadowMapWidth:{set:function(e){console.warn(\"THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.\");this.shadow.mapSize.width=e}},shadowMapHeight:{set:function(e){console.warn(\"THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.\");this.shadow.mapSize.height=e}}});Object.defineProperties(BufferAttribute.prototype,{length:{get:function(){console.warn(\"THREE.BufferAttribute: .length has been deprecated. Use .count instead.\");return this.array.length}},dynamic:{get:function(){console.warn(\"THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.\");return this.usage===yn},set:function(){console.warn(\"THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.\");this.setUsage(yn)}}});BufferAttribute.prototype.setDynamic=function(e){console.warn(\"THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.\");this.setUsage(true===e?yn:gn);return this};BufferAttribute.prototype.copyIndicesArray=function(){console.error(\"THREE.BufferAttribute: .copyIndicesArray() has been removed.\")},BufferAttribute.prototype.setArray=function(){console.error(\"THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers\")};BufferGeometry.prototype.addIndex=function(e){console.warn(\"THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().\");this.setIndex(e)};BufferGeometry.prototype.addAttribute=function(e,t){console.warn(\"THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().\");if(!(t&&t.isBufferAttribute)&&!(t&&t.isInterleavedBufferAttribute)){console.warn(\"THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).\");return this.setAttribute(e,new BufferAttribute(arguments[1],arguments[2]))}if(\"index\"===e){console.warn(\"THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.\");this.setIndex(t);return this}return this.setAttribute(e,t)};BufferGeometry.prototype.addDrawCall=function(e,t,n){void 0!==n&&console.warn(\"THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.\");console.warn(\"THREE.BufferGeometry: .addDrawCall() is now .addGroup().\");this.addGroup(e,t)};BufferGeometry.prototype.clearDrawCalls=function(){console.warn(\"THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().\");this.clearGroups()};BufferGeometry.prototype.computeOffsets=function(){console.warn(\"THREE.BufferGeometry: .computeOffsets() has been removed.\")};BufferGeometry.prototype.removeAttribute=function(e){console.warn(\"THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().\");return this.deleteAttribute(e)};BufferGeometry.prototype.applyMatrix=function(e){console.warn(\"THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().\");return this.applyMatrix4(e)};Object.defineProperties(BufferGeometry.prototype,{drawcalls:{get:function(){console.error(\"THREE.BufferGeometry: .drawcalls has been renamed to .groups.\");return this.groups}},offsets:{get:function(){console.warn(\"THREE.BufferGeometry: .offsets has been renamed to .groups.\");return this.groups}}});InterleavedBuffer.prototype.setDynamic=function(e){console.warn(\"THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.\");this.setUsage(true===e?yn:gn);return this};InterleavedBuffer.prototype.setArray=function(){console.error(\"THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers\")};ExtrudeGeometry.prototype.getArrays=function(){console.error(\"THREE.ExtrudeGeometry: .getArrays() has been removed.\")};ExtrudeGeometry.prototype.addShapeList=function(){console.error(\"THREE.ExtrudeGeometry: .addShapeList() has been removed.\")};ExtrudeGeometry.prototype.addShape=function(){console.error(\"THREE.ExtrudeGeometry: .addShape() has been removed.\")};Scene.prototype.dispose=function(){console.error(\"THREE.Scene: .dispose() has been removed.\")};Uniform.prototype.onUpdate=function(){console.warn(\"THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.\");return this};Object.defineProperties(Material.prototype,{wrapAround:{get:function(){console.warn(\"THREE.Material: .wrapAround has been removed.\")},set:function(){console.warn(\"THREE.Material: .wrapAround has been removed.\")}},overdraw:{get:function(){console.warn(\"THREE.Material: .overdraw has been removed.\")},set:function(){console.warn(\"THREE.Material: .overdraw has been removed.\")}},wrapRGB:{get:function(){console.warn(\"THREE.Material: .wrapRGB has been removed.\");return new Color}},shading:{get:function(){console.error(\"THREE.\"+this.type+\": .shading has been removed. Use the boolean .flatShading instead.\")},set:function(e){console.warn(\"THREE.\"+this.type+\": .shading has been removed. Use the boolean .flatShading instead.\");this.flatShading=e===f}},stencilMask:{get:function(){console.warn(\"THREE.\"+this.type+\": .stencilMask has been removed. Use .stencilFuncMask instead.\");return this.stencilFuncMask},set:function(e){console.warn(\"THREE.\"+this.type+\": .stencilMask has been removed. Use .stencilFuncMask instead.\");this.stencilFuncMask=e}},vertexTangents:{get:function(){console.warn(\"THREE.\"+this.type+\": .vertexTangents has been removed.\")},set:function(){console.warn(\"THREE.\"+this.type+\": .vertexTangents has been removed.\")}}});Object.defineProperties(ShaderMaterial.prototype,{derivatives:{get:function(){console.warn(\"THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.\");return this.extensions.derivatives},set:function(e){console.warn(\"THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.\");this.extensions.derivatives=e}}});WebGLRenderer.prototype.clearTarget=function(e,t,n,r){console.warn(\"THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.\");this.setRenderTarget(e);this.clear(t,n,r)};WebGLRenderer.prototype.animate=function(e){console.warn(\"THREE.WebGLRenderer: .animate() is now .setAnimationLoop().\");this.setAnimationLoop(e)};WebGLRenderer.prototype.getCurrentRenderTarget=function(){console.warn(\"THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().\");return this.getRenderTarget()};WebGLRenderer.prototype.getMaxAnisotropy=function(){console.warn(\"THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().\");return this.capabilities.getMaxAnisotropy()};WebGLRenderer.prototype.getPrecision=function(){console.warn(\"THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.\");return this.capabilities.precision};WebGLRenderer.prototype.resetGLState=function(){console.warn(\"THREE.WebGLRenderer: .resetGLState() is now .state.reset().\");return this.state.reset()};WebGLRenderer.prototype.supportsFloatTextures=function(){console.warn(\"THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' ).\");return this.extensions.get(\"OES_texture_float\")};WebGLRenderer.prototype.supportsHalfFloatTextures=function(){console.warn(\"THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' ).\");return this.extensions.get(\"OES_texture_half_float\")};WebGLRenderer.prototype.supportsStandardDerivatives=function(){console.warn(\"THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' ).\");return this.extensions.get(\"OES_standard_derivatives\")};WebGLRenderer.prototype.supportsCompressedTextureS3TC=function(){console.warn(\"THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' ).\");return this.extensions.get(\"WEBGL_compressed_texture_s3tc\")};WebGLRenderer.prototype.supportsCompressedTexturePVRTC=function(){console.warn(\"THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' ).\");return this.extensions.get(\"WEBGL_compressed_texture_pvrtc\")};WebGLRenderer.prototype.supportsBlendMinMax=function(){console.warn(\"THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' ).\");return this.extensions.get(\"EXT_blend_minmax\")};WebGLRenderer.prototype.supportsVertexTextures=function(){console.warn(\"THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.\");return this.capabilities.vertexTextures};WebGLRenderer.prototype.supportsInstancedArrays=function(){console.warn(\"THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' ).\");return this.extensions.get(\"ANGLE_instanced_arrays\")};WebGLRenderer.prototype.enableScissorTest=function(e){console.warn(\"THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().\");this.setScissorTest(e)};WebGLRenderer.prototype.initMaterial=function(){console.warn(\"THREE.WebGLRenderer: .initMaterial() has been removed.\")};WebGLRenderer.prototype.addPrePlugin=function(){console.warn(\"THREE.WebGLRenderer: .addPrePlugin() has been removed.\")};WebGLRenderer.prototype.addPostPlugin=function(){console.warn(\"THREE.WebGLRenderer: .addPostPlugin() has been removed.\")};WebGLRenderer.prototype.updateShadowMap=function(){console.warn(\"THREE.WebGLRenderer: .updateShadowMap() has been removed.\")};WebGLRenderer.prototype.setFaceCulling=function(){console.warn(\"THREE.WebGLRenderer: .setFaceCulling() has been removed.\")};WebGLRenderer.prototype.allocTextureUnit=function(){console.warn(\"THREE.WebGLRenderer: .allocTextureUnit() has been removed.\")};WebGLRenderer.prototype.setTexture=function(){console.warn(\"THREE.WebGLRenderer: .setTexture() has been removed.\")};WebGLRenderer.prototype.setTexture2D=function(){console.warn(\"THREE.WebGLRenderer: .setTexture2D() has been removed.\")};WebGLRenderer.prototype.setTextureCube=function(){console.warn(\"THREE.WebGLRenderer: .setTextureCube() has been removed.\")};WebGLRenderer.prototype.getActiveMipMapLevel=function(){console.warn(\"THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().\");return this.getActiveMipmapLevel()};Object.defineProperties(WebGLRenderer.prototype,{shadowMapEnabled:{get:function(){return this.shadowMap.enabled},set:function(e){console.warn(\"THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.\");this.shadowMap.enabled=e}},shadowMapType:{get:function(){return this.shadowMap.type},set:function(e){console.warn(\"THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.\");this.shadowMap.type=e}},shadowMapCullFace:{get:function(){console.warn(\"THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.\")},set:function(){console.warn(\"THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.\")}},context:{get:function(){console.warn(\"THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.\");return this.getContext()}},vr:{get:function(){console.warn(\"THREE.WebGLRenderer: .vr has been renamed to .xr\");return this.xr}},gammaInput:{get:function(){console.warn(\"THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.\");return false},set:function(){console.warn(\"THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.\")}},gammaOutput:{get:function(){console.warn(\"THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.\");return false},set:function(e){console.warn(\"THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.\");this.outputEncoding=true===e?Jt:Xt}},toneMappingWhitePoint:{get:function(){console.warn(\"THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.\");return 1},set:function(){console.warn(\"THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.\")}},gammaFactor:{get:function(){console.warn(\"THREE.WebGLRenderer: .gammaFactor has been removed.\");return 2},set:function(){console.warn(\"THREE.WebGLRenderer: .gammaFactor has been removed.\")}}});Object.defineProperties(WebGLShadowMap.prototype,{cullFace:{get:function(){console.warn(\"THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.\")},set:function(){console.warn(\"THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.\")}},renderReverseSided:{get:function(){console.warn(\"THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.\")},set:function(){console.warn(\"THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.\")}},renderSingleSided:{get:function(){console.warn(\"THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.\")},set:function(){console.warn(\"THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.\")}}});function WebGLRenderTargetCube(e,t,n){console.warn(\"THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).\");return new WebGLCubeRenderTarget(e,n)}Object.defineProperties(WebGLRenderTarget.prototype,{wrapS:{get:function(){console.warn(\"THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.\");return this.texture.wrapS},set:function(e){console.warn(\"THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.\");this.texture.wrapS=e}},wrapT:{get:function(){console.warn(\"THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.\");return this.texture.wrapT},set:function(e){console.warn(\"THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.\");this.texture.wrapT=e}},magFilter:{get:function(){console.warn(\"THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.\");return this.texture.magFilter},set:function(e){console.warn(\"THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.\");this.texture.magFilter=e}},minFilter:{get:function(){console.warn(\"THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.\");return this.texture.minFilter},set:function(e){console.warn(\"THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.\");this.texture.minFilter=e}},anisotropy:{get:function(){console.warn(\"THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.\");return this.texture.anisotropy},set:function(e){console.warn(\"THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.\");this.texture.anisotropy=e}},offset:{get:function(){console.warn(\"THREE.WebGLRenderTarget: .offset is now .texture.offset.\");return this.texture.offset},set:function(e){console.warn(\"THREE.WebGLRenderTarget: .offset is now .texture.offset.\");this.texture.offset=e}},repeat:{get:function(){console.warn(\"THREE.WebGLRenderTarget: .repeat is now .texture.repeat.\");return this.texture.repeat},set:function(e){console.warn(\"THREE.WebGLRenderTarget: .repeat is now .texture.repeat.\");this.texture.repeat=e}},format:{get:function(){console.warn(\"THREE.WebGLRenderTarget: .format is now .texture.format.\");return this.texture.format},set:function(e){console.warn(\"THREE.WebGLRenderTarget: .format is now .texture.format.\");this.texture.format=e}},type:{get:function(){console.warn(\"THREE.WebGLRenderTarget: .type is now .texture.type.\");return this.texture.type},set:function(e){console.warn(\"THREE.WebGLRenderTarget: .type is now .texture.type.\");this.texture.type=e}},generateMipmaps:{get:function(){console.warn(\"THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.\");return this.texture.generateMipmaps},set:function(e){console.warn(\"THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.\");this.texture.generateMipmaps=e}}});Audio.prototype.load=function(e){console.warn(\"THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.\");const t=this;const n=new AudioLoader;n.load(e,(function(e){t.setBuffer(e)}));return this};AudioAnalyser.prototype.getData=function(){console.warn(\"THREE.AudioAnalyser: .getData() is now .getFrequencyData().\");return this.getFrequencyData()};CubeCamera.prototype.updateCubeMap=function(e,t){console.warn(\"THREE.CubeCamera: .updateCubeMap() is now .update().\");return this.update(e,t)};CubeCamera.prototype.clear=function(e,t,n,r){console.warn(\"THREE.CubeCamera: .clear() is now .renderTarget.clear().\");return this.renderTarget.clear(e,t,n,r)};ImageUtils.crossOrigin=void 0;ImageUtils.loadTexture=function(e,t,n,r){console.warn(\"THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.\");const i=new TextureLoader;i.setCrossOrigin(this.crossOrigin);const s=i.load(e,n,void 0,r);t&&(s.mapping=t);return s};ImageUtils.loadTextureCube=function(e,t,n,r){console.warn(\"THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.\");const i=new CubeTextureLoader;i.setCrossOrigin(this.crossOrigin);const s=i.load(e,n,void 0,r);t&&(s.mapping=t);return s};ImageUtils.loadCompressedTexture=function(){console.error(\"THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.\")};ImageUtils.loadCompressedTextureCube=function(){console.error(\"THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.\")};function CanvasRenderer(){console.error(\"THREE.CanvasRenderer has been removed\")}function JSONLoader(){console.error(\"THREE.JSONLoader has been removed.\")}const Oc={createMultiMaterialObject:function(){console.error(\"THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js\")},detach:function(){console.error(\"THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js\")},attach:function(){console.error(\"THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js\")}};function LensFlare(){console.error(\"THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js\")}function ParametricGeometry(){console.error(\"THREE.ParametricGeometry has been moved to /examples/jsm/geometries/ParametricGeometry.js\");return new BufferGeometry}function TextGeometry(){console.error(\"THREE.TextGeometry has been moved to /examples/jsm/geometries/TextGeometry.js\");return new BufferGeometry}function FontLoader(){console.error(\"THREE.FontLoader has been moved to /examples/jsm/loaders/FontLoader.js\")}function Font(){console.error(\"THREE.Font has been moved to /examples/jsm/loaders/FontLoader.js\")}function ImmediateRenderObject(){console.error(\"THREE.ImmediateRenderObject has been removed.\")}\"undefined\"!==typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"register\",{detail:{revision:e}}));\"undefined\"!==typeof window&&(window.__THREE__?console.warn(\"WARNING: Multiple instances of Three.js being imported.\"):window.__THREE__=e);export{ee as ACESFilmicToneMapping,w as AddEquation,Y as AddOperation,kt as AdditiveAnimationBlendMode,x as AdditiveBlending,Be as AlphaFormat,F as AlwaysDepth,mn as AlwaysStencilFunc,AmbientLight,AmbientLightProbe,AnimationClip,AnimationLoader,AnimationMixer,AnimationObjectGroup,Dl as AnimationUtils,ArcCurve,ArrayCamera,ArrowHelper,Audio,AudioAnalyser,Xl as AudioContext,AudioListener,AudioLoader,AxesHelper,AxisHelper,d as BackSide,Yt as BasicDepthPacking,o as BasicShadowMap,BinaryTextureLoader,Bone,BooleanKeyframeTrack,BoundingBoxHelper,Box2,Box3,Box3Helper,BoxGeometry as BoxBufferGeometry,BoxGeometry,BoxHelper,BufferAttribute,BufferGeometry,BufferGeometryLoader,we as ByteType,Bl as Cache,Camera,CameraHelper,CanvasRenderer,CanvasTexture,CatmullRomCurve3,$ as CineonToneMapping,CircleGeometry as CircleBufferGeometry,CircleGeometry,ue as ClampToEdgeWrapping,Clock,Color,ColorKeyframeTrack,CompressedTexture,CompressedTextureLoader,ConeGeometry as ConeBufferGeometry,ConeGeometry,CubeCamera,re as CubeReflectionMapping,ie as CubeRefractionMapping,CubeTexture,CubeTextureLoader,oe as CubeUVReflectionMapping,le as CubeUVRefractionMapping,CubicBezierCurve,CubicBezierCurve3,CubicInterpolant,i as CullFaceBack,s as CullFaceFront,a as CullFaceFrontBack,r as CullFaceNone,Curve,CurvePath,M as CustomBlending,te as CustomToneMapping,CylinderGeometry as CylinderBufferGeometry,CylinderGeometry,Cylindrical,DataTexture,DataTexture2DArray,DataTexture3D,DataTextureLoader,DataUtils,rn as DecrementStencilOp,an as DecrementWrapStencilOp,Vl as DefaultLoadingManager,Ge as DepthFormat,Fe as DepthStencilFormat,DepthTexture,DirectionalLight,DirectionalLightHelper,DiscreteInterpolant,DodecahedronGeometry as DodecahedronBufferGeometry,DodecahedronGeometry,p as DoubleSide,B as DstAlphaFactor,N as DstColorFactor,DynamicBufferAttribute,wn as DynamicCopyUsage,yn as DynamicDrawUsage,bn as DynamicReadUsage,EdgesGeometry,EdgesHelper,EllipseCurve,k as EqualDepth,un as EqualStencilFunc,se as EquirectangularReflectionMapping,ae as EquirectangularRefractionMapping,Euler,EventDispatcher,ExtrudeGeometry as ExtrudeBufferGeometry,ExtrudeGeometry,Gc as FaceColors,FileLoader,f as FlatShading,Float16BufferAttribute,Float32Attribute,Float32BufferAttribute,Float64Attribute,Float64BufferAttribute,Le as FloatType,Fog,FogExp2,Font,FontLoader,FramebufferTexture,h as FrontSide,Frustum,GLBufferAttribute,Tn as GLSL1,En as GLSL3,j as GreaterDepth,W as GreaterEqualDepth,fn as GreaterEqualStencilFunc,dn as GreaterStencilFunc,GridHelper,Group,Ce as HalfFloatType,HemisphereLight,HemisphereLightHelper,HemisphereLightProbe,IcosahedronGeometry as IcosahedronBufferGeometry,IcosahedronGeometry,ImageBitmapLoader,ImageLoader,ImageUtils,ImmediateRenderObject,nn as IncrementStencilOp,sn as IncrementWrapStencilOp,InstancedBufferAttribute,InstancedBufferGeometry,InstancedInterleavedBuffer,InstancedMesh,Int16Attribute,Int16BufferAttribute,Int32Attribute,Int32BufferAttribute,Int8Attribute,Int8BufferAttribute,Ee as IntType,InterleavedBuffer,InterleavedBufferAttribute,Interpolant,Nt as InterpolateDiscrete,Ut as InterpolateLinear,zt as InterpolateSmooth,on as InvertStencilOp,JSONLoader,en as KeepStencilOp,KeyframeTrack,LOD,LatheGeometry as LatheBufferGeometry,LatheGeometry,Layers,LensFlare,O as LessDepth,H as LessEqualDepth,hn as LessEqualStencilFunc,cn as LessStencilFunc,Light,LightProbe,Line,Line3,LineBasicMaterial,LineCurve,LineCurve3,LineDashedMaterial,LineLoop,Uc as LinePieces,LineSegments,Nc as LineStrip,Xt as LinearEncoding,ye as LinearFilter,LinearInterpolant,_e as LinearMipMapLinearFilter,xe as LinearMipMapNearestFilter,be as LinearMipmapLinearFilter,ve as LinearMipmapNearestFilter,Q as LinearToneMapping,Loader,LoaderUtils,LoadingManager,Dt as LoopOnce,Vt as LoopPingPong,Bt as LoopRepeat,ze as LuminanceAlphaFormat,Ue as LuminanceFormat,t as MOUSE,Material,MaterialLoader,Pn as Math,Pn as MathUtils,Matrix3,Matrix4,A as MaxEquation,Mesh,MeshBasicMaterial,MeshDepthMaterial,MeshDistanceMaterial,MeshFaceMaterial,MeshLambertMaterial,MeshMatcapMaterial,MeshNormalMaterial,MeshPhongMaterial,MeshPhysicalMaterial,MeshStandardMaterial,MeshToonMaterial,E as MinEquation,he as MirroredRepeatWrapping,J as MixOperation,MultiMaterial,_ as MultiplyBlending,X as MultiplyOperation,de as NearestFilter,ge as NearestMipMapLinearFilter,fe as NearestMipMapNearestFilter,me as NearestMipmapLinearFilter,pe as NearestMipmapNearestFilter,G as NeverDepth,ln as NeverStencilFunc,g as NoBlending,zc as NoColors,Z as NoToneMapping,Ht as NormalAnimationBlendMode,y as NormalBlending,q as NotEqualDepth,pn as NotEqualStencilFunc,NumberKeyframeTrack,Object3D,ObjectLoader,Kt as ObjectSpaceNormalMap,OctahedronGeometry as OctahedronBufferGeometry,OctahedronGeometry,C as OneFactor,V as OneMinusDstAlphaFactor,U as OneMinusDstColorFactor,D as OneMinusSrcAlphaFactor,P as OneMinusSrcColorFactor,OrthographicCamera,l as PCFShadowMap,c as PCFSoftShadowMap,PMREMGenerator,ParametricGeometry,Particle,ParticleBasicMaterial,ParticleSystem,ParticleSystemMaterial,Path,PerspectiveCamera,Plane,PlaneGeometry as PlaneBufferGeometry,PlaneGeometry,PlaneHelper,PointCloud,PointCloudMaterial,PointLight,PointLightHelper,Points,PointsMaterial,PolarGridHelper,PolyhedronGeometry as PolyhedronBufferGeometry,PolyhedronGeometry,PositionalAudio,PropertyBinding,PropertyMixer,QuadraticBezierCurve,QuadraticBezierCurve3,Quaternion,QuaternionKeyframeTrack,QuaternionLinearInterpolant,e as REVISION,Zt as RGBADepthPacking,Ne as RGBAFormat,qe as RGBAIntegerFormat,mt as RGBA_ASTC_10x10_Format,dt as RGBA_ASTC_10x5_Format,pt as RGBA_ASTC_10x6_Format,ft as RGBA_ASTC_10x8_Format,gt as RGBA_ASTC_12x10_Format,yt as RGBA_ASTC_12x12_Format,it as RGBA_ASTC_4x4_Format,st as RGBA_ASTC_5x4_Format,at as RGBA_ASTC_5x5_Format,ot as RGBA_ASTC_6x5_Format,lt as RGBA_ASTC_6x6_Format,ct as RGBA_ASTC_8x5_Format,ut as RGBA_ASTC_8x6_Format,ht as RGBA_ASTC_8x8_Format,vt as RGBA_BPTC_Format,rt as RGBA_ETC2_EAC_Format,et as RGBA_PVRTC_2BPPV1_Format,$e as RGBA_PVRTC_4BPPV1_Format,Je as RGBA_S3TC_DXT1_Format,Ye as RGBA_S3TC_DXT3_Format,Ze as RGBA_S3TC_DXT5_Format,Ve as RGBFormat,je as RGBIntegerFormat,tt as RGB_ETC1_Format,nt as RGB_ETC2_Format,Ke as RGB_PVRTC_2BPPV1_Format,Qe as RGB_PVRTC_4BPPV1_Format,Xe as RGB_S3TC_DXT1_Format,ke as RGFormat,We as RGIntegerFormat,RawShaderMaterial,Ray,Raycaster,RectAreaLight,Oe as RedFormat,He as RedIntegerFormat,K as ReinhardToneMapping,ce as RepeatWrapping,tn as ReplaceStencilOp,T as ReverseSubtractEquation,RingGeometry as RingBufferGeometry,RingGeometry,Rt as SRGB8_ALPHA8_ASTC_10x10_Format,At as SRGB8_ALPHA8_ASTC_10x5_Format,Lt as SRGB8_ALPHA8_ASTC_10x6_Format,Ct as SRGB8_ALPHA8_ASTC_10x8_Format,Pt as SRGB8_ALPHA8_ASTC_12x10_Format,It as SRGB8_ALPHA8_ASTC_12x12_Format,xt as SRGB8_ALPHA8_ASTC_4x4_Format,bt as SRGB8_ALPHA8_ASTC_5x4_Format,_t as SRGB8_ALPHA8_ASTC_5x5_Format,Mt as SRGB8_ALPHA8_ASTC_6x5_Format,wt as SRGB8_ALPHA8_ASTC_6x6_Format,St as SRGB8_ALPHA8_ASTC_8x5_Format,Tt as SRGB8_ALPHA8_ASTC_8x6_Format,Et as SRGB8_ALPHA8_ASTC_8x8_Format,Scene,Oc as SceneUtils,Qa as ShaderChunk,$a as ShaderLib,ShaderMaterial,ShadowMaterial,Shape,ShapeGeometry as ShapeBufferGeometry,ShapeGeometry,ShapePath,ShapeUtils,Se as ShortType,Skeleton,SkeletonHelper,SkinnedMesh,m as SmoothShading,Sphere,SphereGeometry as SphereBufferGeometry,SphereGeometry,Spherical,SphericalHarmonics3,SplineCurve,SpotLight,SpotLightHelper,Sprite,SpriteMaterial,I as SrcAlphaFactor,z as SrcAlphaSaturateFactor,R as SrcColorFactor,Mn as StaticCopyUsage,gn as StaticDrawUsage,xn as StaticReadUsage,StereoCamera,Sn as StreamCopyUsage,vn as StreamDrawUsage,_n as StreamReadUsage,StringKeyframeTrack,S as SubtractEquation,b as SubtractiveBlending,n as TOUCH,Qt as TangentSpaceNormalMap,TetrahedronGeometry as TetrahedronBufferGeometry,TetrahedronGeometry,TextGeometry,Texture,TextureLoader,TorusGeometry as TorusBufferGeometry,TorusGeometry,TorusKnotGeometry as TorusKnotBufferGeometry,TorusKnotGeometry,Triangle,qt as TriangleFanDrawMode,jt as TriangleStripDrawMode,Wt as TrianglesDrawMode,TubeGeometry as TubeBufferGeometry,TubeGeometry,ne as UVMapping,Uint16Attribute,Uint16BufferAttribute,Uint32Attribute,Uint32BufferAttribute,Uint8Attribute,Uint8BufferAttribute,Uint8ClampedAttribute,Uint8ClampedBufferAttribute,Uniform,Ka as UniformsLib,mi as UniformsUtils,Me as UnsignedByteType,De as UnsignedInt248Type,Ae as UnsignedIntType,Re as UnsignedShort4444Type,Pe as UnsignedShort5551Type,Ie as UnsignedShort565Type,Te as UnsignedShortType,u as VSMShadowMap,Vector2,Vector3,Vector4,VectorKeyframeTrack,Vertex,Fc as VertexColors,VideoTexture,WebGL1Renderer,WebGLCubeRenderTarget,WebGLMultipleRenderTargets,WebGLMultisampleRenderTarget,WebGLRenderTarget,WebGLRenderTargetCube,WebGLRenderer,WebGLUtils,WireframeGeometry,WireframeHelper,Ot as WrapAroundEnding,XHRLoader,Gt as ZeroCurvatureEnding,L as ZeroFactor,Ft as ZeroSlopeEnding,$t as ZeroStencilOp,Jt as sRGBEncoding};\n\n//# sourceMappingURL=three.module.js.map", "import {\n\tEventDispatcher,\n\tMOUSE,\n\tQuaternion,\n\tSpherical,\n\tTOUCH,\n\tVector2,\n\tVector3\n} from 'three';\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n//\n//    Orbit - left mouse / touch: one-finger move\n//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n//    Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move\n\nconst _changeEvent = { type: 'change' };\nconst _startEvent = { type: 'start' };\nconst _endEvent = { type: 'end' };\n\nclass OrbitControls extends EventDispatcher {\n\n\tconstructor( object, domElement ) {\n\n\t\tsuper();\n\n\t\tif ( domElement === undefined ) console.warn( 'THREE.OrbitControls: The second parameter \"domElement\" is now mandatory.' );\n\t\tif ( domElement === document ) console.error( 'THREE.OrbitControls: \"document\" should not be used as the target \"domElement\". Please use \"renderer.domElement\" instead.' );\n\n\t\tthis.object = object;\n\t\tthis.domElement = domElement;\n\t\tthis.domElement.style.touchAction = 'none'; // disable touch scroll\n\n\t\t// Set to false to disable this control\n\t\tthis.enabled = true;\n\n\t\t// \"target\" sets the location of focus, where the object orbits around\n\t\tthis.target = new Vector3();\n\n\t\t// How far you can dolly in and out ( PerspectiveCamera only )\n\t\tthis.minDistance = 0;\n\t\tthis.maxDistance = Infinity;\n\n\t\t// How far you can zoom in and out ( OrthographicCamera only )\n\t\tthis.minZoom = 0;\n\t\tthis.maxZoom = Infinity;\n\n\t\t// How far you can orbit vertically, upper and lower limits.\n\t\t// Range is 0 to Math.PI radians.\n\t\tthis.minPolarAngle = 0; // radians\n\t\tthis.maxPolarAngle = Math.PI; // radians\n\n\t\t// How far you can orbit horizontally, upper and lower limits.\n\t\t// If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )\n\t\tthis.minAzimuthAngle = - Infinity; // radians\n\t\tthis.maxAzimuthAngle = Infinity; // radians\n\n\t\t// Set to true to enable damping (inertia)\n\t\t// If damping is enabled, you must call controls.update() in your animation loop\n\t\tthis.enableDamping = false;\n\t\tthis.dampingFactor = 0.05;\n\n\t\t// This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n\t\t// Set to false to disable zooming\n\t\tthis.enableZoom = true;\n\t\tthis.zoomSpeed = 1.0;\n\n\t\t// Set to false to disable rotating\n\t\tthis.enableRotate = true;\n\t\tthis.rotateSpeed = 1.0;\n\n\t\t// Set to false to disable panning\n\t\tthis.enablePan = true;\n\t\tthis.panSpeed = 1.0;\n\t\tthis.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.up\n\t\tthis.keyPanSpeed = 7.0;\t// pixels moved per arrow key push\n\n\t\t// Set to true to automatically rotate around the target\n\t\t// If auto-rotate is enabled, you must call controls.update() in your animation loop\n\t\tthis.autoRotate = false;\n\t\tthis.autoRotateSpeed = 2.0; // 30 seconds per orbit when fps is 60\n\n\t\t// The four arrow keys\n\t\tthis.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' };\n\n\t\t// Mouse buttons\n\t\tthis.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };\n\n\t\t// Touch fingers\n\t\tthis.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN };\n\n\t\t// for reset\n\t\tthis.target0 = this.target.clone();\n\t\tthis.position0 = this.object.position.clone();\n\t\tthis.zoom0 = this.object.zoom;\n\n\t\t// the target DOM element for key events\n\t\tthis._domElementKeyEvents = null;\n\n\t\t//\n\t\t// public methods\n\t\t//\n\n\t\tthis.getPolarAngle = function () {\n\n\t\t\treturn spherical.phi;\n\n\t\t};\n\n\t\tthis.getAzimuthalAngle = function () {\n\n\t\t\treturn spherical.theta;\n\n\t\t};\n\n\t\tthis.getDistance = function () {\n\n\t\t\treturn this.object.position.distanceTo( this.target );\n\n\t\t};\n\n\t\tthis.listenToKeyEvents = function ( domElement ) {\n\n\t\t\tdomElement.addEventListener( 'keydown', onKeyDown );\n\t\t\tthis._domElementKeyEvents = domElement;\n\n\t\t};\n\n\t\tthis.saveState = function () {\n\n\t\t\tscope.target0.copy( scope.target );\n\t\t\tscope.position0.copy( scope.object.position );\n\t\t\tscope.zoom0 = scope.object.zoom;\n\n\t\t};\n\n\t\tthis.reset = function () {\n\n\t\t\tscope.target.copy( scope.target0 );\n\t\t\tscope.object.position.copy( scope.position0 );\n\t\t\tscope.object.zoom = scope.zoom0;\n\n\t\t\tscope.object.updateProjectionMatrix();\n\t\t\tscope.dispatchEvent( _changeEvent );\n\n\t\t\tscope.update();\n\n\t\t\tstate = STATE.NONE;\n\n\t\t};\n\n\t\t// this method is exposed, but perhaps it would be better if we can make it private...\n\t\tthis.update = function () {\n\n\t\t\tconst offset = new Vector3();\n\n\t\t\t// so camera.up is the orbit axis\n\t\t\tconst quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );\n\t\t\tconst quatInverse = quat.clone().invert();\n\n\t\t\tconst lastPosition = new Vector3();\n\t\t\tconst lastQuaternion = new Quaternion();\n\n\t\t\tconst twoPI = 2 * Math.PI;\n\n\t\t\treturn function update() {\n\n\t\t\t\tconst position = scope.object.position;\n\n\t\t\t\toffset.copy( position ).sub( scope.target );\n\n\t\t\t\t// rotate offset to \"y-axis-is-up\" space\n\t\t\t\toffset.applyQuaternion( quat );\n\n\t\t\t\t// angle from z-axis around y-axis\n\t\t\t\tspherical.setFromVector3( offset );\n\n\t\t\t\tif ( scope.autoRotate && state === STATE.NONE ) {\n\n\t\t\t\t\trotateLeft( getAutoRotationAngle() );\n\n\t\t\t\t}\n\n\t\t\t\tif ( scope.enableDamping ) {\n\n\t\t\t\t\tspherical.theta += sphericalDelta.theta * scope.dampingFactor;\n\t\t\t\t\tspherical.phi += sphericalDelta.phi * scope.dampingFactor;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tspherical.theta += sphericalDelta.theta;\n\t\t\t\t\tspherical.phi += sphericalDelta.phi;\n\n\t\t\t\t}\n\n\t\t\t\t// restrict theta to be between desired limits\n\n\t\t\t\tlet min = scope.minAzimuthAngle;\n\t\t\t\tlet max = scope.maxAzimuthAngle;\n\n\t\t\t\tif ( isFinite( min ) && isFinite( max ) ) {\n\n\t\t\t\t\tif ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI;\n\n\t\t\t\t\tif ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI;\n\n\t\t\t\t\tif ( min <= max ) {\n\n\t\t\t\t\t\tspherical.theta = Math.max( min, Math.min( max, spherical.theta ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tspherical.theta = ( spherical.theta > ( min + max ) / 2 ) ?\n\t\t\t\t\t\t\tMath.max( min, spherical.theta ) :\n\t\t\t\t\t\t\tMath.min( max, spherical.theta );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// restrict phi to be between desired limits\n\t\t\t\tspherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );\n\n\t\t\t\tspherical.makeSafe();\n\n\n\t\t\t\tspherical.radius *= scale;\n\n\t\t\t\t// restrict radius to be between desired limits\n\t\t\t\tspherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );\n\n\t\t\t\t// move target to panned location\n\n\t\t\t\tif ( scope.enableDamping === true ) {\n\n\t\t\t\t\tscope.target.addScaledVector( panOffset, scope.dampingFactor );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tscope.target.add( panOffset );\n\n\t\t\t\t}\n\n\t\t\t\toffset.setFromSpherical( spherical );\n\n\t\t\t\t// rotate offset back to \"camera-up-vector-is-up\" space\n\t\t\t\toffset.applyQuaternion( quatInverse );\n\n\t\t\t\tposition.copy( scope.target ).add( offset );\n\n\t\t\t\tscope.object.lookAt( scope.target );\n\n\t\t\t\tif ( scope.enableDamping === true ) {\n\n\t\t\t\t\tsphericalDelta.theta *= ( 1 - scope.dampingFactor );\n\t\t\t\t\tsphericalDelta.phi *= ( 1 - scope.dampingFactor );\n\n\t\t\t\t\tpanOffset.multiplyScalar( 1 - scope.dampingFactor );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tsphericalDelta.set( 0, 0, 0 );\n\n\t\t\t\t\tpanOffset.set( 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t\tscale = 1;\n\n\t\t\t\t// update condition is:\n\t\t\t\t// min(camera displacement, camera rotation in radians)^2 > EPS\n\t\t\t\t// using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\n\t\t\t\tif ( zoomChanged ||\n\t\t\t\t\tlastPosition.distanceToSquared( scope.object.position ) > EPS ||\n\t\t\t\t\t8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {\n\n\t\t\t\t\tscope.dispatchEvent( _changeEvent );\n\n\t\t\t\t\tlastPosition.copy( scope.object.position );\n\t\t\t\t\tlastQuaternion.copy( scope.object.quaternion );\n\t\t\t\t\tzoomChanged = false;\n\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t\treturn false;\n\n\t\t\t};\n\n\t\t}();\n\n\t\tthis.dispose = function () {\n\n\t\t\tscope.domElement.removeEventListener( 'contextmenu', onContextMenu );\n\n\t\t\tscope.domElement.removeEventListener( 'pointerdown', onPointerDown );\n\t\t\tscope.domElement.removeEventListener( 'pointercancel', onPointerCancel );\n\t\t\tscope.domElement.removeEventListener( 'wheel', onMouseWheel );\n\n\t\t\tscope.domElement.removeEventListener( 'pointermove', onPointerMove );\n\t\t\tscope.domElement.removeEventListener( 'pointerup', onPointerUp );\n\n\n\t\t\tif ( scope._domElementKeyEvents !== null ) {\n\n\t\t\t\tscope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );\n\n\t\t\t}\n\n\t\t\t//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?\n\n\t\t};\n\n\t\t//\n\t\t// internals\n\t\t//\n\n\t\tconst scope = this;\n\n\t\tconst STATE = {\n\t\t\tNONE: - 1,\n\t\t\tROTATE: 0,\n\t\t\tDOLLY: 1,\n\t\t\tPAN: 2,\n\t\t\tTOUCH_ROTATE: 3,\n\t\t\tTOUCH_PAN: 4,\n\t\t\tTOUCH_DOLLY_PAN: 5,\n\t\t\tTOUCH_DOLLY_ROTATE: 6\n\t\t};\n\n\t\tlet state = STATE.NONE;\n\n\t\tconst EPS = 0.000001;\n\n\t\t// current position in spherical coordinates\n\t\tconst spherical = new Spherical();\n\t\tconst sphericalDelta = new Spherical();\n\n\t\tlet scale = 1;\n\t\tconst panOffset = new Vector3();\n\t\tlet zoomChanged = false;\n\n\t\tconst rotateStart = new Vector2();\n\t\tconst rotateEnd = new Vector2();\n\t\tconst rotateDelta = new Vector2();\n\n\t\tconst panStart = new Vector2();\n\t\tconst panEnd = new Vector2();\n\t\tconst panDelta = new Vector2();\n\n\t\tconst dollyStart = new Vector2();\n\t\tconst dollyEnd = new Vector2();\n\t\tconst dollyDelta = new Vector2();\n\n\t\tconst pointers = [];\n\t\tconst pointerPositions = {};\n\n\t\tfunction getAutoRotationAngle() {\n\n\t\t\treturn 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;\n\n\t\t}\n\n\t\tfunction getZoomScale() {\n\n\t\t\treturn Math.pow( 0.95, scope.zoomSpeed );\n\n\t\t}\n\n\t\tfunction rotateLeft( angle ) {\n\n\t\t\tsphericalDelta.theta -= angle;\n\n\t\t}\n\n\t\tfunction rotateUp( angle ) {\n\n\t\t\tsphericalDelta.phi -= angle;\n\n\t\t}\n\n\t\tconst panLeft = function () {\n\n\t\t\tconst v = new Vector3();\n\n\t\t\treturn function panLeft( distance, objectMatrix ) {\n\n\t\t\t\tv.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix\n\t\t\t\tv.multiplyScalar( - distance );\n\n\t\t\t\tpanOffset.add( v );\n\n\t\t\t};\n\n\t\t}();\n\n\t\tconst panUp = function () {\n\n\t\t\tconst v = new Vector3();\n\n\t\t\treturn function panUp( distance, objectMatrix ) {\n\n\t\t\t\tif ( scope.screenSpacePanning === true ) {\n\n\t\t\t\t\tv.setFromMatrixColumn( objectMatrix, 1 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tv.setFromMatrixColumn( objectMatrix, 0 );\n\t\t\t\t\tv.crossVectors( scope.object.up, v );\n\n\t\t\t\t}\n\n\t\t\t\tv.multiplyScalar( distance );\n\n\t\t\t\tpanOffset.add( v );\n\n\t\t\t};\n\n\t\t}();\n\n\t\t// deltaX and deltaY are in pixels; right and down are positive\n\t\tconst pan = function () {\n\n\t\t\tconst offset = new Vector3();\n\n\t\t\treturn function pan( deltaX, deltaY ) {\n\n\t\t\t\tconst element = scope.domElement;\n\n\t\t\t\tif ( scope.object.isPerspectiveCamera ) {\n\n\t\t\t\t\t// perspective\n\t\t\t\t\tconst position = scope.object.position;\n\t\t\t\t\toffset.copy( position ).sub( scope.target );\n\t\t\t\t\tlet targetDistance = offset.length();\n\n\t\t\t\t\t// half of the fov is center to top of screen\n\t\t\t\t\ttargetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );\n\n\t\t\t\t\t// we use only clientHeight here so aspect ratio does not distort speed\n\t\t\t\t\tpanLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );\n\t\t\t\t\tpanUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );\n\n\t\t\t\t} else if ( scope.object.isOrthographicCamera ) {\n\n\t\t\t\t\t// orthographic\n\t\t\t\t\tpanLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );\n\t\t\t\t\tpanUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// camera neither orthographic nor perspective\n\t\t\t\t\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );\n\t\t\t\t\tscope.enablePan = false;\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}();\n\n\t\tfunction dollyOut( dollyScale ) {\n\n\t\t\tif ( scope.object.isPerspectiveCamera ) {\n\n\t\t\t\tscale /= dollyScale;\n\n\t\t\t} else if ( scope.object.isOrthographicCamera ) {\n\n\t\t\t\tscope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );\n\t\t\t\tscope.object.updateProjectionMatrix();\n\t\t\t\tzoomChanged = true;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );\n\t\t\t\tscope.enableZoom = false;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction dollyIn( dollyScale ) {\n\n\t\t\tif ( scope.object.isPerspectiveCamera ) {\n\n\t\t\t\tscale *= dollyScale;\n\n\t\t\t} else if ( scope.object.isOrthographicCamera ) {\n\n\t\t\t\tscope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );\n\t\t\t\tscope.object.updateProjectionMatrix();\n\t\t\t\tzoomChanged = true;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );\n\t\t\t\tscope.enableZoom = false;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\t\t// event callbacks - update the object state\n\t\t//\n\n\t\tfunction handleMouseDownRotate( event ) {\n\n\t\t\trotateStart.set( event.clientX, event.clientY );\n\n\t\t}\n\n\t\tfunction handleMouseDownDolly( event ) {\n\n\t\t\tdollyStart.set( event.clientX, event.clientY );\n\n\t\t}\n\n\t\tfunction handleMouseDownPan( event ) {\n\n\t\t\tpanStart.set( event.clientX, event.clientY );\n\n\t\t}\n\n\t\tfunction handleMouseMoveRotate( event ) {\n\n\t\t\trotateEnd.set( event.clientX, event.clientY );\n\n\t\t\trotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );\n\n\t\t\tconst element = scope.domElement;\n\n\t\t\trotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height\n\n\t\t\trotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );\n\n\t\t\trotateStart.copy( rotateEnd );\n\n\t\t\tscope.update();\n\n\t\t}\n\n\t\tfunction handleMouseMoveDolly( event ) {\n\n\t\t\tdollyEnd.set( event.clientX, event.clientY );\n\n\t\t\tdollyDelta.subVectors( dollyEnd, dollyStart );\n\n\t\t\tif ( dollyDelta.y > 0 ) {\n\n\t\t\t\tdollyOut( getZoomScale() );\n\n\t\t\t} else if ( dollyDelta.y < 0 ) {\n\n\t\t\t\tdollyIn( getZoomScale() );\n\n\t\t\t}\n\n\t\t\tdollyStart.copy( dollyEnd );\n\n\t\t\tscope.update();\n\n\t\t}\n\n\t\tfunction handleMouseMovePan( event ) {\n\n\t\t\tpanEnd.set( event.clientX, event.clientY );\n\n\t\t\tpanDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );\n\n\t\t\tpan( panDelta.x, panDelta.y );\n\n\t\t\tpanStart.copy( panEnd );\n\n\t\t\tscope.update();\n\n\t\t}\n\n\t\tfunction handleMouseUp( /*event*/ ) {\n\n\t\t\t// no-op\n\n\t\t}\n\n\t\tfunction handleMouseWheel( event ) {\n\n\t\t\tif ( event.deltaY < 0 ) {\n\n\t\t\t\tdollyIn( getZoomScale() );\n\n\t\t\t} else if ( event.deltaY > 0 ) {\n\n\t\t\t\tdollyOut( getZoomScale() );\n\n\t\t\t}\n\n\t\t\tscope.update();\n\n\t\t}\n\n\t\tfunction handleKeyDown( event ) {\n\n\t\t\tlet needsUpdate = false;\n\n\t\t\tswitch ( event.code ) {\n\n\t\t\t\tcase scope.keys.UP:\n\t\t\t\t\tpan( 0, scope.keyPanSpeed );\n\t\t\t\t\tneedsUpdate = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase scope.keys.BOTTOM:\n\t\t\t\t\tpan( 0, - scope.keyPanSpeed );\n\t\t\t\t\tneedsUpdate = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase scope.keys.LEFT:\n\t\t\t\t\tpan( scope.keyPanSpeed, 0 );\n\t\t\t\t\tneedsUpdate = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase scope.keys.RIGHT:\n\t\t\t\t\tpan( - scope.keyPanSpeed, 0 );\n\t\t\t\t\tneedsUpdate = true;\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( needsUpdate ) {\n\n\t\t\t\t// prevent the browser from scrolling on cursor keys\n\t\t\t\tevent.preventDefault();\n\n\t\t\t\tscope.update();\n\n\t\t\t}\n\n\n\t\t}\n\n\t\tfunction handleTouchStartRotate() {\n\n\t\t\tif ( pointers.length === 1 ) {\n\n\t\t\t\trotateStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );\n\n\t\t\t} else {\n\n\t\t\t\tconst x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );\n\t\t\t\tconst y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );\n\n\t\t\t\trotateStart.set( x, y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction handleTouchStartPan() {\n\n\t\t\tif ( pointers.length === 1 ) {\n\n\t\t\t\tpanStart.set( pointers[ 0 ].pageX, pointers[ 0 ].pageY );\n\n\t\t\t} else {\n\n\t\t\t\tconst x = 0.5 * ( pointers[ 0 ].pageX + pointers[ 1 ].pageX );\n\t\t\t\tconst y = 0.5 * ( pointers[ 0 ].pageY + pointers[ 1 ].pageY );\n\n\t\t\t\tpanStart.set( x, y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction handleTouchStartDolly() {\n\n\t\t\tconst dx = pointers[ 0 ].pageX - pointers[ 1 ].pageX;\n\t\t\tconst dy = pointers[ 0 ].pageY - pointers[ 1 ].pageY;\n\n\t\t\tconst distance = Math.sqrt( dx * dx + dy * dy );\n\n\t\t\tdollyStart.set( 0, distance );\n\n\t\t}\n\n\t\tfunction handleTouchStartDollyPan() {\n\n\t\t\tif ( scope.enableZoom ) handleTouchStartDolly();\n\n\t\t\tif ( scope.enablePan ) handleTouchStartPan();\n\n\t\t}\n\n\t\tfunction handleTouchStartDollyRotate() {\n\n\t\t\tif ( scope.enableZoom ) handleTouchStartDolly();\n\n\t\t\tif ( scope.enableRotate ) handleTouchStartRotate();\n\n\t\t}\n\n\t\tfunction handleTouchMoveRotate( event ) {\n\n\t\t\tif ( pointers.length == 1 ) {\n\n\t\t\t\trotateEnd.set( event.pageX, event.pageY );\n\n\t\t\t} else {\n\n\t\t\t\tconst position = getSecondPointerPosition( event );\n\n\t\t\t\tconst x = 0.5 * ( event.pageX + position.x );\n\t\t\t\tconst y = 0.5 * ( event.pageY + position.y );\n\n\t\t\t\trotateEnd.set( x, y );\n\n\t\t\t}\n\n\t\t\trotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );\n\n\t\t\tconst element = scope.domElement;\n\n\t\t\trotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height\n\n\t\t\trotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );\n\n\t\t\trotateStart.copy( rotateEnd );\n\n\t\t}\n\n\t\tfunction handleTouchMovePan( event ) {\n\n\t\t\tif ( pointers.length === 1 ) {\n\n\t\t\t\tpanEnd.set( event.pageX, event.pageY );\n\n\t\t\t} else {\n\n\t\t\t\tconst position = getSecondPointerPosition( event );\n\n\t\t\t\tconst x = 0.5 * ( event.pageX + position.x );\n\t\t\t\tconst y = 0.5 * ( event.pageY + position.y );\n\n\t\t\t\tpanEnd.set( x, y );\n\n\t\t\t}\n\n\t\t\tpanDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );\n\n\t\t\tpan( panDelta.x, panDelta.y );\n\n\t\t\tpanStart.copy( panEnd );\n\n\t\t}\n\n\t\tfunction handleTouchMoveDolly( event ) {\n\n\t\t\tconst position = getSecondPointerPosition( event );\n\n\t\t\tconst dx = event.pageX - position.x;\n\t\t\tconst dy = event.pageY - position.y;\n\n\t\t\tconst distance = Math.sqrt( dx * dx + dy * dy );\n\n\t\t\tdollyEnd.set( 0, distance );\n\n\t\t\tdollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );\n\n\t\t\tdollyOut( dollyDelta.y );\n\n\t\t\tdollyStart.copy( dollyEnd );\n\n\t\t}\n\n\t\tfunction handleTouchMoveDollyPan( event ) {\n\n\t\t\tif ( scope.enableZoom ) handleTouchMoveDolly( event );\n\n\t\t\tif ( scope.enablePan ) handleTouchMovePan( event );\n\n\t\t}\n\n\t\tfunction handleTouchMoveDollyRotate( event ) {\n\n\t\t\tif ( scope.enableZoom ) handleTouchMoveDolly( event );\n\n\t\t\tif ( scope.enableRotate ) handleTouchMoveRotate( event );\n\n\t\t}\n\n\t\tfunction handleTouchEnd( /*event*/ ) {\n\n\t\t\t// no-op\n\n\t\t}\n\n\t\t//\n\t\t// event handlers - FSM: listen for events and reset state\n\t\t//\n\n\t\tfunction onPointerDown( event ) {\n\n\t\t\tif ( scope.enabled === false ) return;\n\n\t\t\tif ( pointers.length === 0 ) {\n\n\t\t\t\tscope.domElement.setPointerCapture( event.pointerId );\n\n\t\t\t\tscope.domElement.addEventListener( 'pointermove', onPointerMove );\n\t\t\t\tscope.domElement.addEventListener( 'pointerup', onPointerUp );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\taddPointer( event );\n\n\t\t\tif ( event.pointerType === 'touch' ) {\n\n\t\t\t\tonTouchStart( event );\n\n\t\t\t} else {\n\n\t\t\t\tonMouseDown( event );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onPointerMove( event ) {\n\n\t\t\tif ( scope.enabled === false ) return;\n\n\t\t\tif ( event.pointerType === 'touch' ) {\n\n\t\t\t\tonTouchMove( event );\n\n\t\t\t} else {\n\n\t\t\t\tonMouseMove( event );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onPointerUp( event ) {\n\n\t\t\tif ( scope.enabled === false ) return;\n\n\t\t\tif ( event.pointerType === 'touch' ) {\n\n\t\t\t\tonTouchEnd();\n\n\t\t\t} else {\n\n\t\t\t\tonMouseUp( event );\n\n\t\t\t}\n\n\t\t\tremovePointer( event );\n\n\t\t\t//\n\n\t\t\tif ( pointers.length === 0 ) {\n\n\t\t\t\tscope.domElement.releasePointerCapture( event.pointerId );\n\n\t\t\t\tscope.domElement.removeEventListener( 'pointermove', onPointerMove );\n\t\t\t\tscope.domElement.removeEventListener( 'pointerup', onPointerUp );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onPointerCancel( event ) {\n\n\t\t\tremovePointer( event );\n\n\t\t}\n\n\t\tfunction onMouseDown( event ) {\n\n\t\t\tlet mouseAction;\n\n\t\t\tswitch ( event.button ) {\n\n\t\t\t\tcase 0:\n\n\t\t\t\t\tmouseAction = scope.mouseButtons.LEFT;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 1:\n\n\t\t\t\t\tmouseAction = scope.mouseButtons.MIDDLE;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 2:\n\n\t\t\t\t\tmouseAction = scope.mouseButtons.RIGHT;\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tmouseAction = - 1;\n\n\t\t\t}\n\n\t\t\tswitch ( mouseAction ) {\n\n\t\t\t\tcase MOUSE.DOLLY:\n\n\t\t\t\t\tif ( scope.enableZoom === false ) return;\n\n\t\t\t\t\thandleMouseDownDolly( event );\n\n\t\t\t\t\tstate = STATE.DOLLY;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MOUSE.ROTATE:\n\n\t\t\t\t\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\n\n\t\t\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\t\t\thandleMouseDownPan( event );\n\n\t\t\t\t\t\tstate = STATE.PAN;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\t\t\thandleMouseDownRotate( event );\n\n\t\t\t\t\t\tstate = STATE.ROTATE;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MOUSE.PAN:\n\n\t\t\t\t\tif ( event.ctrlKey || event.metaKey || event.shiftKey ) {\n\n\t\t\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\t\t\thandleMouseDownRotate( event );\n\n\t\t\t\t\t\tstate = STATE.ROTATE;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\t\t\thandleMouseDownPan( event );\n\n\t\t\t\t\t\tstate = STATE.PAN;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tstate = STATE.NONE;\n\n\t\t\t}\n\n\t\t\tif ( state !== STATE.NONE ) {\n\n\t\t\t\tscope.dispatchEvent( _startEvent );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onMouseMove( event ) {\n\n\t\t\tif ( scope.enabled === false ) return;\n\n\t\t\tswitch ( state ) {\n\n\t\t\t\tcase STATE.ROTATE:\n\n\t\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\t\thandleMouseMoveRotate( event );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase STATE.DOLLY:\n\n\t\t\t\t\tif ( scope.enableZoom === false ) return;\n\n\t\t\t\t\thandleMouseMoveDolly( event );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase STATE.PAN:\n\n\t\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\t\thandleMouseMovePan( event );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onMouseUp( event ) {\n\n\t\t\thandleMouseUp( event );\n\n\t\t\tscope.dispatchEvent( _endEvent );\n\n\t\t\tstate = STATE.NONE;\n\n\t\t}\n\n\t\tfunction onMouseWheel( event ) {\n\n\t\t\tif ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;\n\n\t\t\tevent.preventDefault();\n\n\t\t\tscope.dispatchEvent( _startEvent );\n\n\t\t\thandleMouseWheel( event );\n\n\t\t\tscope.dispatchEvent( _endEvent );\n\n\t\t}\n\n\t\tfunction onKeyDown( event ) {\n\n\t\t\tif ( scope.enabled === false || scope.enablePan === false ) return;\n\n\t\t\thandleKeyDown( event );\n\n\t\t}\n\n\t\tfunction onTouchStart( event ) {\n\n\t\t\ttrackPointer( event );\n\n\t\t\tswitch ( pointers.length ) {\n\n\t\t\t\tcase 1:\n\n\t\t\t\t\tswitch ( scope.touches.ONE ) {\n\n\t\t\t\t\t\tcase TOUCH.ROTATE:\n\n\t\t\t\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\t\t\t\thandleTouchStartRotate();\n\n\t\t\t\t\t\t\tstate = STATE.TOUCH_ROTATE;\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase TOUCH.PAN:\n\n\t\t\t\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\t\t\t\thandleTouchStartPan();\n\n\t\t\t\t\t\t\tstate = STATE.TOUCH_PAN;\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tstate = STATE.NONE;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 2:\n\n\t\t\t\t\tswitch ( scope.touches.TWO ) {\n\n\t\t\t\t\t\tcase TOUCH.DOLLY_PAN:\n\n\t\t\t\t\t\t\tif ( scope.enableZoom === false && scope.enablePan === false ) return;\n\n\t\t\t\t\t\t\thandleTouchStartDollyPan();\n\n\t\t\t\t\t\t\tstate = STATE.TOUCH_DOLLY_PAN;\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase TOUCH.DOLLY_ROTATE:\n\n\t\t\t\t\t\t\tif ( scope.enableZoom === false && scope.enableRotate === false ) return;\n\n\t\t\t\t\t\t\thandleTouchStartDollyRotate();\n\n\t\t\t\t\t\t\tstate = STATE.TOUCH_DOLLY_ROTATE;\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tstate = STATE.NONE;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tstate = STATE.NONE;\n\n\t\t\t}\n\n\t\t\tif ( state !== STATE.NONE ) {\n\n\t\t\t\tscope.dispatchEvent( _startEvent );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onTouchMove( event ) {\n\n\t\t\ttrackPointer( event );\n\n\t\t\tswitch ( state ) {\n\n\t\t\t\tcase STATE.TOUCH_ROTATE:\n\n\t\t\t\t\tif ( scope.enableRotate === false ) return;\n\n\t\t\t\t\thandleTouchMoveRotate( event );\n\n\t\t\t\t\tscope.update();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase STATE.TOUCH_PAN:\n\n\t\t\t\t\tif ( scope.enablePan === false ) return;\n\n\t\t\t\t\thandleTouchMovePan( event );\n\n\t\t\t\t\tscope.update();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase STATE.TOUCH_DOLLY_PAN:\n\n\t\t\t\t\tif ( scope.enableZoom === false && scope.enablePan === false ) return;\n\n\t\t\t\t\thandleTouchMoveDollyPan( event );\n\n\t\t\t\t\tscope.update();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase STATE.TOUCH_DOLLY_ROTATE:\n\n\t\t\t\t\tif ( scope.enableZoom === false && scope.enableRotate === false ) return;\n\n\t\t\t\t\thandleTouchMoveDollyRotate( event );\n\n\t\t\t\t\tscope.update();\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tstate = STATE.NONE;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onTouchEnd( event ) {\n\n\t\t\thandleTouchEnd( event );\n\n\t\t\tscope.dispatchEvent( _endEvent );\n\n\t\t\tstate = STATE.NONE;\n\n\t\t}\n\n\t\tfunction onContextMenu( event ) {\n\n\t\t\tif ( scope.enabled === false ) return;\n\n\t\t\tevent.preventDefault();\n\n\t\t}\n\n\t\tfunction addPointer( event ) {\n\n\t\t\tpointers.push( event );\n\n\t\t}\n\n\t\tfunction removePointer( event ) {\n\n\t\t\tdelete pointerPositions[ event.pointerId ];\n\n\t\t\tfor ( let i = 0; i < pointers.length; i ++ ) {\n\n\t\t\t\tif ( pointers[ i ].pointerId == event.pointerId ) {\n\n\t\t\t\t\tpointers.splice( i, 1 );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction trackPointer( event ) {\n\n\t\t\tlet position = pointerPositions[ event.pointerId ];\n\n\t\t\tif ( position === undefined ) {\n\n\t\t\t\tposition = new Vector2();\n\t\t\t\tpointerPositions[ event.pointerId ] = position;\n\n\t\t\t}\n\n\t\t\tposition.set( event.pageX, event.pageY );\n\n\t\t}\n\n\t\tfunction getSecondPointerPosition( event ) {\n\n\t\t\tconst pointer = ( event.pointerId === pointers[ 0 ].pointerId ) ? pointers[ 1 ] : pointers[ 0 ];\n\n\t\t\treturn pointerPositions[ pointer.pointerId ];\n\n\t\t}\n\n\t\t//\n\n\t\tscope.domElement.addEventListener( 'contextmenu', onContextMenu );\n\n\t\tscope.domElement.addEventListener( 'pointerdown', onPointerDown );\n\t\tscope.domElement.addEventListener( 'pointercancel', onPointerCancel );\n\t\tscope.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );\n\n\t\t// force an update at start\n\n\t\tthis.update();\n\n\t}\n\n}\n\n\n// This set of controls performs orbiting, dollying (zooming), and panning.\n// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n// This is very similar to OrbitControls, another set of touch behavior\n//\n//    Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate\n//    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish\n//    Pan - left mouse, or arrow keys / touch: one-finger move\n\nclass MapControls extends OrbitControls {\n\n\tconstructor( object, domElement ) {\n\n\t\tsuper( object, domElement );\n\n\t\tthis.screenSpacePanning = false; // pan orthogonal to world-space direction camera.up\n\n\t\tthis.mouseButtons.LEFT = MOUSE.PAN;\n\t\tthis.mouseButtons.RIGHT = MOUSE.ROTATE;\n\n\t\tthis.touches.ONE = TOUCH.PAN;\n\t\tthis.touches.TWO = TOUCH.DOLLY_ROTATE;\n\n\t}\n\n}\n\nexport { OrbitControls, MapControls };\n", "import {\n\tAnimationClip,\n\tBone,\n\tBox3,\n\tBufferAttribute,\n\tBufferGeometry,\n\tClampToEdgeWrapping,\n\tColor,\n\tDirectionalLight,\n\tDoubleSide,\n\tFileLoader,\n\tFrontSide,\n\tGroup,\n\tImageBitmapLoader,\n\tInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tInterpolant,\n\tInterpolateDiscrete,\n\tInterpolateLinear,\n\tLine,\n\tLineBasicMaterial,\n\tLineLoop,\n\tLineSegments,\n\tLinearFilter,\n\tLinearMipmapLinearFilter,\n\tLinearMipmapNearestFilter,\n\tLoader,\n\tLoaderUtils,\n\tMaterial,\n\tMathUtils,\n\tMatrix4,\n\tMesh,\n\tMeshBasicMaterial,\n\tMeshPhysicalMaterial,\n\tMeshStandardMaterial,\n\tMirroredRepeatWrapping,\n\tNearestFilter,\n\tNearestMipmapLinearFilter,\n\tNearestMipmapNearestFilter,\n\tNumberKeyframeTrack,\n\tObject3D,\n\tOrthographicCamera,\n\tPerspectiveCamera,\n\tPointLight,\n\tPoints,\n\tPointsMaterial,\n\tPropertyBinding,\n\tQuaternion,\n\tQuaternionKeyframeTrack,\n\tRGBFormat,\n\tRepeatWrapping,\n\tSkeleton,\n\tSkinnedMesh,\n\tSphere,\n\tSpotLight,\n\tTangentSpaceNormalMap,\n\tTexture,\n\tTextureLoader,\n\tTriangleFanDrawMode,\n\tTriangleStripDrawMode,\n\tVector2,\n\tVector3,\n\tVectorKeyframeTrack,\n\tsRGBEncoding\n} from 'three';\n\nclass GLTFLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.dracoLoader = null;\n\t\tthis.ktx2Loader = null;\n\t\tthis.meshoptDecoder = null;\n\n\t\tthis.pluginCallbacks = [];\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsClearcoatExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureBasisUExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureWebPExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsTransmissionExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsVolumeExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsIorExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsSpecularExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFLightsExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMeshoptCompression( parser );\n\n\t\t} );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet resourcePath;\n\n\t\tif ( this.resourcePath !== '' ) {\n\n\t\t\tresourcePath = this.resourcePath;\n\n\t\t} else if ( this.path !== '' ) {\n\n\t\t\tresourcePath = this.path;\n\n\t\t} else {\n\n\t\t\tresourcePath = LoaderUtils.extractUrlBase( url );\n\n\t\t}\n\n\t\t// Tells the LoadingManager to track an extra item, which resolves after\n\t\t// the model is fully loaded. This means the count of items loaded will\n\t\t// be incorrect, but ensures manager.onLoad() does not fire early.\n\t\tthis.manager.itemStart( url );\n\n\t\tconst _onError = function ( e ) {\n\n\t\t\tif ( onError ) {\n\n\t\t\t\tonError( e );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( e );\n\n\t\t\t}\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t};\n\n\t\tconst loader = new FileLoader( this.manager );\n\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tloader.load( url, function ( data ) {\n\n\t\t\ttry {\n\n\t\t\t\tscope.parse( data, resourcePath, function ( gltf ) {\n\n\t\t\t\t\tonLoad( gltf );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, _onError );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\t_onError( e );\n\n\t\t\t}\n\n\t\t}, onProgress, _onError );\n\n\t}\n\n\tsetDRACOLoader( dracoLoader ) {\n\n\t\tthis.dracoLoader = dracoLoader;\n\t\treturn this;\n\n\t}\n\n\tsetDDSLoader() {\n\n\t\tthrow new Error(\n\n\t\t\t'THREE.GLTFLoader: \"MSFT_texture_dds\" no longer supported. Please update to \"KHR_texture_basisu\".'\n\n\t\t);\n\n\t}\n\n\tsetKTX2Loader( ktx2Loader ) {\n\n\t\tthis.ktx2Loader = ktx2Loader;\n\t\treturn this;\n\n\t}\n\n\tsetMeshoptDecoder( meshoptDecoder ) {\n\n\t\tthis.meshoptDecoder = meshoptDecoder;\n\t\treturn this;\n\n\t}\n\n\tregister( callback ) {\n\n\t\tif ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {\n\n\t\t\tthis.pluginCallbacks.push( callback );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunregister( callback ) {\n\n\t\tif ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {\n\n\t\t\tthis.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tparse( data, path, onLoad, onError ) {\n\n\t\tlet content;\n\t\tconst extensions = {};\n\t\tconst plugins = {};\n\n\t\tif ( typeof data === 'string' ) {\n\n\t\t\tcontent = data;\n\n\t\t} else {\n\n\t\t\tconst magic = LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) );\n\n\t\t\tif ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\t\ttry {\n\n\t\t\t\t\textensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );\n\n\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tcontent = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content;\n\n\t\t\t} else {\n\n\t\t\t\tcontent = LoaderUtils.decodeText( new Uint8Array( data ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst json = JSON.parse( content );\n\n\t\tif ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {\n\n\t\t\tif ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst parser = new GLTFParser( json, {\n\n\t\t\tpath: path || this.resourcePath || '',\n\t\t\tcrossOrigin: this.crossOrigin,\n\t\t\trequestHeader: this.requestHeader,\n\t\t\tmanager: this.manager,\n\t\t\tktx2Loader: this.ktx2Loader,\n\t\t\tmeshoptDecoder: this.meshoptDecoder\n\n\t\t} );\n\n\t\tparser.fileLoader.setRequestHeader( this.requestHeader );\n\n\t\tfor ( let i = 0; i < this.pluginCallbacks.length; i ++ ) {\n\n\t\t\tconst plugin = this.pluginCallbacks[ i ]( parser );\n\t\t\tplugins[ plugin.name ] = plugin;\n\n\t\t\t// Workaround to avoid determining as unknown extension\n\t\t\t// in addUnknownExtensionsToUserData().\n\t\t\t// Remove this workaround if we move all the existing\n\t\t\t// extension handlers to plugin system\n\t\t\textensions[ plugin.name ] = true;\n\n\t\t}\n\n\t\tif ( json.extensionsUsed ) {\n\n\t\t\tfor ( let i = 0; i < json.extensionsUsed.length; ++ i ) {\n\n\t\t\t\tconst extensionName = json.extensionsUsed[ i ];\n\t\t\t\tconst extensionsRequired = json.extensionsRequired || [];\n\n\t\t\t\tswitch ( extensionName ) {\n\n\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_UNLIT:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsUnlitExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsPbrSpecularGlossinessExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_TEXTURE_TRANSFORM:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureTransformExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase EXTENSIONS.KHR_MESH_QUANTIZATION:\n\t\t\t\t\t\textensions[ extensionName ] = new GLTFMeshQuantizationExtension();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Unknown extension \"' + extensionName + '\".' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tparser.setExtensions( extensions );\n\t\tparser.setPlugins( plugins );\n\t\tparser.parse( onLoad, onError );\n\n\t}\n\n}\n\n/* GLTFREGISTRY */\n\nfunction GLTFRegistry() {\n\n\tlet objects = {};\n\n\treturn\t{\n\n\t\tget: function ( key ) {\n\n\t\t\treturn objects[ key ];\n\n\t\t},\n\n\t\tadd: function ( key, object ) {\n\n\t\t\tobjects[ key ] = object;\n\n\t\t},\n\n\t\tremove: function ( key ) {\n\n\t\t\tdelete objects[ key ];\n\n\t\t},\n\n\t\tremoveAll: function () {\n\n\t\t\tobjects = {};\n\n\t\t}\n\n\t};\n\n}\n\n/*********************************/\n/********** EXTENSIONS ***********/\n/*********************************/\n\nconst EXTENSIONS = {\n\tKHR_BINARY_GLTF: 'KHR_binary_glTF',\n\tKHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',\n\tKHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',\n\tKHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',\n\tKHR_MATERIALS_IOR: 'KHR_materials_ior',\n\tKHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness',\n\tKHR_MATERIALS_SPECULAR: 'KHR_materials_specular',\n\tKHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',\n\tKHR_MATERIALS_UNLIT: 'KHR_materials_unlit',\n\tKHR_MATERIALS_VOLUME: 'KHR_materials_volume',\n\tKHR_TEXTURE_BASISU: 'KHR_texture_basisu',\n\tKHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',\n\tKHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',\n\tEXT_TEXTURE_WEBP: 'EXT_texture_webp',\n\tEXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression'\n};\n\n/**\n * Punctual Lights Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\n */\nclass GLTFLightsExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;\n\n\t\t// Object3D instance caches\n\t\tthis.cache = { refs: {}, uses: {} };\n\n\t}\n\n\t_markDefs() {\n\n\t\tconst parser = this.parser;\n\t\tconst nodeDefs = this.parser.json.nodes || [];\n\n\t\tfor ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tconst nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.extensions\n\t\t\t\t\t&& nodeDef.extensions[ this.name ]\n\t\t\t\t\t&& nodeDef.extensions[ this.name ].light !== undefined ) {\n\n\t\t\t\tparser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_loadLight( lightIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst cacheKey = 'light:' + lightIndex;\n\t\tlet dependency = parser.cache.get( cacheKey );\n\n\t\tif ( dependency ) return dependency;\n\n\t\tconst json = parser.json;\n\t\tconst extensions = ( json.extensions && json.extensions[ this.name ] ) || {};\n\t\tconst lightDefs = extensions.lights || [];\n\t\tconst lightDef = lightDefs[ lightIndex ];\n\t\tlet lightNode;\n\n\t\tconst color = new Color( 0xffffff );\n\n\t\tif ( lightDef.color !== undefined ) color.fromArray( lightDef.color );\n\n\t\tconst range = lightDef.range !== undefined ? lightDef.range : 0;\n\n\t\tswitch ( lightDef.type ) {\n\n\t\t\tcase 'directional':\n\t\t\t\tlightNode = new DirectionalLight( color );\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tcase 'point':\n\t\t\t\tlightNode = new PointLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\tbreak;\n\n\t\t\tcase 'spot':\n\t\t\t\tlightNode = new SpotLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\t// Handle spotlight properties.\n\t\t\t\tlightDef.spot = lightDef.spot || {};\n\t\t\t\tlightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;\n\t\t\t\tlightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;\n\t\t\t\tlightNode.angle = lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type );\n\n\t\t}\n\n\t\t// Some lights (e.g. spot) default to a position other than the origin. Reset the position\n\t\t// here, because node-level parsing will only override position if explicitly specified.\n\t\tlightNode.position.set( 0, 0, 0 );\n\n\t\tlightNode.decay = 2;\n\n\t\tif ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;\n\n\t\tlightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) );\n\n\t\tdependency = Promise.resolve( lightNode );\n\n\t\tparser.cache.add( cacheKey, dependency );\n\n\t\treturn dependency;\n\n\t}\n\n\tcreateNodeAttachment( nodeIndex ) {\n\n\t\tconst self = this;\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\t\tconst lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {};\n\t\tconst lightIndex = lightDef.light;\n\n\t\tif ( lightIndex === undefined ) return null;\n\n\t\treturn this._loadLight( lightIndex ).then( function ( light ) {\n\n\t\t\treturn parser._getNodeRef( self.cache, lightIndex, light );\n\n\t\t} );\n\n\t}\n\n}\n\n/**\n * Unlit Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\n */\nclass GLTFMaterialsUnlitExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_UNLIT;\n\n\t}\n\n\tgetMaterialType() {\n\n\t\treturn MeshBasicMaterial;\n\n\t}\n\n\textendParams( materialParams, materialDef, parser ) {\n\n\t\tconst pending = [];\n\n\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\tmaterialParams.opacity = 1.0;\n\n\t\tconst metallicRoughness = materialDef.pbrMetallicRoughness;\n\n\t\tif ( metallicRoughness ) {\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tconst array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Clearcoat Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat\n */\nclass GLTFMaterialsClearcoatExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.clearcoatFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoat = extension.clearcoatFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatNormalTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );\n\n\t\t\tif ( extension.clearcoatNormalTexture.scale !== undefined ) {\n\n\t\t\t\tconst scale = extension.clearcoatNormalTexture.scale;\n\n\t\t\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\t\t\tmaterialParams.clearcoatNormalScale = new Vector2( scale, - scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Transmission Materials Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission\n * Draft: https://github.com/KhronosGroup/glTF/pull/1698\n */\nclass GLTFMaterialsTransmissionExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.transmissionFactor !== undefined ) {\n\n\t\t\tmaterialParams.transmission = extension.transmissionFactor;\n\n\t\t}\n\n\t\tif ( extension.transmissionTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials Volume Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume\n */\nclass GLTFMaterialsVolumeExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_VOLUME;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0;\n\n\t\tif ( extension.thicknessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) );\n\n\t\t}\n\n\t\tmaterialParams.attenuationDistance = extension.attenuationDistance || 0;\n\n\t\tconst colorArray = extension.attenuationColor || [ 1, 1, 1 ];\n\t\tmaterialParams.attenuationTint = new Color( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ] );\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * Materials ior Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior\n */\nclass GLTFMaterialsIorExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_IOR;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.ior = extension.ior !== undefined ? extension.ior : 1.5;\n\n\t\treturn Promise.resolve();\n\n\t}\n\n}\n\n/**\n * Materials specular Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular\n */\nclass GLTFMaterialsSpecularExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_SPECULAR;\n\n\t}\n\n\tgetMaterialType( materialIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t}\n\n\textendMaterialParams( materialIndex, materialParams ) {\n\n\t\tconst parser = this.parser;\n\t\tconst materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tconst extension = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0;\n\n\t\tif ( extension.specularTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) );\n\n\t\t}\n\n\t\tconst colorArray = extension.specularColorFactor || [ 1, 1, 1 ];\n\t\tmaterialParams.specularTint = new Color( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ] );\n\n\t\tif ( extension.specularColorTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'specularTintMap', extension.specularColorTexture ).then( function ( texture ) {\n\n\t\t\t\ttexture.encoding = sRGBEncoding;\n\n\t\t\t} ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n}\n\n/**\n * BasisU Texture Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu\n */\nclass GLTFTextureBasisUExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_BASISU;\n\n\t}\n\n\tloadTexture( textureIndex ) {\n\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst extension = textureDef.extensions[ this.name ];\n\t\tconst source = json.images[ extension.source ];\n\t\tconst loader = parser.options.ktx2Loader;\n\n\t\tif ( ! loader ) {\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );\n\n\t\t\t} else {\n\n\t\t\t\t// Assumes that the extension is optional and that a fallback texture is present\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.loadTextureImage( textureIndex, source, loader );\n\n\t}\n\n}\n\n/**\n * WebP Texture Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp\n */\nclass GLTFTextureWebPExtension {\n\n\tconstructor( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_TEXTURE_WEBP;\n\t\tthis.isSupported = null;\n\n\t}\n\n\tloadTexture( textureIndex ) {\n\n\t\tconst name = this.name;\n\t\tconst parser = this.parser;\n\t\tconst json = parser.json;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst extension = textureDef.extensions[ name ];\n\t\tconst source = json.images[ extension.source ];\n\n\t\tlet loader = parser.textureLoader;\n\t\tif ( source.uri ) {\n\n\t\t\tconst handler = parser.options.manager.getHandler( source.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.detectSupport().then( function ( isSupported ) {\n\n\t\t\tif ( isSupported ) return parser.loadTextureImage( textureIndex, source, loader );\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' );\n\n\t\t\t}\n\n\t\t\t// Fall back to PNG or JPEG.\n\t\t\treturn parser.loadTexture( textureIndex );\n\n\t\t} );\n\n\t}\n\n\tdetectSupport() {\n\n\t\tif ( ! this.isSupported ) {\n\n\t\t\tthis.isSupported = new Promise( function ( resolve ) {\n\n\t\t\t\tconst image = new Image();\n\n\t\t\t\t// Lossy test image. Support for lossy images doesn't guarantee support for all\n\t\t\t\t// WebP images, unfortunately.\n\t\t\t\timage.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA';\n\n\t\t\t\timage.onload = image.onerror = function () {\n\n\t\t\t\t\tresolve( image.height === 1 );\n\n\t\t\t\t};\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn this.isSupported;\n\n\t}\n\n}\n\n/**\n * meshopt BufferView Compression Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression\n */\nclass GLTFMeshoptCompression {\n\n\tconstructor( parser ) {\n\n\t\tthis.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION;\n\t\tthis.parser = parser;\n\n\t}\n\n\tloadBufferView( index ) {\n\n\t\tconst json = this.parser.json;\n\t\tconst bufferView = json.bufferViews[ index ];\n\n\t\tif ( bufferView.extensions && bufferView.extensions[ this.name ] ) {\n\n\t\t\tconst extensionDef = bufferView.extensions[ this.name ];\n\n\t\t\tconst buffer = this.parser.getDependency( 'buffer', extensionDef.buffer );\n\t\t\tconst decoder = this.parser.options.meshoptDecoder;\n\n\t\t\tif ( ! decoder || ! decoder.supported ) {\n\n\t\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Assumes that the extension is optional and that fallback buffer data is present\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn Promise.all( [ buffer, decoder.ready ] ).then( function ( res ) {\n\n\t\t\t\tconst byteOffset = extensionDef.byteOffset || 0;\n\t\t\t\tconst byteLength = extensionDef.byteLength || 0;\n\n\t\t\t\tconst count = extensionDef.count;\n\t\t\t\tconst stride = extensionDef.byteStride;\n\n\t\t\t\tconst result = new ArrayBuffer( count * stride );\n\t\t\t\tconst source = new Uint8Array( res[ 0 ], byteOffset, byteLength );\n\n\t\t\t\tdecoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter );\n\t\t\t\treturn result;\n\n\t\t\t} );\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t}\n\n}\n\n/* BINARY EXTENSION */\nconst BINARY_EXTENSION_HEADER_MAGIC = 'glTF';\nconst BINARY_EXTENSION_HEADER_LENGTH = 12;\nconst BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };\n\nclass GLTFBinaryExtension {\n\n\tconstructor( data ) {\n\n\t\tthis.name = EXTENSIONS.KHR_BINARY_GLTF;\n\t\tthis.content = null;\n\t\tthis.body = null;\n\n\t\tconst headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );\n\n\t\tthis.header = {\n\t\t\tmagic: LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ),\n\t\t\tversion: headerView.getUint32( 4, true ),\n\t\t\tlength: headerView.getUint32( 8, true )\n\t\t};\n\n\t\tif ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );\n\n\t\t} else if ( this.header.version < 2.0 ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );\n\n\t\t}\n\n\t\tconst chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH;\n\t\tconst chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tlet chunkIndex = 0;\n\n\t\twhile ( chunkIndex < chunkContentsLength ) {\n\n\t\t\tconst chunkLength = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tconst chunkType = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tif ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {\n\n\t\t\t\tconst contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );\n\t\t\t\tthis.content = LoaderUtils.decodeText( contentArray );\n\n\t\t\t} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {\n\n\t\t\t\tconst byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;\n\t\t\t\tthis.body = data.slice( byteOffset, byteOffset + chunkLength );\n\n\t\t\t}\n\n\t\t\t// Clients must ignore chunks with unknown types.\n\n\t\t\tchunkIndex += chunkLength;\n\n\t\t}\n\n\t\tif ( this.content === null ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: JSON content not found.' );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * DRACO Mesh Compression Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression\n */\nclass GLTFDracoMeshCompressionExtension {\n\n\tconstructor( json, dracoLoader ) {\n\n\t\tif ( ! dracoLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;\n\t\tthis.json = json;\n\t\tthis.dracoLoader = dracoLoader;\n\t\tthis.dracoLoader.preload();\n\n\t}\n\n\tdecodePrimitive( primitive, parser ) {\n\n\t\tconst json = this.json;\n\t\tconst dracoLoader = this.dracoLoader;\n\t\tconst bufferViewIndex = primitive.extensions[ this.name ].bufferView;\n\t\tconst gltfAttributeMap = primitive.extensions[ this.name ].attributes;\n\t\tconst threeAttributeMap = {};\n\t\tconst attributeNormalizedMap = {};\n\t\tconst attributeTypeMap = {};\n\n\t\tfor ( const attributeName in gltfAttributeMap ) {\n\n\t\t\tconst threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tthreeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];\n\n\t\t}\n\n\t\tfor ( const attributeName in primitive.attributes ) {\n\n\t\t\tconst threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tif ( gltfAttributeMap[ attributeName ] !== undefined ) {\n\n\t\t\t\tconst accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];\n\t\t\t\tconst componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t\tattributeTypeMap[ threeAttributeName ] = componentType;\n\t\t\t\tattributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {\n\n\t\t\treturn new Promise( function ( resolve ) {\n\n\t\t\t\tdracoLoader.decodeDracoFile( bufferView, function ( geometry ) {\n\n\t\t\t\t\tfor ( const attributeName in geometry.attributes ) {\n\n\t\t\t\t\t\tconst attribute = geometry.attributes[ attributeName ];\n\t\t\t\t\t\tconst normalized = attributeNormalizedMap[ attributeName ];\n\n\t\t\t\t\t\tif ( normalized !== undefined ) attribute.normalized = normalized;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tresolve( geometry );\n\n\t\t\t\t}, threeAttributeMap, attributeTypeMap );\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n}\n\n/**\n * Texture Transform Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform\n */\nclass GLTFTextureTransformExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;\n\n\t}\n\n\textendTexture( texture, transform ) {\n\n\t\tif ( transform.texCoord !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV sets in \"' + this.name + '\" extension not yet supported.' );\n\n\t\t}\n\n\t\tif ( transform.offset === undefined && transform.rotation === undefined && transform.scale === undefined ) {\n\n\t\t\t// See https://github.com/mrdoob/three.js/issues/21819.\n\t\t\treturn texture;\n\n\t\t}\n\n\t\ttexture = texture.clone();\n\n\t\tif ( transform.offset !== undefined ) {\n\n\t\t\ttexture.offset.fromArray( transform.offset );\n\n\t\t}\n\n\t\tif ( transform.rotation !== undefined ) {\n\n\t\t\ttexture.rotation = transform.rotation;\n\n\t\t}\n\n\t\tif ( transform.scale !== undefined ) {\n\n\t\t\ttexture.repeat.fromArray( transform.scale );\n\n\t\t}\n\n\t\ttexture.needsUpdate = true;\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Specular-Glossiness Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness\n */\n\n/**\n * A sub class of StandardMaterial with some of the functionality\n * changed via the `onBeforeCompile` callback\n * @pailhead\n */\nclass GLTFMeshStandardSGMaterial extends MeshStandardMaterial {\n\n\tconstructor( params ) {\n\n\t\tsuper();\n\n\t\tthis.isGLTFSpecularGlossinessMaterial = true;\n\n\t\t//various chunks that need replacing\n\t\tconst specularMapParsFragmentChunk = [\n\t\t\t'#ifdef USE_SPECULARMAP',\n\t\t\t'\tuniform sampler2D specularMap;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tconst glossinessMapParsFragmentChunk = [\n\t\t\t'#ifdef USE_GLOSSINESSMAP',\n\t\t\t'\tuniform sampler2D glossinessMap;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tconst specularMapFragmentChunk = [\n\t\t\t'vec3 specularFactor = specular;',\n\t\t\t'#ifdef USE_SPECULARMAP',\n\t\t\t'\tvec4 texelSpecular = texture2D( specularMap, vUv );',\n\t\t\t'\ttexelSpecular = sRGBToLinear( texelSpecular );',\n\t\t\t'\t// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture',\n\t\t\t'\tspecularFactor *= texelSpecular.rgb;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tconst glossinessMapFragmentChunk = [\n\t\t\t'float glossinessFactor = glossiness;',\n\t\t\t'#ifdef USE_GLOSSINESSMAP',\n\t\t\t'\tvec4 texelGlossiness = texture2D( glossinessMap, vUv );',\n\t\t\t'\t// reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture',\n\t\t\t'\tglossinessFactor *= texelGlossiness.a;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tconst lightPhysicalFragmentChunk = [\n\t\t\t'PhysicalMaterial material;',\n\t\t\t'material.diffuseColor = diffuseColor.rgb * ( 1. - max( specularFactor.r, max( specularFactor.g, specularFactor.b ) ) );',\n\t\t\t'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );',\n\t\t\t'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );',\n\t\t\t'material.roughness = max( 1.0 - glossinessFactor, 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.',\n\t\t\t'material.roughness += geometryRoughness;',\n\t\t\t'material.roughness = min( material.roughness, 1.0 );',\n\t\t\t'material.specularColor = specularFactor;',\n\t\t].join( '\\n' );\n\n\t\tconst uniforms = {\n\t\t\tspecular: { value: new Color().setHex( 0xffffff ) },\n\t\t\tglossiness: { value: 1 },\n\t\t\tspecularMap: { value: null },\n\t\t\tglossinessMap: { value: null }\n\t\t};\n\n\t\tthis._extraUniforms = uniforms;\n\n\t\tthis.onBeforeCompile = function ( shader ) {\n\n\t\t\tfor ( const uniformName in uniforms ) {\n\n\t\t\t\tshader.uniforms[ uniformName ] = uniforms[ uniformName ];\n\n\t\t\t}\n\n\t\t\tshader.fragmentShader = shader.fragmentShader\n\t\t\t\t.replace( 'uniform float roughness;', 'uniform vec3 specular;' )\n\t\t\t\t.replace( 'uniform float metalness;', 'uniform float glossiness;' )\n\t\t\t\t.replace( '#include <roughnessmap_pars_fragment>', specularMapParsFragmentChunk )\n\t\t\t\t.replace( '#include <metalnessmap_pars_fragment>', glossinessMapParsFragmentChunk )\n\t\t\t\t.replace( '#include <roughnessmap_fragment>', specularMapFragmentChunk )\n\t\t\t\t.replace( '#include <metalnessmap_fragment>', glossinessMapFragmentChunk )\n\t\t\t\t.replace( '#include <lights_physical_fragment>', lightPhysicalFragmentChunk );\n\n\t\t};\n\n\t\tObject.defineProperties( this, {\n\n\t\t\tspecular: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.specular.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.specular.value = v;\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tspecularMap: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.specularMap.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.specularMap.value = v;\n\n\t\t\t\t\tif ( v ) {\n\n\t\t\t\t\t\tthis.defines.USE_SPECULARMAP = ''; // USE_UV is set by the renderer for specular maps\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdelete this.defines.USE_SPECULARMAP;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tglossiness: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.glossiness.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.glossiness.value = v;\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tglossinessMap: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.glossinessMap.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.glossinessMap.value = v;\n\n\t\t\t\t\tif ( v ) {\n\n\t\t\t\t\t\tthis.defines.USE_GLOSSINESSMAP = '';\n\t\t\t\t\t\tthis.defines.USE_UV = '';\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdelete this.defines.USE_GLOSSINESSMAP;\n\t\t\t\t\t\tdelete this.defines.USE_UV;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t} );\n\n\t\tdelete this.metalness;\n\t\tdelete this.roughness;\n\t\tdelete this.metalnessMap;\n\t\tdelete this.roughnessMap;\n\n\t\tthis.setValues( params );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.specularMap = source.specularMap;\n\t\tthis.specular.copy( source.specular );\n\t\tthis.glossinessMap = source.glossinessMap;\n\t\tthis.glossiness = source.glossiness;\n\t\tdelete this.metalness;\n\t\tdelete this.roughness;\n\t\tdelete this.metalnessMap;\n\t\tdelete this.roughnessMap;\n\t\treturn this;\n\n\t}\n\n}\n\n\nclass GLTFMaterialsPbrSpecularGlossinessExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS;\n\n\t\tthis.specularGlossinessParams = [\n\t\t\t'color',\n\t\t\t'map',\n\t\t\t'lightMap',\n\t\t\t'lightMapIntensity',\n\t\t\t'aoMap',\n\t\t\t'aoMapIntensity',\n\t\t\t'emissive',\n\t\t\t'emissiveIntensity',\n\t\t\t'emissiveMap',\n\t\t\t'bumpMap',\n\t\t\t'bumpScale',\n\t\t\t'normalMap',\n\t\t\t'normalMapType',\n\t\t\t'displacementMap',\n\t\t\t'displacementScale',\n\t\t\t'displacementBias',\n\t\t\t'specularMap',\n\t\t\t'specular',\n\t\t\t'glossinessMap',\n\t\t\t'glossiness',\n\t\t\t'alphaMap',\n\t\t\t'envMap',\n\t\t\t'envMapIntensity',\n\t\t\t'refractionRatio',\n\t\t];\n\n\t}\n\n\tgetMaterialType() {\n\n\t\treturn GLTFMeshStandardSGMaterial;\n\n\t}\n\n\textendParams( materialParams, materialDef, parser ) {\n\n\t\tconst pbrSpecularGlossiness = materialDef.extensions[ this.name ];\n\n\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\tmaterialParams.opacity = 1.0;\n\n\t\tconst pending = [];\n\n\t\tif ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) {\n\n\t\t\tconst array = pbrSpecularGlossiness.diffuseFactor;\n\n\t\t\tmaterialParams.color.fromArray( array );\n\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t}\n\n\t\tif ( pbrSpecularGlossiness.diffuseTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'map', pbrSpecularGlossiness.diffuseTexture ) );\n\n\t\t}\n\n\t\tmaterialParams.emissive = new Color( 0.0, 0.0, 0.0 );\n\t\tmaterialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0;\n\t\tmaterialParams.specular = new Color( 1.0, 1.0, 1.0 );\n\n\t\tif ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) {\n\n\t\t\tmaterialParams.specular.fromArray( pbrSpecularGlossiness.specularFactor );\n\n\t\t}\n\n\t\tif ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) {\n\n\t\t\tconst specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture;\n\t\t\tpending.push( parser.assignTexture( materialParams, 'glossinessMap', specGlossMapDef ) );\n\t\t\tpending.push( parser.assignTexture( materialParams, 'specularMap', specGlossMapDef ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n\tcreateMaterial( materialParams ) {\n\n\t\tconst material = new GLTFMeshStandardSGMaterial( materialParams );\n\t\tmaterial.fog = true;\n\n\t\tmaterial.color = materialParams.color;\n\n\t\tmaterial.map = materialParams.map === undefined ? null : materialParams.map;\n\n\t\tmaterial.lightMap = null;\n\t\tmaterial.lightMapIntensity = 1.0;\n\n\t\tmaterial.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap;\n\t\tmaterial.aoMapIntensity = 1.0;\n\n\t\tmaterial.emissive = materialParams.emissive;\n\t\tmaterial.emissiveIntensity = 1.0;\n\t\tmaterial.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap;\n\n\t\tmaterial.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap;\n\t\tmaterial.bumpScale = 1;\n\n\t\tmaterial.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap;\n\t\tmaterial.normalMapType = TangentSpaceNormalMap;\n\n\t\tif ( materialParams.normalScale ) material.normalScale = materialParams.normalScale;\n\n\t\tmaterial.displacementMap = null;\n\t\tmaterial.displacementScale = 1;\n\t\tmaterial.displacementBias = 0;\n\n\t\tmaterial.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap;\n\t\tmaterial.specular = materialParams.specular;\n\n\t\tmaterial.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap;\n\t\tmaterial.glossiness = materialParams.glossiness;\n\n\t\tmaterial.alphaMap = null;\n\n\t\tmaterial.envMap = materialParams.envMap === undefined ? null : materialParams.envMap;\n\t\tmaterial.envMapIntensity = 1.0;\n\n\t\tmaterial.refractionRatio = 0.98;\n\n\t\treturn material;\n\n\t}\n\n}\n\n/**\n * Mesh Quantization Extension\n *\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization\n */\nclass GLTFMeshQuantizationExtension {\n\n\tconstructor() {\n\n\t\tthis.name = EXTENSIONS.KHR_MESH_QUANTIZATION;\n\n\t}\n\n}\n\n/*********************************/\n/********** INTERPOLATION ********/\n/*********************************/\n\n// Spline Interpolation\n// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation\nclass GLTFCubicSplineInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// Copies a sample value to the result buffer. See description of glTF\n\t\t// CUBICSPLINE values layout in interpolate_() function below.\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tvalueSize = this.valueSize,\n\t\t\toffset = index * valueSize * 3 + valueSize;\n\n\t\tfor ( let i = 0; i !== valueSize; i ++ ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nGLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;\n\nGLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;\n\nGLTFCubicSplineInterpolant.prototype.interpolate_ = function ( i1, t0, t, t1 ) {\n\n\tconst result = this.resultBuffer;\n\tconst values = this.sampleValues;\n\tconst stride = this.valueSize;\n\n\tconst stride2 = stride * 2;\n\tconst stride3 = stride * 3;\n\n\tconst td = t1 - t0;\n\n\tconst p = ( t - t0 ) / td;\n\tconst pp = p * p;\n\tconst ppp = pp * p;\n\n\tconst offset1 = i1 * stride3;\n\tconst offset0 = offset1 - stride3;\n\n\tconst s2 = - 2 * ppp + 3 * pp;\n\tconst s3 = ppp - pp;\n\tconst s0 = 1 - s2;\n\tconst s1 = s3 - pp + p;\n\n\t// Layout of keyframe output values for CUBICSPLINE animations:\n\t//   [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]\n\tfor ( let i = 0; i !== stride; i ++ ) {\n\n\t\tconst p0 = values[ offset0 + i + stride ]; // splineVertex_k\n\t\tconst m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)\n\t\tconst p1 = values[ offset1 + i + stride ]; // splineVertex_k+1\n\t\tconst m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)\n\n\t\tresult[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;\n\n\t}\n\n\treturn result;\n\n};\n\nconst _q = new Quaternion();\n\nclass GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant {\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = super.interpolate_( i1, t0, t, t1 );\n\n\t\t_q.fromArray( result ).normalize().toArray( result );\n\n\t\treturn result;\n\n\t}\n\n}\n\n\n/*********************************/\n/********** INTERNALS ************/\n/*********************************/\n\n/* CONSTANTS */\n\nconst WEBGL_CONSTANTS = {\n\tFLOAT: 5126,\n\t//FLOAT_MAT2: 35674,\n\tFLOAT_MAT3: 35675,\n\tFLOAT_MAT4: 35676,\n\tFLOAT_VEC2: 35664,\n\tFLOAT_VEC3: 35665,\n\tFLOAT_VEC4: 35666,\n\tLINEAR: 9729,\n\tREPEAT: 10497,\n\tSAMPLER_2D: 35678,\n\tPOINTS: 0,\n\tLINES: 1,\n\tLINE_LOOP: 2,\n\tLINE_STRIP: 3,\n\tTRIANGLES: 4,\n\tTRIANGLE_STRIP: 5,\n\tTRIANGLE_FAN: 6,\n\tUNSIGNED_BYTE: 5121,\n\tUNSIGNED_SHORT: 5123\n};\n\nconst WEBGL_COMPONENT_TYPES = {\n\t5120: Int8Array,\n\t5121: Uint8Array,\n\t5122: Int16Array,\n\t5123: Uint16Array,\n\t5125: Uint32Array,\n\t5126: Float32Array\n};\n\nconst WEBGL_FILTERS = {\n\t9728: NearestFilter,\n\t9729: LinearFilter,\n\t9984: NearestMipmapNearestFilter,\n\t9985: LinearMipmapNearestFilter,\n\t9986: NearestMipmapLinearFilter,\n\t9987: LinearMipmapLinearFilter\n};\n\nconst WEBGL_WRAPPINGS = {\n\t33071: ClampToEdgeWrapping,\n\t33648: MirroredRepeatWrapping,\n\t10497: RepeatWrapping\n};\n\nconst WEBGL_TYPE_SIZES = {\n\t'SCALAR': 1,\n\t'VEC2': 2,\n\t'VEC3': 3,\n\t'VEC4': 4,\n\t'MAT2': 4,\n\t'MAT3': 9,\n\t'MAT4': 16\n};\n\nconst ATTRIBUTES = {\n\tPOSITION: 'position',\n\tNORMAL: 'normal',\n\tTANGENT: 'tangent',\n\tTEXCOORD_0: 'uv',\n\tTEXCOORD_1: 'uv2',\n\tCOLOR_0: 'color',\n\tWEIGHTS_0: 'skinWeight',\n\tJOINTS_0: 'skinIndex',\n};\n\nconst PATH_PROPERTIES = {\n\tscale: 'scale',\n\ttranslation: 'position',\n\trotation: 'quaternion',\n\tweights: 'morphTargetInfluences'\n};\n\nconst INTERPOLATION = {\n\tCUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n\t\t                        // keyframe track will be initialized with a default interpolation type, then modified.\n\tLINEAR: InterpolateLinear,\n\tSTEP: InterpolateDiscrete\n};\n\nconst ALPHA_MODES = {\n\tOPAQUE: 'OPAQUE',\n\tMASK: 'MASK',\n\tBLEND: 'BLEND'\n};\n\n/* UTILITY FUNCTIONS */\n\nfunction resolveURL( url, path ) {\n\n\t// Invalid URL\n\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t// Host Relative URL\n\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t}\n\n\t// Absolute URL http://,https://,//\n\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t// Data URI\n\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t// Blob URL\n\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t// Relative URL\n\treturn path + url;\n\n}\n\n/**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material\n */\nfunction createDefaultMaterial( cache ) {\n\n\tif ( cache[ 'DefaultMaterial' ] === undefined ) {\n\n\t\tcache[ 'DefaultMaterial' ] = new MeshStandardMaterial( {\n\t\t\tcolor: 0xFFFFFF,\n\t\t\temissive: 0x000000,\n\t\t\tmetalness: 1,\n\t\t\troughness: 1,\n\t\t\ttransparent: false,\n\t\t\tdepthTest: true,\n\t\t\tside: FrontSide\n\t\t} );\n\n\t}\n\n\treturn cache[ 'DefaultMaterial' ];\n\n}\n\nfunction addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {\n\n\t// Add unknown glTF extensions to an object's userData.\n\n\tfor ( const name in objectDef.extensions ) {\n\n\t\tif ( knownExtensions[ name ] === undefined ) {\n\n\t\t\tobject.userData.gltfExtensions = object.userData.gltfExtensions || {};\n\t\t\tobject.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * @param {Object3D|Material|BufferGeometry} object\n * @param {GLTF.definition} gltfDef\n */\nfunction assignExtrasToUserData( object, gltfDef ) {\n\n\tif ( gltfDef.extras !== undefined ) {\n\n\t\tif ( typeof gltfDef.extras === 'object' ) {\n\n\t\t\tObject.assign( object.userData, gltfDef.extras );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets\n *\n * @param {BufferGeometry} geometry\n * @param {Array<GLTF.Target>} targets\n * @param {GLTFParser} parser\n * @return {Promise<BufferGeometry>}\n */\nfunction addMorphTargets( geometry, targets, parser ) {\n\n\tlet hasMorphPosition = false;\n\tlet hasMorphNormal = false;\n\n\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\tconst target = targets[ i ];\n\n\t\tif ( target.POSITION !== undefined ) hasMorphPosition = true;\n\t\tif ( target.NORMAL !== undefined ) hasMorphNormal = true;\n\n\t\tif ( hasMorphPosition && hasMorphNormal ) break;\n\n\t}\n\n\tif ( ! hasMorphPosition && ! hasMorphNormal ) return Promise.resolve( geometry );\n\n\tconst pendingPositionAccessors = [];\n\tconst pendingNormalAccessors = [];\n\n\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\tconst target = targets[ i ];\n\n\t\tif ( hasMorphPosition ) {\n\n\t\t\tconst pendingAccessor = target.POSITION !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.POSITION )\n\t\t\t\t: geometry.attributes.position;\n\n\t\t\tpendingPositionAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t\tif ( hasMorphNormal ) {\n\n\t\t\tconst pendingAccessor = target.NORMAL !== undefined\n\t\t\t\t? parser.getDependency( 'accessor', target.NORMAL )\n\t\t\t\t: geometry.attributes.normal;\n\n\t\t\tpendingNormalAccessors.push( pendingAccessor );\n\n\t\t}\n\n\t}\n\n\treturn Promise.all( [\n\t\tPromise.all( pendingPositionAccessors ),\n\t\tPromise.all( pendingNormalAccessors )\n\t] ).then( function ( accessors ) {\n\n\t\tconst morphPositions = accessors[ 0 ];\n\t\tconst morphNormals = accessors[ 1 ];\n\n\t\tif ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;\n\t\tif ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;\n\t\tgeometry.morphTargetsRelative = true;\n\n\t\treturn geometry;\n\n\t} );\n\n}\n\n/**\n * @param {Mesh} mesh\n * @param {GLTF.Mesh} meshDef\n */\nfunction updateMorphTargets( mesh, meshDef ) {\n\n\tmesh.updateMorphTargets();\n\n\tif ( meshDef.weights !== undefined ) {\n\n\t\tfor ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) {\n\n\t\t\tmesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];\n\n\t\t}\n\n\t}\n\n\t// .extras has user-defined data, so check that .extras.targetNames is an array.\n\tif ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {\n\n\t\tconst targetNames = meshDef.extras.targetNames;\n\n\t\tif ( mesh.morphTargetInfluences.length === targetNames.length ) {\n\n\t\t\tmesh.morphTargetDictionary = {};\n\n\t\t\tfor ( let i = 0, il = targetNames.length; i < il; i ++ ) {\n\n\t\t\t\tmesh.morphTargetDictionary[ targetNames[ i ] ] = i;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );\n\n\t\t}\n\n\t}\n\n}\n\nfunction createPrimitiveKey( primitiveDef ) {\n\n\tconst dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];\n\tlet geometryKey;\n\n\tif ( dracoExtension ) {\n\n\t\tgeometryKey = 'draco:' + dracoExtension.bufferView\n\t\t\t\t+ ':' + dracoExtension.indices\n\t\t\t\t+ ':' + createAttributesKey( dracoExtension.attributes );\n\n\t} else {\n\n\t\tgeometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;\n\n\t}\n\n\treturn geometryKey;\n\n}\n\nfunction createAttributesKey( attributes ) {\n\n\tlet attributesKey = '';\n\n\tconst keys = Object.keys( attributes ).sort();\n\n\tfor ( let i = 0, il = keys.length; i < il; i ++ ) {\n\n\t\tattributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';\n\n\t}\n\n\treturn attributesKey;\n\n}\n\nfunction getNormalizedComponentScale( constructor ) {\n\n\t// Reference:\n\t// https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data\n\n\tswitch ( constructor ) {\n\n\t\tcase Int8Array:\n\t\t\treturn 1 / 127;\n\n\t\tcase Uint8Array:\n\t\t\treturn 1 / 255;\n\n\t\tcase Int16Array:\n\t\t\treturn 1 / 32767;\n\n\t\tcase Uint16Array:\n\t\t\treturn 1 / 65535;\n\n\t\tdefault:\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' );\n\n\t}\n\n}\n\n/* GLTF PARSER */\n\nclass GLTFParser {\n\n\tconstructor( json = {}, options = {} ) {\n\n\t\tthis.json = json;\n\t\tthis.extensions = {};\n\t\tthis.plugins = {};\n\t\tthis.options = options;\n\n\t\t// loader object cache\n\t\tthis.cache = new GLTFRegistry();\n\n\t\t// associations between Three.js objects and glTF elements\n\t\tthis.associations = new Map();\n\n\t\t// BufferGeometry caching\n\t\tthis.primitiveCache = {};\n\n\t\t// Object3D instance caches\n\t\tthis.meshCache = { refs: {}, uses: {} };\n\t\tthis.cameraCache = { refs: {}, uses: {} };\n\t\tthis.lightCache = { refs: {}, uses: {} };\n\n\t\tthis.textureCache = {};\n\n\t\t// Track node names, to ensure no duplicates\n\t\tthis.nodeNamesUsed = {};\n\n\t\t// Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the\n\t\t// expensive work of uploading a texture to the GPU off the main thread.\n\t\tif ( typeof createImageBitmap !== 'undefined' && /Firefox/.test( navigator.userAgent ) === false ) {\n\n\t\t\tthis.textureLoader = new ImageBitmapLoader( this.options.manager );\n\n\t\t} else {\n\n\t\t\tthis.textureLoader = new TextureLoader( this.options.manager );\n\n\t\t}\n\n\t\tthis.textureLoader.setCrossOrigin( this.options.crossOrigin );\n\t\tthis.textureLoader.setRequestHeader( this.options.requestHeader );\n\n\t\tthis.fileLoader = new FileLoader( this.options.manager );\n\t\tthis.fileLoader.setResponseType( 'arraybuffer' );\n\n\t\tif ( this.options.crossOrigin === 'use-credentials' ) {\n\n\t\t\tthis.fileLoader.setWithCredentials( true );\n\n\t\t}\n\n\t}\n\n\tsetExtensions( extensions ) {\n\n\t\tthis.extensions = extensions;\n\n\t}\n\n\tsetPlugins( plugins ) {\n\n\t\tthis.plugins = plugins;\n\n\t}\n\n\tparse( onLoad, onError ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\n\t\t// Clear the loader cache\n\t\tthis.cache.removeAll();\n\n\t\t// Mark the special nodes/meshes in json for efficient parse\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\treturn ext._markDefs && ext._markDefs();\n\n\t\t} );\n\n\t\tPromise.all( this._invokeAll( function ( ext ) {\n\n\t\t\treturn ext.beforeRoot && ext.beforeRoot();\n\n\t\t} ) ).then( function () {\n\n\t\t\treturn Promise.all( [\n\n\t\t\t\tparser.getDependencies( 'scene' ),\n\t\t\t\tparser.getDependencies( 'animation' ),\n\t\t\t\tparser.getDependencies( 'camera' ),\n\n\t\t\t] );\n\n\t\t} ).then( function ( dependencies ) {\n\n\t\t\tconst result = {\n\t\t\t\tscene: dependencies[ 0 ][ json.scene || 0 ],\n\t\t\t\tscenes: dependencies[ 0 ],\n\t\t\t\tanimations: dependencies[ 1 ],\n\t\t\t\tcameras: dependencies[ 2 ],\n\t\t\t\tasset: json.asset,\n\t\t\t\tparser: parser,\n\t\t\t\tuserData: {}\n\t\t\t};\n\n\t\t\taddUnknownExtensionsToUserData( extensions, result, json );\n\n\t\t\tassignExtrasToUserData( result, json );\n\n\t\t\tPromise.all( parser._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.afterRoot && ext.afterRoot( result );\n\n\t\t\t} ) ).then( function () {\n\n\t\t\t\tonLoad( result );\n\n\t\t\t} );\n\n\t\t} ).catch( onError );\n\n\t}\n\n\t/**\n\t * Marks the special nodes/meshes in json for efficient parse.\n\t */\n\t_markDefs() {\n\n\t\tconst nodeDefs = this.json.nodes || [];\n\t\tconst skinDefs = this.json.skins || [];\n\t\tconst meshDefs = this.json.meshes || [];\n\n\t\t// Nothing in the node definition indicates whether it is a Bone or an\n\t\t// Object3D. Use the skins' joint references to mark bones.\n\t\tfor ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {\n\n\t\t\tconst joints = skinDefs[ skinIndex ].joints;\n\n\t\t\tfor ( let i = 0, il = joints.length; i < il; i ++ ) {\n\n\t\t\t\tnodeDefs[ joints[ i ] ].isBone = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Iterate over all nodes, marking references to shared resources,\n\t\t// as well as skeleton joints.\n\t\tfor ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tconst nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.meshCache, nodeDef.mesh );\n\n\t\t\t\t// Nothing in the mesh definition indicates whether it is\n\t\t\t\t// a SkinnedMesh or Mesh. Use the node's mesh reference\n\t\t\t\t// to mark SkinnedMesh if node has skin.\n\t\t\t\tif ( nodeDef.skin !== undefined ) {\n\n\t\t\t\t\tmeshDefs[ nodeDef.mesh ].isSkinnedMesh = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.cameraCache, nodeDef.camera );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Counts references to shared node / Object3D resources. These resources\n\t * can be reused, or \"instantiated\", at multiple nodes in the scene\n\t * hierarchy. Mesh, Camera, and Light instances are instantiated and must\n\t * be marked. Non-scenegraph resources (like Materials, Geometries, and\n\t * Textures) can be reused directly and are not marked here.\n\t *\n\t * Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n\t */\n\t_addNodeRef( cache, index ) {\n\n\t\tif ( index === undefined ) return;\n\n\t\tif ( cache.refs[ index ] === undefined ) {\n\n\t\t\tcache.refs[ index ] = cache.uses[ index ] = 0;\n\n\t\t}\n\n\t\tcache.refs[ index ] ++;\n\n\t}\n\n\t/** Returns a reference to a shared resource, cloning it if necessary. */\n\t_getNodeRef( cache, index, object ) {\n\n\t\tif ( cache.refs[ index ] <= 1 ) return object;\n\n\t\tconst ref = object.clone();\n\n\t\tref.name += '_instance_' + ( cache.uses[ index ] ++ );\n\n\t\treturn ref;\n\n\t}\n\n\t_invokeOne( func ) {\n\n\t\tconst extensions = Object.values( this.plugins );\n\t\textensions.push( this );\n\n\t\tfor ( let i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tconst result = func( extensions[ i ] );\n\n\t\t\tif ( result ) return result;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t_invokeAll( func ) {\n\n\t\tconst extensions = Object.values( this.plugins );\n\t\textensions.unshift( this );\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tconst result = func( extensions[ i ] );\n\n\t\t\tif ( result ) pending.push( result );\n\n\t\t}\n\n\t\treturn pending;\n\n\t}\n\n\t/**\n\t * Requests the specified dependency asynchronously, with caching.\n\t * @param {string} type\n\t * @param {number} index\n\t * @return {Promise<Object3D|Material|THREE.Texture|AnimationClip|ArrayBuffer|Object>}\n\t */\n\tgetDependency( type, index ) {\n\n\t\tconst cacheKey = type + ':' + index;\n\t\tlet dependency = this.cache.get( cacheKey );\n\n\t\tif ( ! dependency ) {\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 'scene':\n\t\t\t\t\tdependency = this.loadScene( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'node':\n\t\t\t\t\tdependency = this.loadNode( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'mesh':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMesh && ext.loadMesh( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'accessor':\n\t\t\t\t\tdependency = this.loadAccessor( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bufferView':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadBufferView && ext.loadBufferView( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'buffer':\n\t\t\t\t\tdependency = this.loadBuffer( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'material':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMaterial && ext.loadMaterial( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'texture':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadTexture && ext.loadTexture( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'skin':\n\t\t\t\t\tdependency = this.loadSkin( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'animation':\n\t\t\t\t\tdependency = this.loadAnimation( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'camera':\n\t\t\t\t\tdependency = this.loadCamera( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new Error( 'Unknown type: ' + type );\n\n\t\t\t}\n\n\t\t\tthis.cache.add( cacheKey, dependency );\n\n\t\t}\n\n\t\treturn dependency;\n\n\t}\n\n\t/**\n\t * Requests all dependencies of the specified type asynchronously, with caching.\n\t * @param {string} type\n\t * @return {Promise<Array<Object>>}\n\t */\n\tgetDependencies( type ) {\n\n\t\tlet dependencies = this.cache.get( type );\n\n\t\tif ( ! dependencies ) {\n\n\t\t\tconst parser = this;\n\t\t\tconst defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];\n\n\t\t\tdependencies = Promise.all( defs.map( function ( def, index ) {\n\n\t\t\t\treturn parser.getDependency( type, index );\n\n\t\t\t} ) );\n\n\t\t\tthis.cache.add( type, dependencies );\n\n\t\t}\n\n\t\treturn dependencies;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferIndex\n\t * @return {Promise<ArrayBuffer>}\n\t */\n\tloadBuffer( bufferIndex ) {\n\n\t\tconst bufferDef = this.json.buffers[ bufferIndex ];\n\t\tconst loader = this.fileLoader;\n\n\t\tif ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );\n\n\t\t}\n\n\t\t// If present, GLB container is required to be the first buffer.\n\t\tif ( bufferDef.uri === undefined && bufferIndex === 0 ) {\n\n\t\t\treturn Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );\n\n\t\t}\n\n\t\tconst options = this.options;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tloader.load( resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {\n\n\t\t\t\treject( new Error( 'THREE.GLTFLoader: Failed to load buffer \"' + bufferDef.uri + '\".' ) );\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferViewIndex\n\t * @return {Promise<ArrayBuffer>}\n\t */\n\tloadBufferView( bufferViewIndex ) {\n\n\t\tconst bufferViewDef = this.json.bufferViews[ bufferViewIndex ];\n\n\t\treturn this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {\n\n\t\t\tconst byteLength = bufferViewDef.byteLength || 0;\n\t\t\tconst byteOffset = bufferViewDef.byteOffset || 0;\n\t\t\treturn buffer.slice( byteOffset, byteOffset + byteLength );\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n\t * @param {number} accessorIndex\n\t * @return {Promise<BufferAttribute|InterleavedBufferAttribute>}\n\t */\n\tloadAccessor( accessorIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\n\t\tconst accessorDef = this.json.accessors[ accessorIndex ];\n\n\t\tif ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {\n\n\t\t\t// Ignore empty accessors, which may be used to declare runtime\n\t\t\t// information about attributes coming from another source (e.g. Draco\n\t\t\t// compression extension).\n\t\t\treturn Promise.resolve( null );\n\n\t\t}\n\n\t\tconst pendingBufferViews = [];\n\n\t\tif ( accessorDef.bufferView !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );\n\n\t\t} else {\n\n\t\t\tpendingBufferViews.push( null );\n\n\t\t}\n\n\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );\n\n\t\t}\n\n\t\treturn Promise.all( pendingBufferViews ).then( function ( bufferViews ) {\n\n\t\t\tconst bufferView = bufferViews[ 0 ];\n\n\t\t\tconst itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tconst TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.\n\t\t\tconst elementBytes = TypedArray.BYTES_PER_ELEMENT;\n\t\t\tconst itemBytes = elementBytes * itemSize;\n\t\t\tconst byteOffset = accessorDef.byteOffset || 0;\n\t\t\tconst byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;\n\t\t\tconst normalized = accessorDef.normalized === true;\n\t\t\tlet array, bufferAttribute;\n\n\t\t\t// The buffer is not interleaved if the stride is the item size in bytes.\n\t\t\tif ( byteStride && byteStride !== itemBytes ) {\n\n\t\t\t\t// Each \"slice\" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer\n\t\t\t\t// This makes sure that IBA.count reflects accessor.count properly\n\t\t\t\tconst ibSlice = Math.floor( byteOffset / byteStride );\n\t\t\t\tconst ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;\n\t\t\t\tlet ib = parser.cache.get( ibCacheKey );\n\n\t\t\t\tif ( ! ib ) {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );\n\n\t\t\t\t\t// Integer parameters to IB/IBA are in array elements, not bytes.\n\t\t\t\t\tib = new InterleavedBuffer( array, byteStride / elementBytes );\n\n\t\t\t\t\tparser.cache.add( ibCacheKey, ib );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );\n\n\t\t\t} else {\n\n\t\t\t\tif ( bufferView === null ) {\n\n\t\t\t\t\tarray = new TypedArray( accessorDef.count * itemSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new BufferAttribute( array, itemSize, normalized );\n\n\t\t\t}\n\n\t\t\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors\n\t\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\t\tconst itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;\n\t\t\t\tconst TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];\n\n\t\t\t\tconst byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;\n\t\t\t\tconst byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;\n\n\t\t\t\tconst sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );\n\t\t\t\tconst sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );\n\n\t\t\t\tif ( bufferView !== null ) {\n\n\t\t\t\t\t// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.\n\t\t\t\t\tbufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, il = sparseIndices.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst index = sparseIndices[ i ];\n\n\t\t\t\t\tbufferAttribute.setX( index, sparseValues[ i * itemSize ] );\n\t\t\t\t\tif ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );\n\t\t\t\t\tif ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );\n\t\t\t\t\tif ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );\n\t\t\t\t\tif ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn bufferAttribute;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n\t * @param {number} textureIndex\n\t * @return {Promise<THREE.Texture>}\n\t */\n\tloadTexture( textureIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst options = this.options;\n\t\tconst textureDef = json.textures[ textureIndex ];\n\t\tconst source = json.images[ textureDef.source ];\n\n\t\tlet loader = this.textureLoader;\n\n\t\tif ( source.uri ) {\n\n\t\t\tconst handler = options.manager.getHandler( source.uri );\n\t\t\tif ( handler !== null ) loader = handler;\n\n\t\t}\n\n\t\treturn this.loadTextureImage( textureIndex, source, loader );\n\n\t}\n\n\tloadTextureImage( textureIndex, source, loader ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst options = this.options;\n\n\t\tconst textureDef = json.textures[ textureIndex ];\n\n\t\tconst cacheKey = ( source.uri || source.bufferView ) + ':' + textureDef.sampler;\n\n\t\tif ( this.textureCache[ cacheKey ] ) {\n\n\t\t\t// See https://github.com/mrdoob/three.js/issues/21559.\n\t\t\treturn this.textureCache[ cacheKey ];\n\n\t\t}\n\n\t\tconst URL = self.URL || self.webkitURL;\n\n\t\tlet sourceURI = source.uri || '';\n\t\tlet isObjectURL = false;\n\t\tlet hasAlpha = true;\n\n\t\tconst isJPEG = sourceURI.search( /\\.jpe?g($|\\?)/i ) > 0 || sourceURI.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\tif ( source.mimeType === 'image/jpeg' || isJPEG ) hasAlpha = false;\n\n\t\tif ( source.bufferView !== undefined ) {\n\n\t\t\t// Load binary image data from bufferView, if provided.\n\n\t\t\tsourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) {\n\n\t\t\t\tif ( source.mimeType === 'image/png' ) {\n\n\t\t\t\t\t// Inspect the PNG 'IHDR' chunk to determine whether the image could have an\n\t\t\t\t\t// alpha channel. This check is conservative \u2014 the image could have an alpha\n\t\t\t\t\t// channel with all values == 1, and the indexed type (colorType == 3) only\n\t\t\t\t\t// sometimes contains alpha.\n\t\t\t\t\t//\n\t\t\t\t\t// https://en.wikipedia.org/wiki/Portable_Network_Graphics#File_header\n\t\t\t\t\tconst colorType = new DataView( bufferView, 25, 1 ).getUint8( 0, false );\n\t\t\t\t\thasAlpha = colorType === 6 || colorType === 4 || colorType === 3;\n\n\t\t\t\t}\n\n\t\t\t\tisObjectURL = true;\n\t\t\t\tconst blob = new Blob( [ bufferView ], { type: source.mimeType } );\n\t\t\t\tsourceURI = URL.createObjectURL( blob );\n\t\t\t\treturn sourceURI;\n\n\t\t\t} );\n\n\t\t} else if ( source.uri === undefined ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Image ' + textureIndex + ' is missing URI and bufferView' );\n\n\t\t}\n\n\t\tconst promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) {\n\n\t\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\t\tlet onLoad = resolve;\n\n\t\t\t\tif ( loader.isImageBitmapLoader === true ) {\n\n\t\t\t\t\tonLoad = function ( imageBitmap ) {\n\n\t\t\t\t\t\tconst texture = new Texture( imageBitmap );\n\t\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\t\tresolve( texture );\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t\tloader.load( resolveURL( sourceURI, options.path ), onLoad, undefined, reject );\n\n\t\t\t} );\n\n\t\t} ).then( function ( texture ) {\n\n\t\t\t// Clean up resources and configure Texture.\n\n\t\t\tif ( isObjectURL === true ) {\n\n\t\t\t\tURL.revokeObjectURL( sourceURI );\n\n\t\t\t}\n\n\t\t\ttexture.flipY = false;\n\n\t\t\tif ( textureDef.name ) texture.name = textureDef.name;\n\n\t\t\t// When there is definitely no alpha channel in the texture, set RGBFormat to save space.\n\t\t\tif ( ! hasAlpha ) texture.format = RGBFormat;\n\n\t\t\tconst samplers = json.samplers || {};\n\t\t\tconst sampler = samplers[ textureDef.sampler ] || {};\n\n\t\t\ttexture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;\n\t\t\ttexture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter;\n\t\t\ttexture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;\n\t\t\ttexture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;\n\n\t\t\tparser.associations.set( texture, {\n\t\t\t\ttype: 'textures',\n\t\t\t\tindex: textureIndex\n\t\t\t} );\n\n\t\t\treturn texture;\n\n\t\t} ).catch( function () {\n\n\t\t\tconsole.error( 'THREE.GLTFLoader: Couldn\\'t load texture', sourceURI );\n\t\t\treturn null;\n\n\t\t} );\n\n\t\tthis.textureCache[ cacheKey ] = promise;\n\n\t\treturn promise;\n\n\t}\n\n\t/**\n\t * Asynchronously assigns a texture to the given material parameters.\n\t * @param {Object} materialParams\n\t * @param {string} mapName\n\t * @param {Object} mapDef\n\t * @return {Promise<Texture>}\n\t */\n\tassignTexture( materialParams, mapName, mapDef ) {\n\n\t\tconst parser = this;\n\n\t\treturn this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {\n\n\t\t\t// Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured\n\t\t\t// However, we will copy UV set 0 to UV set 1 on demand for aoMap\n\t\t\tif ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' );\n\n\t\t\t}\n\n\t\t\tif ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {\n\n\t\t\t\tconst transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\tconst gltfReference = parser.associations.get( texture );\n\t\t\t\t\ttexture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );\n\t\t\t\t\tparser.associations.set( texture, gltfReference );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmaterialParams[ mapName ] = texture;\n\n\t\t\treturn texture;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Assigns final material to a Mesh, Line, or Points instance. The instance\n\t * already has a material (generated from the glTF material options alone)\n\t * but reuse of the same glTF material may require multiple threejs materials\n\t * to accommodate different primitive types, defines, etc. New materials will\n\t * be created if necessary, and reused from a cache.\n\t * @param  {Object3D} mesh Mesh, Line, or Points instance.\n\t */\n\tassignFinalMaterial( mesh ) {\n\n\t\tconst geometry = mesh.geometry;\n\t\tlet material = mesh.material;\n\n\t\tconst useVertexTangents = geometry.attributes.tangent !== undefined;\n\t\tconst useVertexColors = geometry.attributes.color !== undefined;\n\t\tconst useFlatShading = geometry.attributes.normal === undefined;\n\n\t\tif ( mesh.isPoints ) {\n\n\t\t\tconst cacheKey = 'PointsMaterial:' + material.uuid;\n\n\t\t\tlet pointsMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! pointsMaterial ) {\n\n\t\t\t\tpointsMaterial = new PointsMaterial();\n\t\t\t\tMaterial.prototype.copy.call( pointsMaterial, material );\n\t\t\t\tpointsMaterial.color.copy( material.color );\n\t\t\t\tpointsMaterial.map = material.map;\n\t\t\t\tpointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px\n\n\t\t\t\tthis.cache.add( cacheKey, pointsMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = pointsMaterial;\n\n\t\t} else if ( mesh.isLine ) {\n\n\t\t\tconst cacheKey = 'LineBasicMaterial:' + material.uuid;\n\n\t\t\tlet lineMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! lineMaterial ) {\n\n\t\t\t\tlineMaterial = new LineBasicMaterial();\n\t\t\t\tMaterial.prototype.copy.call( lineMaterial, material );\n\t\t\t\tlineMaterial.color.copy( material.color );\n\n\t\t\t\tthis.cache.add( cacheKey, lineMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = lineMaterial;\n\n\t\t}\n\n\t\t// Clone the material if it will be modified\n\t\tif ( useVertexTangents || useVertexColors || useFlatShading ) {\n\n\t\t\tlet cacheKey = 'ClonedMaterial:' + material.uuid + ':';\n\n\t\t\tif ( material.isGLTFSpecularGlossinessMaterial ) cacheKey += 'specular-glossiness:';\n\t\t\tif ( useVertexTangents ) cacheKey += 'vertex-tangents:';\n\t\t\tif ( useVertexColors ) cacheKey += 'vertex-colors:';\n\t\t\tif ( useFlatShading ) cacheKey += 'flat-shading:';\n\n\t\t\tlet cachedMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! cachedMaterial ) {\n\n\t\t\t\tcachedMaterial = material.clone();\n\n\t\t\t\tif ( useVertexColors ) cachedMaterial.vertexColors = true;\n\t\t\t\tif ( useFlatShading ) cachedMaterial.flatShading = true;\n\n\t\t\t\tif ( useVertexTangents ) {\n\n\t\t\t\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\t\t\t\tif ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1;\n\t\t\t\t\tif ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1;\n\n\t\t\t\t}\n\n\t\t\t\tthis.cache.add( cacheKey, cachedMaterial );\n\n\t\t\t\tthis.associations.set( cachedMaterial, this.associations.get( material ) );\n\n\t\t\t}\n\n\t\t\tmaterial = cachedMaterial;\n\n\t\t}\n\n\t\t// workarounds for mesh and geometry\n\n\t\tif ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) {\n\n\t\t\tgeometry.setAttribute( 'uv2', geometry.attributes.uv );\n\n\t\t}\n\n\t\tmesh.material = material;\n\n\t}\n\n\tgetMaterialType( /* materialIndex */ ) {\n\n\t\treturn MeshStandardMaterial;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n\t * @param {number} materialIndex\n\t * @return {Promise<Material>}\n\t */\n\tloadMaterial( materialIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\t\tconst materialDef = json.materials[ materialIndex ];\n\n\t\tlet materialType;\n\t\tconst materialParams = {};\n\t\tconst materialExtensions = materialDef.extensions || {};\n\n\t\tconst pending = [];\n\n\t\tif ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) {\n\n\t\t\tconst sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ];\n\t\t\tmaterialType = sgExtension.getMaterialType();\n\t\t\tpending.push( sgExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {\n\n\t\t\tconst kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];\n\t\t\tmaterialType = kmuExtension.getMaterialType();\n\t\t\tpending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else {\n\n\t\t\t// Specification:\n\t\t\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material\n\n\t\t\tconst metallicRoughness = materialDef.pbrMetallicRoughness || {};\n\n\t\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tconst array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;\n\t\t\tmaterialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;\n\n\t\t\tif ( metallicRoughness.metallicRoughnessTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialType = this._invokeOne( function ( ext ) {\n\n\t\t\t\treturn ext.getMaterialType && ext.getMaterialType( materialIndex );\n\n\t\t\t} );\n\n\t\t\tpending.push( Promise.all( this._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );\n\n\t\t\t} ) ) );\n\n\t\t}\n\n\t\tif ( materialDef.doubleSided === true ) {\n\n\t\t\tmaterialParams.side = DoubleSide;\n\n\t\t}\n\n\t\tconst alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;\n\n\t\tif ( alphaMode === ALPHA_MODES.BLEND ) {\n\n\t\t\tmaterialParams.transparent = true;\n\n\t\t\t// See: https://github.com/mrdoob/three.js/issues/17706\n\t\t\tmaterialParams.depthWrite = false;\n\n\t\t} else {\n\n\t\t\tmaterialParams.format = RGBFormat;\n\t\t\tmaterialParams.transparent = false;\n\n\t\t\tif ( alphaMode === ALPHA_MODES.MASK ) {\n\n\t\t\t\tmaterialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );\n\n\t\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\t\tmaterialParams.normalScale = new Vector2( 1, - 1 );\n\n\t\t\tif ( materialDef.normalTexture.scale !== undefined ) {\n\n\t\t\t\tmaterialParams.normalScale.set( materialDef.normalTexture.scale, - materialDef.normalTexture.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );\n\n\t\t\tif ( materialDef.occlusionTexture.strength !== undefined ) {\n\n\t\t\t\tmaterialParams.aoMapIntensity = materialDef.occlusionTexture.strength;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tmaterialParams.emissive = new Color().fromArray( materialDef.emissiveFactor );\n\n\t\t}\n\n\t\tif ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\tlet material;\n\n\t\t\tif ( materialType === GLTFMeshStandardSGMaterial ) {\n\n\t\t\t\tmaterial = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams );\n\n\t\t\t} else {\n\n\t\t\t\tmaterial = new materialType( materialParams );\n\n\t\t\t}\n\n\t\t\tif ( materialDef.name ) material.name = materialDef.name;\n\n\t\t\t// baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding.\n\t\t\tif ( material.map ) material.map.encoding = sRGBEncoding;\n\t\t\tif ( material.emissiveMap ) material.emissiveMap.encoding = sRGBEncoding;\n\n\t\t\tassignExtrasToUserData( material, materialDef );\n\n\t\t\tparser.associations.set( material, { type: 'materials', index: materialIndex } );\n\n\t\t\tif ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );\n\n\t\t\treturn material;\n\n\t\t} );\n\n\t}\n\n\t/** When Object3D instances are targeted by animation, they need unique names. */\n\tcreateUniqueName( originalName ) {\n\n\t\tconst sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' );\n\n\t\tlet name = sanitizedName;\n\n\t\tfor ( let i = 1; this.nodeNamesUsed[ name ]; ++ i ) {\n\n\t\t\tname = sanitizedName + '_' + i;\n\n\t\t}\n\n\t\tthis.nodeNamesUsed[ name ] = true;\n\n\t\treturn name;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n\t *\n\t * Creates BufferGeometries from primitives.\n\t *\n\t * @param {Array<GLTF.Primitive>} primitives\n\t * @return {Promise<Array<BufferGeometry>>}\n\t */\n\tloadGeometries( primitives ) {\n\n\t\tconst parser = this;\n\t\tconst extensions = this.extensions;\n\t\tconst cache = this.primitiveCache;\n\n\t\tfunction createDracoPrimitive( primitive ) {\n\n\t\t\treturn extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]\n\t\t\t\t.decodePrimitive( primitive, parser )\n\t\t\t\t.then( function ( geometry ) {\n\n\t\t\t\t\treturn addPrimitiveAttributes( geometry, primitive, parser );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tconst primitive = primitives[ i ];\n\t\t\tconst cacheKey = createPrimitiveKey( primitive );\n\n\t\t\t// See if we've already created this geometry\n\t\t\tconst cached = cache[ cacheKey ];\n\n\t\t\tif ( cached ) {\n\n\t\t\t\t// Use the cached geometry if it exists\n\t\t\t\tpending.push( cached.promise );\n\n\t\t\t} else {\n\n\t\t\t\tlet geometryPromise;\n\n\t\t\t\tif ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {\n\n\t\t\t\t\t// Use DRACO geometry if available\n\t\t\t\t\tgeometryPromise = createDracoPrimitive( primitive );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise create a new geometry\n\t\t\t\t\tgeometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser );\n\n\t\t\t\t}\n\n\t\t\t\t// Cache this geometry\n\t\t\t\tcache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };\n\n\t\t\t\tpending.push( geometryPromise );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n\t * @param {number} meshIndex\n\t * @return {Promise<Group|Mesh|SkinnedMesh>}\n\t */\n\tloadMesh( meshIndex ) {\n\n\t\tconst parser = this;\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\n\t\tconst meshDef = json.meshes[ meshIndex ];\n\t\tconst primitives = meshDef.primitives;\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tconst material = primitives[ i ].material === undefined\n\t\t\t\t? createDefaultMaterial( this.cache )\n\t\t\t\t: this.getDependency( 'material', primitives[ i ].material );\n\n\t\t\tpending.push( material );\n\n\t\t}\n\n\t\tpending.push( parser.loadGeometries( primitives ) );\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tconst materials = results.slice( 0, results.length - 1 );\n\t\t\tconst geometries = results[ results.length - 1 ];\n\n\t\t\tconst meshes = [];\n\n\t\t\tfor ( let i = 0, il = geometries.length; i < il; i ++ ) {\n\n\t\t\t\tconst geometry = geometries[ i ];\n\t\t\t\tconst primitive = primitives[ i ];\n\n\t\t\t\t// 1. create Mesh\n\n\t\t\t\tlet mesh;\n\n\t\t\t\tconst material = materials[ i ];\n\n\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||\n\t\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||\n\t\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||\n\t\t\t\t\t\tprimitive.mode === undefined ) {\n\n\t\t\t\t\t// .isSkinnedMesh isn't in glTF spec. See ._markDefs()\n\t\t\t\t\tmesh = meshDef.isSkinnedMesh === true\n\t\t\t\t\t\t? new SkinnedMesh( geometry, material )\n\t\t\t\t\t\t: new Mesh( geometry, material );\n\n\t\t\t\t\tif ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) {\n\n\t\t\t\t\t\t// we normalize floating point skin weight array to fix malformed assets (see #15319)\n\t\t\t\t\t\t// it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs\n\t\t\t\t\t\tmesh.normalizeSkinWeights();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode );\n\n\t\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {\n\n\t\t\t\t\tmesh = new LineSegments( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {\n\n\t\t\t\t\tmesh = new Line( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {\n\n\t\t\t\t\tmesh = new LineLoop( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {\n\n\t\t\t\t\tmesh = new Points( geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );\n\n\t\t\t\t}\n\n\t\t\t\tif ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {\n\n\t\t\t\t\tupdateMorphTargets( mesh, meshDef );\n\n\t\t\t\t}\n\n\t\t\t\tmesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) );\n\n\t\t\t\tassignExtrasToUserData( mesh, meshDef );\n\n\t\t\t\tif ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive );\n\n\t\t\t\tparser.assignFinalMaterial( mesh );\n\n\t\t\t\tmeshes.push( mesh );\n\n\t\t\t}\n\n\t\t\tif ( meshes.length === 1 ) {\n\n\t\t\t\treturn meshes[ 0 ];\n\n\t\t\t}\n\n\t\t\tconst group = new Group();\n\n\t\t\tfor ( let i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tgroup.add( meshes[ i ] );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n\t * @param {number} cameraIndex\n\t * @return {Promise<THREE.Camera>}\n\t */\n\tloadCamera( cameraIndex ) {\n\n\t\tlet camera;\n\t\tconst cameraDef = this.json.cameras[ cameraIndex ];\n\t\tconst params = cameraDef[ cameraDef.type ];\n\n\t\tif ( ! params ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing camera parameters.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( cameraDef.type === 'perspective' ) {\n\n\t\t\tcamera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );\n\n\t\t} else if ( cameraDef.type === 'orthographic' ) {\n\n\t\t\tcamera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );\n\n\t\t}\n\n\t\tif ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name );\n\n\t\tassignExtrasToUserData( camera, cameraDef );\n\n\t\treturn Promise.resolve( camera );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n\t * @param {number} skinIndex\n\t * @return {Promise<Object>}\n\t */\n\tloadSkin( skinIndex ) {\n\n\t\tconst skinDef = this.json.skins[ skinIndex ];\n\n\t\tconst skinEntry = { joints: skinDef.joints };\n\n\t\tif ( skinDef.inverseBindMatrices === undefined ) {\n\n\t\t\treturn Promise.resolve( skinEntry );\n\n\t\t}\n\n\t\treturn this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) {\n\n\t\t\tskinEntry.inverseBindMatrices = accessor;\n\n\t\t\treturn skinEntry;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n\t * @param {number} animationIndex\n\t * @return {Promise<AnimationClip>}\n\t */\n\tloadAnimation( animationIndex ) {\n\n\t\tconst json = this.json;\n\n\t\tconst animationDef = json.animations[ animationIndex ];\n\n\t\tconst pendingNodes = [];\n\t\tconst pendingInputAccessors = [];\n\t\tconst pendingOutputAccessors = [];\n\t\tconst pendingSamplers = [];\n\t\tconst pendingTargets = [];\n\n\t\tfor ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) {\n\n\t\t\tconst channel = animationDef.channels[ i ];\n\t\t\tconst sampler = animationDef.samplers[ channel.sampler ];\n\t\t\tconst target = channel.target;\n\t\t\tconst name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated.\n\t\t\tconst input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;\n\t\t\tconst output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;\n\n\t\t\tpendingNodes.push( this.getDependency( 'node', name ) );\n\t\t\tpendingInputAccessors.push( this.getDependency( 'accessor', input ) );\n\t\t\tpendingOutputAccessors.push( this.getDependency( 'accessor', output ) );\n\t\t\tpendingSamplers.push( sampler );\n\t\t\tpendingTargets.push( target );\n\n\t\t}\n\n\t\treturn Promise.all( [\n\n\t\t\tPromise.all( pendingNodes ),\n\t\t\tPromise.all( pendingInputAccessors ),\n\t\t\tPromise.all( pendingOutputAccessors ),\n\t\t\tPromise.all( pendingSamplers ),\n\t\t\tPromise.all( pendingTargets )\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tconst nodes = dependencies[ 0 ];\n\t\t\tconst inputAccessors = dependencies[ 1 ];\n\t\t\tconst outputAccessors = dependencies[ 2 ];\n\t\t\tconst samplers = dependencies[ 3 ];\n\t\t\tconst targets = dependencies[ 4 ];\n\n\t\t\tconst tracks = [];\n\n\t\t\tfor ( let i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tconst node = nodes[ i ];\n\t\t\t\tconst inputAccessor = inputAccessors[ i ];\n\t\t\t\tconst outputAccessor = outputAccessors[ i ];\n\t\t\t\tconst sampler = samplers[ i ];\n\t\t\t\tconst target = targets[ i ];\n\n\t\t\t\tif ( node === undefined ) continue;\n\n\t\t\t\tnode.updateMatrix();\n\t\t\t\tnode.matrixAutoUpdate = true;\n\n\t\t\t\tlet TypedKeyframeTrack;\n\n\t\t\t\tswitch ( PATH_PROPERTIES[ target.path ] ) {\n\n\t\t\t\t\tcase PATH_PROPERTIES.weights:\n\n\t\t\t\t\t\tTypedKeyframeTrack = NumberKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES.rotation:\n\n\t\t\t\t\t\tTypedKeyframeTrack = QuaternionKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES.position:\n\t\t\t\t\tcase PATH_PROPERTIES.scale:\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tTypedKeyframeTrack = VectorKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tconst targetName = node.name ? node.name : node.uuid;\n\n\t\t\t\tconst interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear;\n\n\t\t\t\tconst targetNames = [];\n\n\t\t\t\tif ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {\n\n\t\t\t\t\t// Node may be a Group (glTF mesh with several primitives) or a Mesh.\n\t\t\t\t\tnode.traverse( function ( object ) {\n\n\t\t\t\t\t\tif ( object.isMesh === true && object.morphTargetInfluences ) {\n\n\t\t\t\t\t\t\ttargetNames.push( object.name ? object.name : object.uuid );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttargetNames.push( targetName );\n\n\t\t\t\t}\n\n\t\t\t\tlet outputArray = outputAccessor.array;\n\n\t\t\t\tif ( outputAccessor.normalized ) {\n\n\t\t\t\t\tconst scale = getNormalizedComponentScale( outputArray.constructor );\n\t\t\t\t\tconst scaled = new Float32Array( outputArray.length );\n\n\t\t\t\t\tfor ( let j = 0, jl = outputArray.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tscaled[ j ] = outputArray[ j ] * scale;\n\n\t\t\t\t\t}\n\n\t\t\t\t\toutputArray = scaled;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0, jl = targetNames.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst track = new TypedKeyframeTrack(\n\t\t\t\t\t\ttargetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],\n\t\t\t\t\t\tinputAccessor.array,\n\t\t\t\t\t\toutputArray,\n\t\t\t\t\t\tinterpolation\n\t\t\t\t\t);\n\n\t\t\t\t\t// Override interpolation with custom factory method.\n\t\t\t\t\tif ( sampler.interpolation === 'CUBICSPLINE' ) {\n\n\t\t\t\t\t\ttrack.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {\n\n\t\t\t\t\t\t\t// A CUBICSPLINE keyframe in glTF has three output values for each input value,\n\t\t\t\t\t\t\t// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()\n\t\t\t\t\t\t\t// must be divided by three to get the interpolant's sampleSize argument.\n\n\t\t\t\t\t\t\tconst interpolantType = ( this instanceof QuaternionKeyframeTrack ) ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant;\n\n\t\t\t\t\t\t\treturn new interpolantType( this.times, this.values, this.getValueSize() / 3, result );\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\t// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.\n\t\t\t\t\t\ttrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( track );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst name = animationDef.name ? animationDef.name : 'animation_' + animationIndex;\n\n\t\t\treturn new AnimationClip( name, undefined, tracks );\n\n\t\t} );\n\n\t}\n\n\tcreateNodeMesh( nodeIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst parser = this;\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\tif ( nodeDef.mesh === undefined ) return null;\n\n\t\treturn parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {\n\n\t\t\tconst node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh );\n\n\t\t\t// if weights are provided on the node, override weights on the mesh.\n\t\t\tif ( nodeDef.weights !== undefined ) {\n\n\t\t\t\tnode.traverse( function ( o ) {\n\n\t\t\t\t\tif ( ! o.isMesh ) return;\n\n\t\t\t\t\tfor ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\t\t\to.morphTargetInfluences[ i ] = nodeDef.weights[ i ];\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n\t * @param {number} nodeIndex\n\t * @return {Promise<Object3D>}\n\t */\n\tloadNode( nodeIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\t\tconst parser = this;\n\n\t\tconst nodeDef = json.nodes[ nodeIndex ];\n\n\t\t// reserve node's name before its dependencies, so the root has the intended name.\n\t\tconst nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : '';\n\n\t\treturn ( function () {\n\n\t\t\tconst pending = [];\n\n\t\t\tconst meshPromise = parser._invokeOne( function ( ext ) {\n\n\t\t\t\treturn ext.createNodeMesh && ext.createNodeMesh( nodeIndex );\n\n\t\t\t} );\n\n\t\t\tif ( meshPromise ) {\n\n\t\t\t\tpending.push( meshPromise );\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tpending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {\n\n\t\t\t\t\treturn parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );\n\n\t\t\t\t} ) );\n\n\t\t\t}\n\n\t\t\tparser._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex );\n\n\t\t\t} ).forEach( function ( promise ) {\n\n\t\t\t\tpending.push( promise );\n\n\t\t\t} );\n\n\t\t\treturn Promise.all( pending );\n\n\t\t}() ).then( function ( objects ) {\n\n\t\t\tlet node;\n\n\t\t\t// .isBone isn't in glTF spec. See ._markDefs\n\t\t\tif ( nodeDef.isBone === true ) {\n\n\t\t\t\tnode = new Bone();\n\n\t\t\t} else if ( objects.length > 1 ) {\n\n\t\t\t\tnode = new Group();\n\n\t\t\t} else if ( objects.length === 1 ) {\n\n\t\t\t\tnode = objects[ 0 ];\n\n\t\t\t} else {\n\n\t\t\t\tnode = new Object3D();\n\n\t\t\t}\n\n\t\t\tif ( node !== objects[ 0 ] ) {\n\n\t\t\t\tfor ( let i = 0, il = objects.length; i < il; i ++ ) {\n\n\t\t\t\t\tnode.add( objects[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.name ) {\n\n\t\t\t\tnode.userData.name = nodeDef.name;\n\t\t\t\tnode.name = nodeName;\n\n\t\t\t}\n\n\t\t\tassignExtrasToUserData( node, nodeDef );\n\n\t\t\tif ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );\n\n\t\t\tif ( nodeDef.matrix !== undefined ) {\n\n\t\t\t\tconst matrix = new Matrix4();\n\t\t\t\tmatrix.fromArray( nodeDef.matrix );\n\t\t\t\tnode.applyMatrix4( matrix );\n\n\t\t\t} else {\n\n\t\t\t\tif ( nodeDef.translation !== undefined ) {\n\n\t\t\t\t\tnode.position.fromArray( nodeDef.translation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.rotation !== undefined ) {\n\n\t\t\t\t\tnode.quaternion.fromArray( nodeDef.rotation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.scale !== undefined ) {\n\n\t\t\t\t\tnode.scale.fromArray( nodeDef.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tparser.associations.set( node, { type: 'nodes', index: nodeIndex } );\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n\t * @param {number} sceneIndex\n\t * @return {Promise<Group>}\n\t */\n\tloadScene( sceneIndex ) {\n\n\t\tconst json = this.json;\n\t\tconst extensions = this.extensions;\n\t\tconst sceneDef = this.json.scenes[ sceneIndex ];\n\t\tconst parser = this;\n\n\t\t// Loader returns Group, not Scene.\n\t\t// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172\n\t\tconst scene = new Group();\n\t\tif ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name );\n\n\t\tassignExtrasToUserData( scene, sceneDef );\n\n\t\tif ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );\n\n\t\tconst nodeIds = sceneDef.nodes || [];\n\n\t\tconst pending = [];\n\n\t\tfor ( let i = 0, il = nodeIds.length; i < il; i ++ ) {\n\n\t\t\tpending.push( buildNodeHierachy( nodeIds[ i ], scene, json, parser ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\treturn scene;\n\n\t\t} );\n\n\t}\n\n}\n\nfunction buildNodeHierachy( nodeId, parentObject, json, parser ) {\n\n\tconst nodeDef = json.nodes[ nodeId ];\n\n\treturn parser.getDependency( 'node', nodeId ).then( function ( node ) {\n\n\t\tif ( nodeDef.skin === undefined ) return node;\n\n\t\t// build skeleton here as well\n\n\t\tlet skinEntry;\n\n\t\treturn parser.getDependency( 'skin', nodeDef.skin ).then( function ( skin ) {\n\n\t\t\tskinEntry = skin;\n\n\t\t\tconst pendingJoints = [];\n\n\t\t\tfor ( let i = 0, il = skinEntry.joints.length; i < il; i ++ ) {\n\n\t\t\t\tpendingJoints.push( parser.getDependency( 'node', skinEntry.joints[ i ] ) );\n\n\t\t\t}\n\n\t\t\treturn Promise.all( pendingJoints );\n\n\t\t} ).then( function ( jointNodes ) {\n\n\t\t\tnode.traverse( function ( mesh ) {\n\n\t\t\t\tif ( ! mesh.isMesh ) return;\n\n\t\t\t\tconst bones = [];\n\t\t\t\tconst boneInverses = [];\n\n\t\t\t\tfor ( let j = 0, jl = jointNodes.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst jointNode = jointNodes[ j ];\n\n\t\t\t\t\tif ( jointNode ) {\n\n\t\t\t\t\t\tbones.push( jointNode );\n\n\t\t\t\t\t\tconst mat = new Matrix4();\n\n\t\t\t\t\t\tif ( skinEntry.inverseBindMatrices !== undefined ) {\n\n\t\t\t\t\t\t\tmat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tboneInverses.push( mat );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Joint \"%s\" could not be found.', skinEntry.joints[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tmesh.bind( new Skeleton( bones, boneInverses ), mesh.matrixWorld );\n\n\t\t\t} );\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t} ).then( function ( node ) {\n\n\t\t// build node hierachy\n\n\t\tparentObject.add( node );\n\n\t\tconst pending = [];\n\n\t\tif ( nodeDef.children ) {\n\n\t\t\tconst children = nodeDef.children;\n\n\t\t\tfor ( let i = 0, il = children.length; i < il; i ++ ) {\n\n\t\t\t\tconst child = children[ i ];\n\t\t\t\tpending.push( buildNodeHierachy( child, node, json, parser ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t} );\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {GLTF.Primitive} primitiveDef\n * @param {GLTFParser} parser\n */\nfunction computeBounds( geometry, primitiveDef, parser ) {\n\n\tconst attributes = primitiveDef.attributes;\n\n\tconst box = new Box3();\n\n\tif ( attributes.POSITION !== undefined ) {\n\n\t\tconst accessor = parser.json.accessors[ attributes.POSITION ];\n\n\t\tconst min = accessor.min;\n\t\tconst max = accessor.max;\n\n\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\tbox.set(\n\t\t\t\tnew Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),\n\t\t\t\tnew Vector3( max[ 0 ], max[ 1 ], max[ 2 ] )\n\t\t\t);\n\n\t\t\tif ( accessor.normalized ) {\n\n\t\t\t\tconst boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );\n\t\t\t\tbox.min.multiplyScalar( boxScale );\n\t\t\t\tbox.max.multiplyScalar( boxScale );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\treturn;\n\n\t\t}\n\n\t} else {\n\n\t\treturn;\n\n\t}\n\n\tconst targets = primitiveDef.targets;\n\n\tif ( targets !== undefined ) {\n\n\t\tconst maxDisplacement = new Vector3();\n\t\tconst vector = new Vector3();\n\n\t\tfor ( let i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tconst target = targets[ i ];\n\n\t\t\tif ( target.POSITION !== undefined ) {\n\n\t\t\t\tconst accessor = parser.json.accessors[ target.POSITION ];\n\t\t\t\tconst min = accessor.min;\n\t\t\t\tconst max = accessor.max;\n\n\t\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\t\t// we need to get max of absolute components because target weight is [-1,1]\n\t\t\t\t\tvector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );\n\t\t\t\t\tvector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );\n\t\t\t\t\tvector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );\n\n\n\t\t\t\t\tif ( accessor.normalized ) {\n\n\t\t\t\t\t\tconst boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] );\n\t\t\t\t\t\tvector.multiplyScalar( boxScale );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative\n\t\t\t\t\t// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets\n\t\t\t\t\t// are used to implement key-frame animations and as such only two are active at a time - this results in very large\n\t\t\t\t\t// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.\n\t\t\t\t\tmaxDisplacement.max( vector );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.\n\t\tbox.expandByVector( maxDisplacement );\n\n\t}\n\n\tgeometry.boundingBox = box;\n\n\tconst sphere = new Sphere();\n\n\tbox.getCenter( sphere.center );\n\tsphere.radius = box.min.distanceTo( box.max ) / 2;\n\n\tgeometry.boundingSphere = sphere;\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {GLTF.Primitive} primitiveDef\n * @param {GLTFParser} parser\n * @return {Promise<BufferGeometry>}\n */\nfunction addPrimitiveAttributes( geometry, primitiveDef, parser ) {\n\n\tconst attributes = primitiveDef.attributes;\n\n\tconst pending = [];\n\n\tfunction assignAttributeAccessor( accessorIndex, attributeName ) {\n\n\t\treturn parser.getDependency( 'accessor', accessorIndex )\n\t\t\t.then( function ( accessor ) {\n\n\t\t\t\tgeometry.setAttribute( attributeName, accessor );\n\n\t\t\t} );\n\n\t}\n\n\tfor ( const gltfAttributeName in attributes ) {\n\n\t\tconst threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();\n\n\t\t// Skip attributes already provided by e.g. Draco extension.\n\t\tif ( threeAttributeName in geometry.attributes ) continue;\n\n\t\tpending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );\n\n\t}\n\n\tif ( primitiveDef.indices !== undefined && ! geometry.index ) {\n\n\t\tconst accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {\n\n\t\t\tgeometry.setIndex( accessor );\n\n\t\t} );\n\n\t\tpending.push( accessor );\n\n\t}\n\n\tassignExtrasToUserData( geometry, primitiveDef );\n\n\tcomputeBounds( geometry, primitiveDef, parser );\n\n\treturn Promise.all( pending ).then( function () {\n\n\t\treturn primitiveDef.targets !== undefined\n\t\t\t? addMorphTargets( geometry, primitiveDef.targets, parser )\n\t\t\t: geometry;\n\n\t} );\n\n}\n\n/**\n * @param {BufferGeometry} geometry\n * @param {Number} drawMode\n * @return {BufferGeometry}\n */\nfunction toTrianglesDrawMode( geometry, drawMode ) {\n\n\tlet index = geometry.getIndex();\n\n\t// generate index if not present\n\n\tif ( index === null ) {\n\n\t\tconst indices = [];\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < position.count; i ++ ) {\n\n\t\t\t\tindices.push( i );\n\n\t\t\t}\n\n\t\t\tgeometry.setIndex( indices );\n\t\t\tindex = geometry.getIndex();\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );\n\t\t\treturn geometry;\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst numberOfTriangles = index.count - 2;\n\tconst newIndices = [];\n\n\tif ( drawMode === TriangleFanDrawMode ) {\n\n\t\t// gl.TRIANGLE_FAN\n\n\t\tfor ( let i = 1; i <= numberOfTriangles; i ++ ) {\n\n\t\t\tnewIndices.push( index.getX( 0 ) );\n\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\n\t\t}\n\n\t} else {\n\n\t\t// gl.TRIANGLE_STRIP\n\n\t\tfor ( let i = 0; i < numberOfTriangles; i ++ ) {\n\n\t\t\tif ( i % 2 === 0 ) {\n\n\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\n\n\t\t\t} else {\n\n\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\tnewIndices.push( index.getX( i ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tif ( ( newIndices.length / 3 ) !== numberOfTriangles ) {\n\n\t\tconsole.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );\n\n\t}\n\n\t// build final geometry\n\n\tconst newGeometry = geometry.clone();\n\tnewGeometry.setIndex( newIndices );\n\n\treturn newGeometry;\n\n}\n\nexport { GLTFLoader };\n", "/*!\nfflate - fast JavaScript compression/decompression\n<https://101arrowz.github.io/fflate>\nLicensed under MIT. https://github.com/101arrowz/fflate/blob/master/LICENSE\nversion 0.6.9\n*/\n\n// DEFLATE is a complex format; to read this code, you should probably check the RFC first:\n// https://tools.ietf.org/html/rfc1951\n// You may also wish to take a look at the guide I made about this program:\n// https://gist.github.com/101arrowz/253f31eb5abc3d9275ab943003ffecad\n// Some of the following code is similar to that of UZIP.js:\n// https://github.com/photopea/UZIP.js\n// However, the vast majority of the codebase has diverged from UZIP.js to increase performance and reduce bundle size.\n// Sometimes 0 will appear where -1 would be more appropriate. This is because using a uint\n// is better for memory in most engines (I *think*).\nvar ch2 = {};\nvar durl = function (c) { return URL.createObjectURL(new Blob([c], { type: 'text/javascript' })); };\nvar cwk = function (u) { return new Worker(u); };\ntry {\n    URL.revokeObjectURL(durl(''));\n}\ncatch (e) {\n    // We're in Deno or a very old browser\n    durl = function (c) { return 'data:application/javascript;charset=UTF-8,' + encodeURI(c); };\n    // If Deno, this is necessary; if not, this changes nothing\n    cwk = function (u) { return new Worker(u, { type: 'module' }); };\n}\nvar wk = (function (c, id, msg, transfer, cb) {\n    var w = cwk(ch2[id] || (ch2[id] = durl(c)));\n    w.onerror = function (e) { return cb(e.error, null); };\n    w.onmessage = function (e) { return cb(null, e.data); };\n    w.postMessage(msg, transfer);\n    return w;\n});\n\n// aliases for shorter compressed code (most minifers don't do this)\nvar u8 = Uint8Array, u16 = Uint16Array, u32 = Uint32Array;\n// fixed length extra bits\nvar fleb = new u8([0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0, /* unused */ 0, 0, /* impossible */ 0]);\n// fixed distance extra bits\n// see fleb note\nvar fdeb = new u8([0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, /* unused */ 0, 0]);\n// code length index map\nvar clim = new u8([16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15]);\n// get base, reverse index map from extra bits\nvar freb = function (eb, start) {\n    var b = new u16(31);\n    for (var i = 0; i < 31; ++i) {\n        b[i] = start += 1 << eb[i - 1];\n    }\n    // numbers here are at max 18 bits\n    var r = new u32(b[30]);\n    for (var i = 1; i < 30; ++i) {\n        for (var j = b[i]; j < b[i + 1]; ++j) {\n            r[j] = ((j - b[i]) << 5) | i;\n        }\n    }\n    return [b, r];\n};\nvar _a = freb(fleb, 2), fl = _a[0], revfl = _a[1];\n// we can ignore the fact that the other numbers are wrong; they never happen anyway\nfl[28] = 258, revfl[258] = 28;\nvar _b = freb(fdeb, 0), fd = _b[0], revfd = _b[1];\n// map of value to reverse (assuming 16 bits)\nvar rev = new u16(32768);\nfor (var i = 0; i < 32768; ++i) {\n    // reverse table algorithm from SO\n    var x = ((i & 0xAAAA) >>> 1) | ((i & 0x5555) << 1);\n    x = ((x & 0xCCCC) >>> 2) | ((x & 0x3333) << 2);\n    x = ((x & 0xF0F0) >>> 4) | ((x & 0x0F0F) << 4);\n    rev[i] = (((x & 0xFF00) >>> 8) | ((x & 0x00FF) << 8)) >>> 1;\n}\n// create huffman tree from u8 \"map\": index -> code length for code index\n// mb (max bits) must be at most 15\n// TODO: optimize/split up?\nvar hMap = (function (cd, mb, r) {\n    var s = cd.length;\n    // index\n    var i = 0;\n    // u16 \"map\": index -> # of codes with bit length = index\n    var l = new u16(mb);\n    // length of cd must be 288 (total # of codes)\n    for (; i < s; ++i)\n        ++l[cd[i] - 1];\n    // u16 \"map\": index -> minimum code for bit length = index\n    var le = new u16(mb);\n    for (i = 0; i < mb; ++i) {\n        le[i] = (le[i - 1] + l[i - 1]) << 1;\n    }\n    var co;\n    if (r) {\n        // u16 \"map\": index -> number of actual bits, symbol for code\n        co = new u16(1 << mb);\n        // bits to remove for reverser\n        var rvb = 15 - mb;\n        for (i = 0; i < s; ++i) {\n            // ignore 0 lengths\n            if (cd[i]) {\n                // num encoding both symbol and bits read\n                var sv = (i << 4) | cd[i];\n                // free bits\n                var r_1 = mb - cd[i];\n                // start value\n                var v = le[cd[i] - 1]++ << r_1;\n                // m is end value\n                for (var m = v | ((1 << r_1) - 1); v <= m; ++v) {\n                    // every 16 bit value starting with the code yields the same result\n                    co[rev[v] >>> rvb] = sv;\n                }\n            }\n        }\n    }\n    else {\n        co = new u16(s);\n        for (i = 0; i < s; ++i) {\n            if (cd[i]) {\n                co[i] = rev[le[cd[i] - 1]++] >>> (15 - cd[i]);\n            }\n        }\n    }\n    return co;\n});\n// fixed length tree\nvar flt = new u8(288);\nfor (var i = 0; i < 144; ++i)\n    flt[i] = 8;\nfor (var i = 144; i < 256; ++i)\n    flt[i] = 9;\nfor (var i = 256; i < 280; ++i)\n    flt[i] = 7;\nfor (var i = 280; i < 288; ++i)\n    flt[i] = 8;\n// fixed distance tree\nvar fdt = new u8(32);\nfor (var i = 0; i < 32; ++i)\n    fdt[i] = 5;\n// fixed length map\nvar flm = /*#__PURE__*/ hMap(flt, 9, 0), flrm = /*#__PURE__*/ hMap(flt, 9, 1);\n// fixed distance map\nvar fdm = /*#__PURE__*/ hMap(fdt, 5, 0), fdrm = /*#__PURE__*/ hMap(fdt, 5, 1);\n// find max of array\nvar max = function (a) {\n    var m = a[0];\n    for (var i = 1; i < a.length; ++i) {\n        if (a[i] > m)\n            m = a[i];\n    }\n    return m;\n};\n// read d, starting at bit p and mask with m\nvar bits = function (d, p, m) {\n    var o = (p / 8) | 0;\n    return ((d[o] | (d[o + 1] << 8)) >> (p & 7)) & m;\n};\n// read d, starting at bit p continuing for at least 16 bits\nvar bits16 = function (d, p) {\n    var o = (p / 8) | 0;\n    return ((d[o] | (d[o + 1] << 8) | (d[o + 2] << 16)) >> (p & 7));\n};\n// get end of byte\nvar shft = function (p) { return ((p / 8) | 0) + (p & 7 && 1); };\n// typed array slice - allows garbage collector to free original reference,\n// while being more compatible than .slice\nvar slc = function (v, s, e) {\n    if (s == null || s < 0)\n        s = 0;\n    if (e == null || e > v.length)\n        e = v.length;\n    // can't use .constructor in case user-supplied\n    var n = new (v instanceof u16 ? u16 : v instanceof u32 ? u32 : u8)(e - s);\n    n.set(v.subarray(s, e));\n    return n;\n};\n// expands raw DEFLATE data\nvar inflt = function (dat, buf, st) {\n    // source length\n    var sl = dat.length;\n    if (!sl || (st && !st.l && sl < 5))\n        return buf || new u8(0);\n    // have to estimate size\n    var noBuf = !buf || st;\n    // no state\n    var noSt = !st || st.i;\n    if (!st)\n        st = {};\n    // Assumes roughly 33% compression ratio average\n    if (!buf)\n        buf = new u8(sl * 3);\n    // ensure buffer can fit at least l elements\n    var cbuf = function (l) {\n        var bl = buf.length;\n        // need to increase size to fit\n        if (l > bl) {\n            // Double or set to necessary, whichever is greater\n            var nbuf = new u8(Math.max(bl * 2, l));\n            nbuf.set(buf);\n            buf = nbuf;\n        }\n    };\n    //  last chunk         bitpos           bytes\n    var final = st.f || 0, pos = st.p || 0, bt = st.b || 0, lm = st.l, dm = st.d, lbt = st.m, dbt = st.n;\n    // total bits\n    var tbts = sl * 8;\n    do {\n        if (!lm) {\n            // BFINAL - this is only 1 when last chunk is next\n            st.f = final = bits(dat, pos, 1);\n            // type: 0 = no compression, 1 = fixed huffman, 2 = dynamic huffman\n            var type = bits(dat, pos + 1, 3);\n            pos += 3;\n            if (!type) {\n                // go to end of byte boundary\n                var s = shft(pos) + 4, l = dat[s - 4] | (dat[s - 3] << 8), t = s + l;\n                if (t > sl) {\n                    if (noSt)\n                        throw 'unexpected EOF';\n                    break;\n                }\n                // ensure size\n                if (noBuf)\n                    cbuf(bt + l);\n                // Copy over uncompressed data\n                buf.set(dat.subarray(s, t), bt);\n                // Get new bitpos, update byte count\n                st.b = bt += l, st.p = pos = t * 8;\n                continue;\n            }\n            else if (type == 1)\n                lm = flrm, dm = fdrm, lbt = 9, dbt = 5;\n            else if (type == 2) {\n                //  literal                            lengths\n                var hLit = bits(dat, pos, 31) + 257, hcLen = bits(dat, pos + 10, 15) + 4;\n                var tl = hLit + bits(dat, pos + 5, 31) + 1;\n                pos += 14;\n                // length+distance tree\n                var ldt = new u8(tl);\n                // code length tree\n                var clt = new u8(19);\n                for (var i = 0; i < hcLen; ++i) {\n                    // use index map to get real code\n                    clt[clim[i]] = bits(dat, pos + i * 3, 7);\n                }\n                pos += hcLen * 3;\n                // code lengths bits\n                var clb = max(clt), clbmsk = (1 << clb) - 1;\n                // code lengths map\n                var clm = hMap(clt, clb, 1);\n                for (var i = 0; i < tl;) {\n                    var r = clm[bits(dat, pos, clbmsk)];\n                    // bits read\n                    pos += r & 15;\n                    // symbol\n                    var s = r >>> 4;\n                    // code length to copy\n                    if (s < 16) {\n                        ldt[i++] = s;\n                    }\n                    else {\n                        //  copy   count\n                        var c = 0, n = 0;\n                        if (s == 16)\n                            n = 3 + bits(dat, pos, 3), pos += 2, c = ldt[i - 1];\n                        else if (s == 17)\n                            n = 3 + bits(dat, pos, 7), pos += 3;\n                        else if (s == 18)\n                            n = 11 + bits(dat, pos, 127), pos += 7;\n                        while (n--)\n                            ldt[i++] = c;\n                    }\n                }\n                //    length tree                 distance tree\n                var lt = ldt.subarray(0, hLit), dt = ldt.subarray(hLit);\n                // max length bits\n                lbt = max(lt);\n                // max dist bits\n                dbt = max(dt);\n                lm = hMap(lt, lbt, 1);\n                dm = hMap(dt, dbt, 1);\n            }\n            else\n                throw 'invalid block type';\n            if (pos > tbts) {\n                if (noSt)\n                    throw 'unexpected EOF';\n                break;\n            }\n        }\n        // Make sure the buffer can hold this + the largest possible addition\n        // Maximum chunk size (practically, theoretically infinite) is 2^17;\n        if (noBuf)\n            cbuf(bt + 131072);\n        var lms = (1 << lbt) - 1, dms = (1 << dbt) - 1;\n        var lpos = pos;\n        for (;; lpos = pos) {\n            // bits read, code\n            var c = lm[bits16(dat, pos) & lms], sym = c >>> 4;\n            pos += c & 15;\n            if (pos > tbts) {\n                if (noSt)\n                    throw 'unexpected EOF';\n                break;\n            }\n            if (!c)\n                throw 'invalid length/literal';\n            if (sym < 256)\n                buf[bt++] = sym;\n            else if (sym == 256) {\n                lpos = pos, lm = null;\n                break;\n            }\n            else {\n                var add = sym - 254;\n                // no extra bits needed if less\n                if (sym > 264) {\n                    // index\n                    var i = sym - 257, b = fleb[i];\n                    add = bits(dat, pos, (1 << b) - 1) + fl[i];\n                    pos += b;\n                }\n                // dist\n                var d = dm[bits16(dat, pos) & dms], dsym = d >>> 4;\n                if (!d)\n                    throw 'invalid distance';\n                pos += d & 15;\n                var dt = fd[dsym];\n                if (dsym > 3) {\n                    var b = fdeb[dsym];\n                    dt += bits16(dat, pos) & ((1 << b) - 1), pos += b;\n                }\n                if (pos > tbts) {\n                    if (noSt)\n                        throw 'unexpected EOF';\n                    break;\n                }\n                if (noBuf)\n                    cbuf(bt + 131072);\n                var end = bt + add;\n                for (; bt < end; bt += 4) {\n                    buf[bt] = buf[bt - dt];\n                    buf[bt + 1] = buf[bt + 1 - dt];\n                    buf[bt + 2] = buf[bt + 2 - dt];\n                    buf[bt + 3] = buf[bt + 3 - dt];\n                }\n                bt = end;\n            }\n        }\n        st.l = lm, st.p = lpos, st.b = bt;\n        if (lm)\n            final = 1, st.m = lbt, st.d = dm, st.n = dbt;\n    } while (!final);\n    return bt == buf.length ? buf : slc(buf, 0, bt);\n};\n// starting at p, write the minimum number of bits that can hold v to d\nvar wbits = function (d, p, v) {\n    v <<= p & 7;\n    var o = (p / 8) | 0;\n    d[o] |= v;\n    d[o + 1] |= v >>> 8;\n};\n// starting at p, write the minimum number of bits (>8) that can hold v to d\nvar wbits16 = function (d, p, v) {\n    v <<= p & 7;\n    var o = (p / 8) | 0;\n    d[o] |= v;\n    d[o + 1] |= v >>> 8;\n    d[o + 2] |= v >>> 16;\n};\n// creates code lengths from a frequency table\nvar hTree = function (d, mb) {\n    // Need extra info to make a tree\n    var t = [];\n    for (var i = 0; i < d.length; ++i) {\n        if (d[i])\n            t.push({ s: i, f: d[i] });\n    }\n    var s = t.length;\n    var t2 = t.slice();\n    if (!s)\n        return [et, 0];\n    if (s == 1) {\n        var v = new u8(t[0].s + 1);\n        v[t[0].s] = 1;\n        return [v, 1];\n    }\n    t.sort(function (a, b) { return a.f - b.f; });\n    // after i2 reaches last ind, will be stopped\n    // freq must be greater than largest possible number of symbols\n    t.push({ s: -1, f: 25001 });\n    var l = t[0], r = t[1], i0 = 0, i1 = 1, i2 = 2;\n    t[0] = { s: -1, f: l.f + r.f, l: l, r: r };\n    // efficient algorithm from UZIP.js\n    // i0 is lookbehind, i2 is lookahead - after processing two low-freq\n    // symbols that combined have high freq, will start processing i2 (high-freq,\n    // non-composite) symbols instead\n    // see https://reddit.com/r/photopea/comments/ikekht/uzipjs_questions/\n    while (i1 != s - 1) {\n        l = t[t[i0].f < t[i2].f ? i0++ : i2++];\n        r = t[i0 != i1 && t[i0].f < t[i2].f ? i0++ : i2++];\n        t[i1++] = { s: -1, f: l.f + r.f, l: l, r: r };\n    }\n    var maxSym = t2[0].s;\n    for (var i = 1; i < s; ++i) {\n        if (t2[i].s > maxSym)\n            maxSym = t2[i].s;\n    }\n    // code lengths\n    var tr = new u16(maxSym + 1);\n    // max bits in tree\n    var mbt = ln(t[i1 - 1], tr, 0);\n    if (mbt > mb) {\n        // more algorithms from UZIP.js\n        // TODO: find out how this code works (debt)\n        //  ind    debt\n        var i = 0, dt = 0;\n        //    left            cost\n        var lft = mbt - mb, cst = 1 << lft;\n        t2.sort(function (a, b) { return tr[b.s] - tr[a.s] || a.f - b.f; });\n        for (; i < s; ++i) {\n            var i2_1 = t2[i].s;\n            if (tr[i2_1] > mb) {\n                dt += cst - (1 << (mbt - tr[i2_1]));\n                tr[i2_1] = mb;\n            }\n            else\n                break;\n        }\n        dt >>>= lft;\n        while (dt > 0) {\n            var i2_2 = t2[i].s;\n            if (tr[i2_2] < mb)\n                dt -= 1 << (mb - tr[i2_2]++ - 1);\n            else\n                ++i;\n        }\n        for (; i >= 0 && dt; --i) {\n            var i2_3 = t2[i].s;\n            if (tr[i2_3] == mb) {\n                --tr[i2_3];\n                ++dt;\n            }\n        }\n        mbt = mb;\n    }\n    return [new u8(tr), mbt];\n};\n// get the max length and assign length codes\nvar ln = function (n, l, d) {\n    return n.s == -1\n        ? Math.max(ln(n.l, l, d + 1), ln(n.r, l, d + 1))\n        : (l[n.s] = d);\n};\n// length codes generation\nvar lc = function (c) {\n    var s = c.length;\n    // Note that the semicolon was intentional\n    while (s && !c[--s])\n        ;\n    var cl = new u16(++s);\n    //  ind      num         streak\n    var cli = 0, cln = c[0], cls = 1;\n    var w = function (v) { cl[cli++] = v; };\n    for (var i = 1; i <= s; ++i) {\n        if (c[i] == cln && i != s)\n            ++cls;\n        else {\n            if (!cln && cls > 2) {\n                for (; cls > 138; cls -= 138)\n                    w(32754);\n                if (cls > 2) {\n                    w(cls > 10 ? ((cls - 11) << 5) | 28690 : ((cls - 3) << 5) | 12305);\n                    cls = 0;\n                }\n            }\n            else if (cls > 3) {\n                w(cln), --cls;\n                for (; cls > 6; cls -= 6)\n                    w(8304);\n                if (cls > 2)\n                    w(((cls - 3) << 5) | 8208), cls = 0;\n            }\n            while (cls--)\n                w(cln);\n            cls = 1;\n            cln = c[i];\n        }\n    }\n    return [cl.subarray(0, cli), s];\n};\n// calculate the length of output from tree, code lengths\nvar clen = function (cf, cl) {\n    var l = 0;\n    for (var i = 0; i < cl.length; ++i)\n        l += cf[i] * cl[i];\n    return l;\n};\n// writes a fixed block\n// returns the new bit pos\nvar wfblk = function (out, pos, dat) {\n    // no need to write 00 as type: TypedArray defaults to 0\n    var s = dat.length;\n    var o = shft(pos + 2);\n    out[o] = s & 255;\n    out[o + 1] = s >>> 8;\n    out[o + 2] = out[o] ^ 255;\n    out[o + 3] = out[o + 1] ^ 255;\n    for (var i = 0; i < s; ++i)\n        out[o + i + 4] = dat[i];\n    return (o + 4 + s) * 8;\n};\n// writes a block\nvar wblk = function (dat, out, final, syms, lf, df, eb, li, bs, bl, p) {\n    wbits(out, p++, final);\n    ++lf[256];\n    var _a = hTree(lf, 15), dlt = _a[0], mlb = _a[1];\n    var _b = hTree(df, 15), ddt = _b[0], mdb = _b[1];\n    var _c = lc(dlt), lclt = _c[0], nlc = _c[1];\n    var _d = lc(ddt), lcdt = _d[0], ndc = _d[1];\n    var lcfreq = new u16(19);\n    for (var i = 0; i < lclt.length; ++i)\n        lcfreq[lclt[i] & 31]++;\n    for (var i = 0; i < lcdt.length; ++i)\n        lcfreq[lcdt[i] & 31]++;\n    var _e = hTree(lcfreq, 7), lct = _e[0], mlcb = _e[1];\n    var nlcc = 19;\n    for (; nlcc > 4 && !lct[clim[nlcc - 1]]; --nlcc)\n        ;\n    var flen = (bl + 5) << 3;\n    var ftlen = clen(lf, flt) + clen(df, fdt) + eb;\n    var dtlen = clen(lf, dlt) + clen(df, ddt) + eb + 14 + 3 * nlcc + clen(lcfreq, lct) + (2 * lcfreq[16] + 3 * lcfreq[17] + 7 * lcfreq[18]);\n    if (flen <= ftlen && flen <= dtlen)\n        return wfblk(out, p, dat.subarray(bs, bs + bl));\n    var lm, ll, dm, dl;\n    wbits(out, p, 1 + (dtlen < ftlen)), p += 2;\n    if (dtlen < ftlen) {\n        lm = hMap(dlt, mlb, 0), ll = dlt, dm = hMap(ddt, mdb, 0), dl = ddt;\n        var llm = hMap(lct, mlcb, 0);\n        wbits(out, p, nlc - 257);\n        wbits(out, p + 5, ndc - 1);\n        wbits(out, p + 10, nlcc - 4);\n        p += 14;\n        for (var i = 0; i < nlcc; ++i)\n            wbits(out, p + 3 * i, lct[clim[i]]);\n        p += 3 * nlcc;\n        var lcts = [lclt, lcdt];\n        for (var it = 0; it < 2; ++it) {\n            var clct = lcts[it];\n            for (var i = 0; i < clct.length; ++i) {\n                var len = clct[i] & 31;\n                wbits(out, p, llm[len]), p += lct[len];\n                if (len > 15)\n                    wbits(out, p, (clct[i] >>> 5) & 127), p += clct[i] >>> 12;\n            }\n        }\n    }\n    else {\n        lm = flm, ll = flt, dm = fdm, dl = fdt;\n    }\n    for (var i = 0; i < li; ++i) {\n        if (syms[i] > 255) {\n            var len = (syms[i] >>> 18) & 31;\n            wbits16(out, p, lm[len + 257]), p += ll[len + 257];\n            if (len > 7)\n                wbits(out, p, (syms[i] >>> 23) & 31), p += fleb[len];\n            var dst = syms[i] & 31;\n            wbits16(out, p, dm[dst]), p += dl[dst];\n            if (dst > 3)\n                wbits16(out, p, (syms[i] >>> 5) & 8191), p += fdeb[dst];\n        }\n        else {\n            wbits16(out, p, lm[syms[i]]), p += ll[syms[i]];\n        }\n    }\n    wbits16(out, p, lm[256]);\n    return p + ll[256];\n};\n// deflate options (nice << 13) | chain\nvar deo = /*#__PURE__*/ new u32([65540, 131080, 131088, 131104, 262176, 1048704, 1048832, 2114560, 2117632]);\n// empty\nvar et = /*#__PURE__*/ new u8(0);\n// compresses data into a raw DEFLATE buffer\nvar dflt = function (dat, lvl, plvl, pre, post, lst) {\n    var s = dat.length;\n    var o = new u8(pre + s + 5 * (1 + Math.ceil(s / 7000)) + post);\n    // writing to this writes to the output buffer\n    var w = o.subarray(pre, o.length - post);\n    var pos = 0;\n    if (!lvl || s < 8) {\n        for (var i = 0; i <= s; i += 65535) {\n            // end\n            var e = i + 65535;\n            if (e < s) {\n                // write full block\n                pos = wfblk(w, pos, dat.subarray(i, e));\n            }\n            else {\n                // write final block\n                w[i] = lst;\n                pos = wfblk(w, pos, dat.subarray(i, s));\n            }\n        }\n    }\n    else {\n        var opt = deo[lvl - 1];\n        var n = opt >>> 13, c = opt & 8191;\n        var msk_1 = (1 << plvl) - 1;\n        //    prev 2-byte val map    curr 2-byte val map\n        var prev = new u16(32768), head = new u16(msk_1 + 1);\n        var bs1_1 = Math.ceil(plvl / 3), bs2_1 = 2 * bs1_1;\n        var hsh = function (i) { return (dat[i] ^ (dat[i + 1] << bs1_1) ^ (dat[i + 2] << bs2_1)) & msk_1; };\n        // 24576 is an arbitrary number of maximum symbols per block\n        // 424 buffer for last block\n        var syms = new u32(25000);\n        // length/literal freq   distance freq\n        var lf = new u16(288), df = new u16(32);\n        //  l/lcnt  exbits  index  l/lind  waitdx  bitpos\n        var lc_1 = 0, eb = 0, i = 0, li = 0, wi = 0, bs = 0;\n        for (; i < s; ++i) {\n            // hash value\n            // deopt when i > s - 3 - at end, deopt acceptable\n            var hv = hsh(i);\n            // index mod 32768    previous index mod\n            var imod = i & 32767, pimod = head[hv];\n            prev[imod] = pimod;\n            head[hv] = imod;\n            // We always should modify head and prev, but only add symbols if\n            // this data is not yet processed (\"wait\" for wait index)\n            if (wi <= i) {\n                // bytes remaining\n                var rem = s - i;\n                if ((lc_1 > 7000 || li > 24576) && rem > 423) {\n                    pos = wblk(dat, w, 0, syms, lf, df, eb, li, bs, i - bs, pos);\n                    li = lc_1 = eb = 0, bs = i;\n                    for (var j = 0; j < 286; ++j)\n                        lf[j] = 0;\n                    for (var j = 0; j < 30; ++j)\n                        df[j] = 0;\n                }\n                //  len    dist   chain\n                var l = 2, d = 0, ch_1 = c, dif = (imod - pimod) & 32767;\n                if (rem > 2 && hv == hsh(i - dif)) {\n                    var maxn = Math.min(n, rem) - 1;\n                    var maxd = Math.min(32767, i);\n                    // max possible length\n                    // not capped at dif because decompressors implement \"rolling\" index population\n                    var ml = Math.min(258, rem);\n                    while (dif <= maxd && --ch_1 && imod != pimod) {\n                        if (dat[i + l] == dat[i + l - dif]) {\n                            var nl = 0;\n                            for (; nl < ml && dat[i + nl] == dat[i + nl - dif]; ++nl)\n                                ;\n                            if (nl > l) {\n                                l = nl, d = dif;\n                                // break out early when we reach \"nice\" (we are satisfied enough)\n                                if (nl > maxn)\n                                    break;\n                                // now, find the rarest 2-byte sequence within this\n                                // length of literals and search for that instead.\n                                // Much faster than just using the start\n                                var mmd = Math.min(dif, nl - 2);\n                                var md = 0;\n                                for (var j = 0; j < mmd; ++j) {\n                                    var ti = (i - dif + j + 32768) & 32767;\n                                    var pti = prev[ti];\n                                    var cd = (ti - pti + 32768) & 32767;\n                                    if (cd > md)\n                                        md = cd, pimod = ti;\n                                }\n                            }\n                        }\n                        // check the previous match\n                        imod = pimod, pimod = prev[imod];\n                        dif += (imod - pimod + 32768) & 32767;\n                    }\n                }\n                // d will be nonzero only when a match was found\n                if (d) {\n                    // store both dist and len data in one Uint32\n                    // Make sure this is recognized as a len/dist with 28th bit (2^28)\n                    syms[li++] = 268435456 | (revfl[l] << 18) | revfd[d];\n                    var lin = revfl[l] & 31, din = revfd[d] & 31;\n                    eb += fleb[lin] + fdeb[din];\n                    ++lf[257 + lin];\n                    ++df[din];\n                    wi = i + l;\n                    ++lc_1;\n                }\n                else {\n                    syms[li++] = dat[i];\n                    ++lf[dat[i]];\n                }\n            }\n        }\n        pos = wblk(dat, w, lst, syms, lf, df, eb, li, bs, i - bs, pos);\n        // this is the easiest way to avoid needing to maintain state\n        if (!lst && pos & 7)\n            pos = wfblk(w, pos + 1, et);\n    }\n    return slc(o, 0, pre + shft(pos) + post);\n};\n// CRC32 table\nvar crct = /*#__PURE__*/ (function () {\n    var t = new u32(256);\n    for (var i = 0; i < 256; ++i) {\n        var c = i, k = 9;\n        while (--k)\n            c = ((c & 1) && 0xEDB88320) ^ (c >>> 1);\n        t[i] = c;\n    }\n    return t;\n})();\n// CRC32\nvar crc = function () {\n    var c = -1;\n    return {\n        p: function (d) {\n            // closures have awful performance\n            var cr = c;\n            for (var i = 0; i < d.length; ++i)\n                cr = crct[(cr & 255) ^ d[i]] ^ (cr >>> 8);\n            c = cr;\n        },\n        d: function () { return ~c; }\n    };\n};\n// Alder32\nvar adler = function () {\n    var a = 1, b = 0;\n    return {\n        p: function (d) {\n            // closures have awful performance\n            var n = a, m = b;\n            var l = d.length;\n            for (var i = 0; i != l;) {\n                var e = Math.min(i + 2655, l);\n                for (; i < e; ++i)\n                    m += n += d[i];\n                n = (n & 65535) + 15 * (n >> 16), m = (m & 65535) + 15 * (m >> 16);\n            }\n            a = n, b = m;\n        },\n        d: function () {\n            a %= 65521, b %= 65521;\n            return (a & 255) << 24 | (a >>> 8) << 16 | (b & 255) << 8 | (b >>> 8);\n        }\n    };\n};\n;\n// deflate with opts\nvar dopt = function (dat, opt, pre, post, st) {\n    return dflt(dat, opt.level == null ? 6 : opt.level, opt.mem == null ? Math.ceil(Math.max(8, Math.min(13, Math.log(dat.length))) * 1.5) : (12 + opt.mem), pre, post, !st);\n};\n// Walmart object spread\nvar mrg = function (a, b) {\n    var o = {};\n    for (var k in a)\n        o[k] = a[k];\n    for (var k in b)\n        o[k] = b[k];\n    return o;\n};\n// worker clone\n// This is possibly the craziest part of the entire codebase, despite how simple it may seem.\n// The only parameter to this function is a closure that returns an array of variables outside of the function scope.\n// We're going to try to figure out the variable names used in the closure as strings because that is crucial for workerization.\n// We will return an object mapping of true variable name to value (basically, the current scope as a JS object).\n// The reason we can't just use the original variable names is minifiers mangling the toplevel scope.\n// This took me three weeks to figure out how to do.\nvar wcln = function (fn, fnStr, td) {\n    var dt = fn();\n    var st = fn.toString();\n    var ks = st.slice(st.indexOf('[') + 1, st.lastIndexOf(']')).replace(/ /g, '').split(',');\n    for (var i = 0; i < dt.length; ++i) {\n        var v = dt[i], k = ks[i];\n        if (typeof v == 'function') {\n            fnStr += ';' + k + '=';\n            var st_1 = v.toString();\n            if (v.prototype) {\n                // for global objects\n                if (st_1.indexOf('[native code]') != -1) {\n                    var spInd = st_1.indexOf(' ', 8) + 1;\n                    fnStr += st_1.slice(spInd, st_1.indexOf('(', spInd));\n                }\n                else {\n                    fnStr += st_1;\n                    for (var t in v.prototype)\n                        fnStr += ';' + k + '.prototype.' + t + '=' + v.prototype[t].toString();\n                }\n            }\n            else\n                fnStr += st_1;\n        }\n        else\n            td[k] = v;\n    }\n    return [fnStr, td];\n};\nvar ch = [];\n// clone bufs\nvar cbfs = function (v) {\n    var tl = [];\n    for (var k in v) {\n        if (v[k] instanceof u8 || v[k] instanceof u16 || v[k] instanceof u32)\n            tl.push((v[k] = new v[k].constructor(v[k])).buffer);\n    }\n    return tl;\n};\n// use a worker to execute code\nvar wrkr = function (fns, init, id, cb) {\n    var _a;\n    if (!ch[id]) {\n        var fnStr = '', td_1 = {}, m = fns.length - 1;\n        for (var i = 0; i < m; ++i)\n            _a = wcln(fns[i], fnStr, td_1), fnStr = _a[0], td_1 = _a[1];\n        ch[id] = wcln(fns[m], fnStr, td_1);\n    }\n    var td = mrg({}, ch[id][1]);\n    return wk(ch[id][0] + ';onmessage=function(e){for(var k in e.data)self[k]=e.data[k];onmessage=' + init.toString() + '}', id, td, cbfs(td), cb);\n};\n// base async inflate fn\nvar bInflt = function () { return [u8, u16, u32, fleb, fdeb, clim, fl, fd, flrm, fdrm, rev, hMap, max, bits, bits16, shft, slc, inflt, inflateSync, pbf, gu8]; };\nvar bDflt = function () { return [u8, u16, u32, fleb, fdeb, clim, revfl, revfd, flm, flt, fdm, fdt, rev, deo, et, hMap, wbits, wbits16, hTree, ln, lc, clen, wfblk, wblk, shft, slc, dflt, dopt, deflateSync, pbf]; };\n// gzip extra\nvar gze = function () { return [gzh, gzhl, wbytes, crc, crct]; };\n// gunzip extra\nvar guze = function () { return [gzs, gzl]; };\n// zlib extra\nvar zle = function () { return [zlh, wbytes, adler]; };\n// unzlib extra\nvar zule = function () { return [zlv]; };\n// post buf\nvar pbf = function (msg) { return postMessage(msg, [msg.buffer]); };\n// get u8\nvar gu8 = function (o) { return o && o.size && new u8(o.size); };\n// async helper\nvar cbify = function (dat, opts, fns, init, id, cb) {\n    var w = wrkr(fns, init, id, function (err, dat) {\n        w.terminate();\n        cb(err, dat);\n    });\n    w.postMessage([dat, opts], opts.consume ? [dat.buffer] : []);\n    return function () { w.terminate(); };\n};\n// auto stream\nvar astrm = function (strm) {\n    strm.ondata = function (dat, final) { return postMessage([dat, final], [dat.buffer]); };\n    return function (ev) { return strm.push(ev.data[0], ev.data[1]); };\n};\n// async stream attach\nvar astrmify = function (fns, strm, opts, init, id) {\n    var t;\n    var w = wrkr(fns, init, id, function (err, dat) {\n        if (err)\n            w.terminate(), strm.ondata.call(strm, err);\n        else {\n            if (dat[1])\n                w.terminate();\n            strm.ondata.call(strm, err, dat[0], dat[1]);\n        }\n    });\n    w.postMessage(opts);\n    strm.push = function (d, f) {\n        if (t)\n            throw 'stream finished';\n        if (!strm.ondata)\n            throw 'no stream handler';\n        w.postMessage([d, t = f], [d.buffer]);\n    };\n    strm.terminate = function () { w.terminate(); };\n};\n// read 2 bytes\nvar b2 = function (d, b) { return d[b] | (d[b + 1] << 8); };\n// read 4 bytes\nvar b4 = function (d, b) { return (d[b] | (d[b + 1] << 8) | (d[b + 2] << 16) | (d[b + 3] << 24)) >>> 0; };\nvar b8 = function (d, b) { return b4(d, b) + (b4(d, b + 4) * 4294967296); };\n// write bytes\nvar wbytes = function (d, b, v) {\n    for (; v; ++b)\n        d[b] = v, v >>>= 8;\n};\n// gzip header\nvar gzh = function (c, o) {\n    var fn = o.filename;\n    c[0] = 31, c[1] = 139, c[2] = 8, c[8] = o.level < 2 ? 4 : o.level == 9 ? 2 : 0, c[9] = 3; // assume Unix\n    if (o.mtime != 0)\n        wbytes(c, 4, Math.floor(new Date(o.mtime || Date.now()) / 1000));\n    if (fn) {\n        c[3] = 8;\n        for (var i = 0; i <= fn.length; ++i)\n            c[i + 10] = fn.charCodeAt(i);\n    }\n};\n// gzip footer: -8 to -4 = CRC, -4 to -0 is length\n// gzip start\nvar gzs = function (d) {\n    if (d[0] != 31 || d[1] != 139 || d[2] != 8)\n        throw 'invalid gzip data';\n    var flg = d[3];\n    var st = 10;\n    if (flg & 4)\n        st += d[10] | (d[11] << 8) + 2;\n    for (var zs = (flg >> 3 & 1) + (flg >> 4 & 1); zs > 0; zs -= !d[st++])\n        ;\n    return st + (flg & 2);\n};\n// gzip length\nvar gzl = function (d) {\n    var l = d.length;\n    return ((d[l - 4] | d[l - 3] << 8 | d[l - 2] << 16) | (d[l - 1] << 24)) >>> 0;\n};\n// gzip header length\nvar gzhl = function (o) { return 10 + ((o.filename && (o.filename.length + 1)) || 0); };\n// zlib header\nvar zlh = function (c, o) {\n    var lv = o.level, fl = lv == 0 ? 0 : lv < 6 ? 1 : lv == 9 ? 3 : 2;\n    c[0] = 120, c[1] = (fl << 6) | (fl ? (32 - 2 * fl) : 1);\n};\n// zlib valid\nvar zlv = function (d) {\n    if ((d[0] & 15) != 8 || (d[0] >>> 4) > 7 || ((d[0] << 8 | d[1]) % 31))\n        throw 'invalid zlib data';\n    if (d[1] & 32)\n        throw 'invalid zlib data: preset dictionaries not supported';\n};\nfunction AsyncCmpStrm(opts, cb) {\n    if (!cb && typeof opts == 'function')\n        cb = opts, opts = {};\n    this.ondata = cb;\n    return opts;\n}\n// zlib footer: -4 to -0 is Adler32\n/**\n * Streaming DEFLATE compression\n */\nvar Deflate = /*#__PURE__*/ (function () {\n    function Deflate(opts, cb) {\n        if (!cb && typeof opts == 'function')\n            cb = opts, opts = {};\n        this.ondata = cb;\n        this.o = opts || {};\n    }\n    Deflate.prototype.p = function (c, f) {\n        this.ondata(dopt(c, this.o, 0, 0, !f), f);\n    };\n    /**\n     * Pushes a chunk to be deflated\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Deflate.prototype.push = function (chunk, final) {\n        if (this.d)\n            throw 'stream finished';\n        if (!this.ondata)\n            throw 'no stream handler';\n        this.d = final;\n        this.p(chunk, final || false);\n    };\n    return Deflate;\n}());\nexport { Deflate };\n/**\n * Asynchronous streaming DEFLATE compression\n */\nvar AsyncDeflate = /*#__PURE__*/ (function () {\n    function AsyncDeflate(opts, cb) {\n        astrmify([\n            bDflt,\n            function () { return [astrm, Deflate]; }\n        ], this, AsyncCmpStrm.call(this, opts, cb), function (ev) {\n            var strm = new Deflate(ev.data);\n            onmessage = astrm(strm);\n        }, 6);\n    }\n    return AsyncDeflate;\n}());\nexport { AsyncDeflate };\nexport function deflate(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bDflt,\n    ], function (ev) { return pbf(deflateSync(ev.data[0], ev.data[1])); }, 0, cb);\n}\n/**\n * Compresses data with DEFLATE without any wrapper\n * @param data The data to compress\n * @param opts The compression options\n * @returns The deflated version of the data\n */\nexport function deflateSync(data, opts) {\n    return dopt(data, opts || {}, 0, 0);\n}\n/**\n * Streaming DEFLATE decompression\n */\nvar Inflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates an inflation stream\n     * @param cb The callback to call whenever data is inflated\n     */\n    function Inflate(cb) {\n        this.s = {};\n        this.p = new u8(0);\n        this.ondata = cb;\n    }\n    Inflate.prototype.e = function (c) {\n        if (this.d)\n            throw 'stream finished';\n        if (!this.ondata)\n            throw 'no stream handler';\n        var l = this.p.length;\n        var n = new u8(l + c.length);\n        n.set(this.p), n.set(c, l), this.p = n;\n    };\n    Inflate.prototype.c = function (final) {\n        this.d = this.s.i = final || false;\n        var bts = this.s.b;\n        var dt = inflt(this.p, this.o, this.s);\n        this.ondata(slc(dt, bts, this.s.b), this.d);\n        this.o = slc(dt, this.s.b - 32768), this.s.b = this.o.length;\n        this.p = slc(this.p, (this.s.p / 8) | 0), this.s.p &= 7;\n    };\n    /**\n     * Pushes a chunk to be inflated\n     * @param chunk The chunk to push\n     * @param final Whether this is the final chunk\n     */\n    Inflate.prototype.push = function (chunk, final) {\n        this.e(chunk), this.c(final);\n    };\n    return Inflate;\n}());\nexport { Inflate };\n/**\n * Asynchronous streaming DEFLATE decompression\n */\nvar AsyncInflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates an asynchronous inflation stream\n     * @param cb The callback to call whenever data is deflated\n     */\n    function AsyncInflate(cb) {\n        this.ondata = cb;\n        astrmify([\n            bInflt,\n            function () { return [astrm, Inflate]; }\n        ], this, 0, function () {\n            var strm = new Inflate();\n            onmessage = astrm(strm);\n        }, 7);\n    }\n    return AsyncInflate;\n}());\nexport { AsyncInflate };\nexport function inflate(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bInflt\n    ], function (ev) { return pbf(inflateSync(ev.data[0], gu8(ev.data[1]))); }, 1, cb);\n}\n/**\n * Expands DEFLATE data with no wrapper\n * @param data The data to decompress\n * @param out Where to write the data. Saves memory if you know the decompressed size and provide an output buffer of that length.\n * @returns The decompressed version of the data\n */\nexport function inflateSync(data, out) {\n    return inflt(data, out);\n}\n// before you yell at me for not just using extends, my reason is that TS inheritance is hard to workerize.\n/**\n * Streaming GZIP compression\n */\nvar Gzip = /*#__PURE__*/ (function () {\n    function Gzip(opts, cb) {\n        this.c = crc();\n        this.l = 0;\n        this.v = 1;\n        Deflate.call(this, opts, cb);\n    }\n    /**\n     * Pushes a chunk to be GZIPped\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Gzip.prototype.push = function (chunk, final) {\n        Deflate.prototype.push.call(this, chunk, final);\n    };\n    Gzip.prototype.p = function (c, f) {\n        this.c.p(c);\n        this.l += c.length;\n        var raw = dopt(c, this.o, this.v && gzhl(this.o), f && 8, !f);\n        if (this.v)\n            gzh(raw, this.o), this.v = 0;\n        if (f)\n            wbytes(raw, raw.length - 8, this.c.d()), wbytes(raw, raw.length - 4, this.l);\n        this.ondata(raw, f);\n    };\n    return Gzip;\n}());\nexport { Gzip };\n/**\n * Asynchronous streaming GZIP compression\n */\nvar AsyncGzip = /*#__PURE__*/ (function () {\n    function AsyncGzip(opts, cb) {\n        astrmify([\n            bDflt,\n            gze,\n            function () { return [astrm, Deflate, Gzip]; }\n        ], this, AsyncCmpStrm.call(this, opts, cb), function (ev) {\n            var strm = new Gzip(ev.data);\n            onmessage = astrm(strm);\n        }, 8);\n    }\n    return AsyncGzip;\n}());\nexport { AsyncGzip };\nexport function gzip(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bDflt,\n        gze,\n        function () { return [gzipSync]; }\n    ], function (ev) { return pbf(gzipSync(ev.data[0], ev.data[1])); }, 2, cb);\n}\n/**\n * Compresses data with GZIP\n * @param data The data to compress\n * @param opts The compression options\n * @returns The gzipped version of the data\n */\nexport function gzipSync(data, opts) {\n    if (!opts)\n        opts = {};\n    var c = crc(), l = data.length;\n    c.p(data);\n    var d = dopt(data, opts, gzhl(opts), 8), s = d.length;\n    return gzh(d, opts), wbytes(d, s - 8, c.d()), wbytes(d, s - 4, l), d;\n}\n/**\n * Streaming GZIP decompression\n */\nvar Gunzip = /*#__PURE__*/ (function () {\n    /**\n     * Creates a GUNZIP stream\n     * @param cb The callback to call whenever data is inflated\n     */\n    function Gunzip(cb) {\n        this.v = 1;\n        Inflate.call(this, cb);\n    }\n    /**\n     * Pushes a chunk to be GUNZIPped\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Gunzip.prototype.push = function (chunk, final) {\n        Inflate.prototype.e.call(this, chunk);\n        if (this.v) {\n            var s = this.p.length > 3 ? gzs(this.p) : 4;\n            if (s >= this.p.length && !final)\n                return;\n            this.p = this.p.subarray(s), this.v = 0;\n        }\n        if (final) {\n            if (this.p.length < 8)\n                throw 'invalid gzip stream';\n            this.p = this.p.subarray(0, -8);\n        }\n        // necessary to prevent TS from using the closure value\n        // This allows for workerization to function correctly\n        Inflate.prototype.c.call(this, final);\n    };\n    return Gunzip;\n}());\nexport { Gunzip };\n/**\n * Asynchronous streaming GZIP decompression\n */\nvar AsyncGunzip = /*#__PURE__*/ (function () {\n    /**\n     * Creates an asynchronous GUNZIP stream\n     * @param cb The callback to call whenever data is deflated\n     */\n    function AsyncGunzip(cb) {\n        this.ondata = cb;\n        astrmify([\n            bInflt,\n            guze,\n            function () { return [astrm, Inflate, Gunzip]; }\n        ], this, 0, function () {\n            var strm = new Gunzip();\n            onmessage = astrm(strm);\n        }, 9);\n    }\n    return AsyncGunzip;\n}());\nexport { AsyncGunzip };\nexport function gunzip(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bInflt,\n        guze,\n        function () { return [gunzipSync]; }\n    ], function (ev) { return pbf(gunzipSync(ev.data[0])); }, 3, cb);\n}\n/**\n * Expands GZIP data\n * @param data The data to decompress\n * @param out Where to write the data. GZIP already encodes the output size, so providing this doesn't save memory.\n * @returns The decompressed version of the data\n */\nexport function gunzipSync(data, out) {\n    return inflt(data.subarray(gzs(data), -8), out || new u8(gzl(data)));\n}\n/**\n * Streaming Zlib compression\n */\nvar Zlib = /*#__PURE__*/ (function () {\n    function Zlib(opts, cb) {\n        this.c = adler();\n        this.v = 1;\n        Deflate.call(this, opts, cb);\n    }\n    /**\n     * Pushes a chunk to be zlibbed\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Zlib.prototype.push = function (chunk, final) {\n        Deflate.prototype.push.call(this, chunk, final);\n    };\n    Zlib.prototype.p = function (c, f) {\n        this.c.p(c);\n        var raw = dopt(c, this.o, this.v && 2, f && 4, !f);\n        if (this.v)\n            zlh(raw, this.o), this.v = 0;\n        if (f)\n            wbytes(raw, raw.length - 4, this.c.d());\n        this.ondata(raw, f);\n    };\n    return Zlib;\n}());\nexport { Zlib };\n/**\n * Asynchronous streaming Zlib compression\n */\nvar AsyncZlib = /*#__PURE__*/ (function () {\n    function AsyncZlib(opts, cb) {\n        astrmify([\n            bDflt,\n            zle,\n            function () { return [astrm, Deflate, Zlib]; }\n        ], this, AsyncCmpStrm.call(this, opts, cb), function (ev) {\n            var strm = new Zlib(ev.data);\n            onmessage = astrm(strm);\n        }, 10);\n    }\n    return AsyncZlib;\n}());\nexport { AsyncZlib };\nexport function zlib(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bDflt,\n        zle,\n        function () { return [zlibSync]; }\n    ], function (ev) { return pbf(zlibSync(ev.data[0], ev.data[1])); }, 4, cb);\n}\n/**\n * Compress data with Zlib\n * @param data The data to compress\n * @param opts The compression options\n * @returns The zlib-compressed version of the data\n */\nexport function zlibSync(data, opts) {\n    if (!opts)\n        opts = {};\n    var a = adler();\n    a.p(data);\n    var d = dopt(data, opts, 2, 4);\n    return zlh(d, opts), wbytes(d, d.length - 4, a.d()), d;\n}\n/**\n * Streaming Zlib decompression\n */\nvar Unzlib = /*#__PURE__*/ (function () {\n    /**\n     * Creates a Zlib decompression stream\n     * @param cb The callback to call whenever data is inflated\n     */\n    function Unzlib(cb) {\n        this.v = 1;\n        Inflate.call(this, cb);\n    }\n    /**\n     * Pushes a chunk to be unzlibbed\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Unzlib.prototype.push = function (chunk, final) {\n        Inflate.prototype.e.call(this, chunk);\n        if (this.v) {\n            if (this.p.length < 2 && !final)\n                return;\n            this.p = this.p.subarray(2), this.v = 0;\n        }\n        if (final) {\n            if (this.p.length < 4)\n                throw 'invalid zlib stream';\n            this.p = this.p.subarray(0, -4);\n        }\n        // necessary to prevent TS from using the closure value\n        // This allows for workerization to function correctly\n        Inflate.prototype.c.call(this, final);\n    };\n    return Unzlib;\n}());\nexport { Unzlib };\n/**\n * Asynchronous streaming Zlib decompression\n */\nvar AsyncUnzlib = /*#__PURE__*/ (function () {\n    /**\n     * Creates an asynchronous Zlib decompression stream\n     * @param cb The callback to call whenever data is deflated\n     */\n    function AsyncUnzlib(cb) {\n        this.ondata = cb;\n        astrmify([\n            bInflt,\n            zule,\n            function () { return [astrm, Inflate, Unzlib]; }\n        ], this, 0, function () {\n            var strm = new Unzlib();\n            onmessage = astrm(strm);\n        }, 11);\n    }\n    return AsyncUnzlib;\n}());\nexport { AsyncUnzlib };\nexport function unzlib(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bInflt,\n        zule,\n        function () { return [unzlibSync]; }\n    ], function (ev) { return pbf(unzlibSync(ev.data[0], gu8(ev.data[1]))); }, 5, cb);\n}\n/**\n * Expands Zlib data\n * @param data The data to decompress\n * @param out Where to write the data. Saves memory if you know the decompressed size and provide an output buffer of that length.\n * @returns The decompressed version of the data\n */\nexport function unzlibSync(data, out) {\n    return inflt((zlv(data), data.subarray(2, -4)), out);\n}\n// Default algorithm for compression (used because having a known output size allows faster decompression)\nexport { gzip as compress, AsyncGzip as AsyncCompress };\n// Default algorithm for compression (used because having a known output size allows faster decompression)\nexport { gzipSync as compressSync, Gzip as Compress };\n/**\n * Streaming GZIP, Zlib, or raw DEFLATE decompression\n */\nvar Decompress = /*#__PURE__*/ (function () {\n    /**\n     * Creates a decompression stream\n     * @param cb The callback to call whenever data is decompressed\n     */\n    function Decompress(cb) {\n        this.G = Gunzip;\n        this.I = Inflate;\n        this.Z = Unzlib;\n        this.ondata = cb;\n    }\n    /**\n     * Pushes a chunk to be decompressed\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Decompress.prototype.push = function (chunk, final) {\n        if (!this.ondata)\n            throw 'no stream handler';\n        if (!this.s) {\n            if (this.p && this.p.length) {\n                var n = new u8(this.p.length + chunk.length);\n                n.set(this.p), n.set(chunk, this.p.length);\n            }\n            else\n                this.p = chunk;\n            if (this.p.length > 2) {\n                var _this_1 = this;\n                var cb = function () { _this_1.ondata.apply(_this_1, arguments); };\n                this.s = (this.p[0] == 31 && this.p[1] == 139 && this.p[2] == 8)\n                    ? new this.G(cb)\n                    : ((this.p[0] & 15) != 8 || (this.p[0] >> 4) > 7 || ((this.p[0] << 8 | this.p[1]) % 31))\n                        ? new this.I(cb)\n                        : new this.Z(cb);\n                this.s.push(this.p, final);\n                this.p = null;\n            }\n        }\n        else\n            this.s.push(chunk, final);\n    };\n    return Decompress;\n}());\nexport { Decompress };\n/**\n * Asynchronous streaming GZIP, Zlib, or raw DEFLATE decompression\n */\nvar AsyncDecompress = /*#__PURE__*/ (function () {\n    /**\n   * Creates an asynchronous decompression stream\n   * @param cb The callback to call whenever data is decompressed\n   */\n    function AsyncDecompress(cb) {\n        this.G = AsyncGunzip;\n        this.I = AsyncInflate;\n        this.Z = AsyncUnzlib;\n        this.ondata = cb;\n    }\n    /**\n     * Pushes a chunk to be decompressed\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    AsyncDecompress.prototype.push = function (chunk, final) {\n        Decompress.prototype.push.call(this, chunk, final);\n    };\n    return AsyncDecompress;\n}());\nexport { AsyncDecompress };\nexport function decompress(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return (data[0] == 31 && data[1] == 139 && data[2] == 8)\n        ? gunzip(data, opts, cb)\n        : ((data[0] & 15) != 8 || (data[0] >> 4) > 7 || ((data[0] << 8 | data[1]) % 31))\n            ? inflate(data, opts, cb)\n            : unzlib(data, opts, cb);\n}\n/**\n * Expands compressed GZIP, Zlib, or raw DEFLATE data, automatically detecting the format\n * @param data The data to decompress\n * @param out Where to write the data. Saves memory if you know the decompressed size and provide an output buffer of that length.\n * @returns The decompressed version of the data\n */\nexport function decompressSync(data, out) {\n    return (data[0] == 31 && data[1] == 139 && data[2] == 8)\n        ? gunzipSync(data, out)\n        : ((data[0] & 15) != 8 || (data[0] >> 4) > 7 || ((data[0] << 8 | data[1]) % 31))\n            ? inflateSync(data, out)\n            : unzlibSync(data, out);\n}\n// flatten a directory structure\nvar fltn = function (d, p, t, o) {\n    for (var k in d) {\n        var val = d[k], n = p + k;\n        if (val instanceof u8)\n            t[n] = [val, o];\n        else if (Array.isArray(val))\n            t[n] = [val[0], mrg(o, val[1])];\n        else\n            fltn(val, n + '/', t, o);\n    }\n};\n// text encoder\nvar te = typeof TextEncoder != 'undefined' && /*#__PURE__*/ new TextEncoder();\n// text decoder\nvar td = typeof TextDecoder != 'undefined' && /*#__PURE__*/ new TextDecoder();\n// text decoder stream\nvar tds = 0;\ntry {\n    td.decode(et, { stream: true });\n    tds = 1;\n}\ncatch (e) { }\n// decode UTF8\nvar dutf8 = function (d) {\n    for (var r = '', i = 0;;) {\n        var c = d[i++];\n        var eb = (c > 127) + (c > 223) + (c > 239);\n        if (i + eb > d.length)\n            return [r, slc(d, i - 1)];\n        if (!eb)\n            r += String.fromCharCode(c);\n        else if (eb == 3) {\n            c = ((c & 15) << 18 | (d[i++] & 63) << 12 | (d[i++] & 63) << 6 | (d[i++] & 63)) - 65536,\n                r += String.fromCharCode(55296 | (c >> 10), 56320 | (c & 1023));\n        }\n        else if (eb & 1)\n            r += String.fromCharCode((c & 31) << 6 | (d[i++] & 63));\n        else\n            r += String.fromCharCode((c & 15) << 12 | (d[i++] & 63) << 6 | (d[i++] & 63));\n    }\n};\n/**\n * Streaming UTF-8 decoding\n */\nvar DecodeUTF8 = /*#__PURE__*/ (function () {\n    /**\n     * Creates a UTF-8 decoding stream\n     * @param cb The callback to call whenever data is decoded\n     */\n    function DecodeUTF8(cb) {\n        this.ondata = cb;\n        if (tds)\n            this.t = new TextDecoder();\n        else\n            this.p = et;\n    }\n    /**\n     * Pushes a chunk to be decoded from UTF-8 binary\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    DecodeUTF8.prototype.push = function (chunk, final) {\n        if (!this.ondata)\n            throw 'no callback';\n        final = !!final;\n        if (this.t) {\n            this.ondata(this.t.decode(chunk, { stream: true }), final);\n            if (final) {\n                if (this.t.decode().length)\n                    throw 'invalid utf-8 data';\n                this.t = null;\n            }\n            return;\n        }\n        if (!this.p)\n            throw 'stream finished';\n        var dat = new u8(this.p.length + chunk.length);\n        dat.set(this.p);\n        dat.set(chunk, this.p.length);\n        var _a = dutf8(dat), ch = _a[0], np = _a[1];\n        if (final) {\n            if (np.length)\n                throw 'invalid utf-8 data';\n            this.p = null;\n        }\n        else\n            this.p = np;\n        this.ondata(ch, final);\n    };\n    return DecodeUTF8;\n}());\nexport { DecodeUTF8 };\n/**\n * Streaming UTF-8 encoding\n */\nvar EncodeUTF8 = /*#__PURE__*/ (function () {\n    /**\n     * Creates a UTF-8 decoding stream\n     * @param cb The callback to call whenever data is encoded\n     */\n    function EncodeUTF8(cb) {\n        this.ondata = cb;\n    }\n    /**\n     * Pushes a chunk to be encoded to UTF-8\n     * @param chunk The string data to push\n     * @param final Whether this is the last chunk\n     */\n    EncodeUTF8.prototype.push = function (chunk, final) {\n        if (!this.ondata)\n            throw 'no callback';\n        if (this.d)\n            throw 'stream finished';\n        this.ondata(strToU8(chunk), this.d = final || false);\n    };\n    return EncodeUTF8;\n}());\nexport { EncodeUTF8 };\n/**\n * Converts a string into a Uint8Array for use with compression/decompression methods\n * @param str The string to encode\n * @param latin1 Whether or not to interpret the data as Latin-1. This should\n *               not need to be true unless decoding a binary string.\n * @returns The string encoded in UTF-8/Latin-1 binary\n */\nexport function strToU8(str, latin1) {\n    if (latin1) {\n        var ar_1 = new u8(str.length);\n        for (var i = 0; i < str.length; ++i)\n            ar_1[i] = str.charCodeAt(i);\n        return ar_1;\n    }\n    if (te)\n        return te.encode(str);\n    var l = str.length;\n    var ar = new u8(str.length + (str.length >> 1));\n    var ai = 0;\n    var w = function (v) { ar[ai++] = v; };\n    for (var i = 0; i < l; ++i) {\n        if (ai + 5 > ar.length) {\n            var n = new u8(ai + 8 + ((l - i) << 1));\n            n.set(ar);\n            ar = n;\n        }\n        var c = str.charCodeAt(i);\n        if (c < 128 || latin1)\n            w(c);\n        else if (c < 2048)\n            w(192 | (c >> 6)), w(128 | (c & 63));\n        else if (c > 55295 && c < 57344)\n            c = 65536 + (c & 1023 << 10) | (str.charCodeAt(++i) & 1023),\n                w(240 | (c >> 18)), w(128 | ((c >> 12) & 63)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63));\n        else\n            w(224 | (c >> 12)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63));\n    }\n    return slc(ar, 0, ai);\n}\n/**\n * Converts a Uint8Array to a string\n * @param dat The data to decode to string\n * @param latin1 Whether or not to interpret the data as Latin-1. This should\n *               not need to be true unless encoding to binary string.\n * @returns The original UTF-8/Latin-1 string\n */\nexport function strFromU8(dat, latin1) {\n    if (latin1) {\n        var r = '';\n        for (var i = 0; i < dat.length; i += 16384)\n            r += String.fromCharCode.apply(null, dat.subarray(i, i + 16384));\n        return r;\n    }\n    else if (td)\n        return td.decode(dat);\n    else {\n        var _a = dutf8(dat), out = _a[0], ext = _a[1];\n        if (ext.length)\n            throw 'invalid utf-8 data';\n        return out;\n    }\n}\n;\n// deflate bit flag\nvar dbf = function (l) { return l == 1 ? 3 : l < 6 ? 2 : l == 9 ? 1 : 0; };\n// skip local zip header\nvar slzh = function (d, b) { return b + 30 + b2(d, b + 26) + b2(d, b + 28); };\n// read zip header\nvar zh = function (d, b, z) {\n    var fnl = b2(d, b + 28), fn = strFromU8(d.subarray(b + 46, b + 46 + fnl), !(b2(d, b + 8) & 2048)), es = b + 46 + fnl, bs = b4(d, b + 20);\n    var _a = z && bs == 4294967295 ? z64e(d, es) : [bs, b4(d, b + 24), b4(d, b + 42)], sc = _a[0], su = _a[1], off = _a[2];\n    return [b2(d, b + 10), sc, su, fn, es + b2(d, b + 30) + b2(d, b + 32), off];\n};\n// read zip64 extra field\nvar z64e = function (d, b) {\n    for (; b2(d, b) != 1; b += 4 + b2(d, b + 2))\n        ;\n    return [b8(d, b + 12), b8(d, b + 4), b8(d, b + 20)];\n};\n// extra field length\nvar exfl = function (ex) {\n    var le = 0;\n    if (ex) {\n        for (var k in ex) {\n            var l = ex[k].length;\n            if (l > 65535)\n                throw 'extra field too long';\n            le += l + 4;\n        }\n    }\n    return le;\n};\n// write zip header\nvar wzh = function (d, b, f, fn, u, c, ce, co) {\n    var fl = fn.length, ex = f.extra, col = co && co.length;\n    var exl = exfl(ex);\n    wbytes(d, b, ce != null ? 0x2014B50 : 0x4034B50), b += 4;\n    if (ce != null)\n        d[b++] = 20, d[b++] = f.os;\n    d[b] = 20, b += 2; // spec compliance? what's that?\n    d[b++] = (f.flag << 1) | (c == null && 8), d[b++] = u && 8;\n    d[b++] = f.compression & 255, d[b++] = f.compression >> 8;\n    var dt = new Date(f.mtime == null ? Date.now() : f.mtime), y = dt.getFullYear() - 1980;\n    if (y < 0 || y > 119)\n        throw 'date not in range 1980-2099';\n    wbytes(d, b, (y << 25) | ((dt.getMonth() + 1) << 21) | (dt.getDate() << 16) | (dt.getHours() << 11) | (dt.getMinutes() << 5) | (dt.getSeconds() >>> 1)), b += 4;\n    if (c != null) {\n        wbytes(d, b, f.crc);\n        wbytes(d, b + 4, c);\n        wbytes(d, b + 8, f.size);\n    }\n    wbytes(d, b + 12, fl);\n    wbytes(d, b + 14, exl), b += 16;\n    if (ce != null) {\n        wbytes(d, b, col);\n        wbytes(d, b + 6, f.attrs);\n        wbytes(d, b + 10, ce), b += 14;\n    }\n    d.set(fn, b);\n    b += fl;\n    if (exl) {\n        for (var k in ex) {\n            var exf = ex[k], l = exf.length;\n            wbytes(d, b, +k);\n            wbytes(d, b + 2, l);\n            d.set(exf, b + 4), b += 4 + l;\n        }\n    }\n    if (col)\n        d.set(co, b), b += col;\n    return b;\n};\n// write zip footer (end of central directory)\nvar wzf = function (o, b, c, d, e) {\n    wbytes(o, b, 0x6054B50); // skip disk\n    wbytes(o, b + 8, c);\n    wbytes(o, b + 10, c);\n    wbytes(o, b + 12, d);\n    wbytes(o, b + 16, e);\n};\n/**\n * A pass-through stream to keep data uncompressed in a ZIP archive.\n */\nvar ZipPassThrough = /*#__PURE__*/ (function () {\n    /**\n     * Creates a pass-through stream that can be added to ZIP archives\n     * @param filename The filename to associate with this data stream\n     */\n    function ZipPassThrough(filename) {\n        this.filename = filename;\n        this.c = crc();\n        this.size = 0;\n        this.compression = 0;\n    }\n    /**\n     * Processes a chunk and pushes to the output stream. You can override this\n     * method in a subclass for custom behavior, but by default this passes\n     * the data through. You must call this.ondata(err, chunk, final) at some\n     * point in this method.\n     * @param chunk The chunk to process\n     * @param final Whether this is the last chunk\n     */\n    ZipPassThrough.prototype.process = function (chunk, final) {\n        this.ondata(null, chunk, final);\n    };\n    /**\n     * Pushes a chunk to be added. If you are subclassing this with a custom\n     * compression algorithm, note that you must push data from the source\n     * file only, pre-compression.\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    ZipPassThrough.prototype.push = function (chunk, final) {\n        if (!this.ondata)\n            throw 'no callback - add to ZIP archive before pushing';\n        this.c.p(chunk);\n        this.size += chunk.length;\n        if (final)\n            this.crc = this.c.d();\n        this.process(chunk, final || false);\n    };\n    return ZipPassThrough;\n}());\nexport { ZipPassThrough };\n// I don't extend because TypeScript extension adds 1kB of runtime bloat\n/**\n * Streaming DEFLATE compression for ZIP archives. Prefer using AsyncZipDeflate\n * for better performance\n */\nvar ZipDeflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates a DEFLATE stream that can be added to ZIP archives\n     * @param filename The filename to associate with this data stream\n     * @param opts The compression options\n     */\n    function ZipDeflate(filename, opts) {\n        var _this_1 = this;\n        if (!opts)\n            opts = {};\n        ZipPassThrough.call(this, filename);\n        this.d = new Deflate(opts, function (dat, final) {\n            _this_1.ondata(null, dat, final);\n        });\n        this.compression = 8;\n        this.flag = dbf(opts.level);\n    }\n    ZipDeflate.prototype.process = function (chunk, final) {\n        try {\n            this.d.push(chunk, final);\n        }\n        catch (e) {\n            this.ondata(e, null, final);\n        }\n    };\n    /**\n     * Pushes a chunk to be deflated\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    ZipDeflate.prototype.push = function (chunk, final) {\n        ZipPassThrough.prototype.push.call(this, chunk, final);\n    };\n    return ZipDeflate;\n}());\nexport { ZipDeflate };\n/**\n * Asynchronous streaming DEFLATE compression for ZIP archives\n */\nvar AsyncZipDeflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates a DEFLATE stream that can be added to ZIP archives\n     * @param filename The filename to associate with this data stream\n     * @param opts The compression options\n     */\n    function AsyncZipDeflate(filename, opts) {\n        var _this_1 = this;\n        if (!opts)\n            opts = {};\n        ZipPassThrough.call(this, filename);\n        this.d = new AsyncDeflate(opts, function (err, dat, final) {\n            _this_1.ondata(err, dat, final);\n        });\n        this.compression = 8;\n        this.flag = dbf(opts.level);\n        this.terminate = this.d.terminate;\n    }\n    AsyncZipDeflate.prototype.process = function (chunk, final) {\n        this.d.push(chunk, final);\n    };\n    /**\n     * Pushes a chunk to be deflated\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    AsyncZipDeflate.prototype.push = function (chunk, final) {\n        ZipPassThrough.prototype.push.call(this, chunk, final);\n    };\n    return AsyncZipDeflate;\n}());\nexport { AsyncZipDeflate };\n// TODO: Better tree shaking\n/**\n * A zippable archive to which files can incrementally be added\n */\nvar Zip = /*#__PURE__*/ (function () {\n    /**\n     * Creates an empty ZIP archive to which files can be added\n     * @param cb The callback to call whenever data for the generated ZIP archive\n     *           is available\n     */\n    function Zip(cb) {\n        this.ondata = cb;\n        this.u = [];\n        this.d = 1;\n    }\n    /**\n     * Adds a file to the ZIP archive\n     * @param file The file stream to add\n     */\n    Zip.prototype.add = function (file) {\n        var _this_1 = this;\n        if (this.d & 2)\n            throw 'stream finished';\n        var f = strToU8(file.filename), fl = f.length;\n        var com = file.comment, o = com && strToU8(com);\n        var u = fl != file.filename.length || (o && (com.length != o.length));\n        var hl = fl + exfl(file.extra) + 30;\n        if (fl > 65535)\n            throw 'filename too long';\n        var header = new u8(hl);\n        wzh(header, 0, file, f, u);\n        var chks = [header];\n        var pAll = function () {\n            for (var _i = 0, chks_1 = chks; _i < chks_1.length; _i++) {\n                var chk = chks_1[_i];\n                _this_1.ondata(null, chk, false);\n            }\n            chks = [];\n        };\n        var tr = this.d;\n        this.d = 0;\n        var ind = this.u.length;\n        var uf = mrg(file, {\n            f: f,\n            u: u,\n            o: o,\n            t: function () {\n                if (file.terminate)\n                    file.terminate();\n            },\n            r: function () {\n                pAll();\n                if (tr) {\n                    var nxt = _this_1.u[ind + 1];\n                    if (nxt)\n                        nxt.r();\n                    else\n                        _this_1.d = 1;\n                }\n                tr = 1;\n            }\n        });\n        var cl = 0;\n        file.ondata = function (err, dat, final) {\n            if (err) {\n                _this_1.ondata(err, dat, final);\n                _this_1.terminate();\n            }\n            else {\n                cl += dat.length;\n                chks.push(dat);\n                if (final) {\n                    var dd = new u8(16);\n                    wbytes(dd, 0, 0x8074B50);\n                    wbytes(dd, 4, file.crc);\n                    wbytes(dd, 8, cl);\n                    wbytes(dd, 12, file.size);\n                    chks.push(dd);\n                    uf.c = cl, uf.b = hl + cl + 16, uf.crc = file.crc, uf.size = file.size;\n                    if (tr)\n                        uf.r();\n                    tr = 1;\n                }\n                else if (tr)\n                    pAll();\n            }\n        };\n        this.u.push(uf);\n    };\n    /**\n     * Ends the process of adding files and prepares to emit the final chunks.\n     * This *must* be called after adding all desired files for the resulting\n     * ZIP file to work properly.\n     */\n    Zip.prototype.end = function () {\n        var _this_1 = this;\n        if (this.d & 2) {\n            if (this.d & 1)\n                throw 'stream finishing';\n            throw 'stream finished';\n        }\n        if (this.d)\n            this.e();\n        else\n            this.u.push({\n                r: function () {\n                    if (!(_this_1.d & 1))\n                        return;\n                    _this_1.u.splice(-1, 1);\n                    _this_1.e();\n                },\n                t: function () { }\n            });\n        this.d = 3;\n    };\n    Zip.prototype.e = function () {\n        var bt = 0, l = 0, tl = 0;\n        for (var _i = 0, _a = this.u; _i < _a.length; _i++) {\n            var f = _a[_i];\n            tl += 46 + f.f.length + exfl(f.extra) + (f.o ? f.o.length : 0);\n        }\n        var out = new u8(tl + 22);\n        for (var _b = 0, _c = this.u; _b < _c.length; _b++) {\n            var f = _c[_b];\n            wzh(out, bt, f, f.f, f.u, f.c, l, f.o);\n            bt += 46 + f.f.length + exfl(f.extra) + (f.o ? f.o.length : 0), l += f.b;\n        }\n        wzf(out, bt, this.u.length, tl, l);\n        this.ondata(null, out, true);\n        this.d = 2;\n    };\n    /**\n     * A method to terminate any internal workers used by the stream. Subsequent\n     * calls to add() will fail.\n     */\n    Zip.prototype.terminate = function () {\n        for (var _i = 0, _a = this.u; _i < _a.length; _i++) {\n            var f = _a[_i];\n            f.t();\n        }\n        this.d = 2;\n    };\n    return Zip;\n}());\nexport { Zip };\nexport function zip(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    var r = {};\n    fltn(data, '', r, opts);\n    var k = Object.keys(r);\n    var lft = k.length, o = 0, tot = 0;\n    var slft = lft, files = new Array(lft);\n    var term = [];\n    var tAll = function () {\n        for (var i = 0; i < term.length; ++i)\n            term[i]();\n    };\n    var cbf = function () {\n        var out = new u8(tot + 22), oe = o, cdl = tot - o;\n        tot = 0;\n        for (var i = 0; i < slft; ++i) {\n            var f = files[i];\n            try {\n                var l = f.c.length;\n                wzh(out, tot, f, f.f, f.u, l);\n                var badd = 30 + f.f.length + exfl(f.extra);\n                var loc = tot + badd;\n                out.set(f.c, loc);\n                wzh(out, o, f, f.f, f.u, l, tot, f.m), o += 16 + badd + (f.m ? f.m.length : 0), tot = loc + l;\n            }\n            catch (e) {\n                return cb(e, null);\n            }\n        }\n        wzf(out, o, files.length, cdl, oe);\n        cb(null, out);\n    };\n    if (!lft)\n        cbf();\n    var _loop_1 = function (i) {\n        var fn = k[i];\n        var _a = r[fn], file = _a[0], p = _a[1];\n        var c = crc(), size = file.length;\n        c.p(file);\n        var f = strToU8(fn), s = f.length;\n        var com = p.comment, m = com && strToU8(com), ms = m && m.length;\n        var exl = exfl(p.extra);\n        var compression = p.level == 0 ? 0 : 8;\n        var cbl = function (e, d) {\n            if (e) {\n                tAll();\n                cb(e, null);\n            }\n            else {\n                var l = d.length;\n                files[i] = mrg(p, {\n                    size: size,\n                    crc: c.d(),\n                    c: d,\n                    f: f,\n                    m: m,\n                    u: s != fn.length || (m && (com.length != ms)),\n                    compression: compression\n                });\n                o += 30 + s + exl + l;\n                tot += 76 + 2 * (s + exl) + (ms || 0) + l;\n                if (!--lft)\n                    cbf();\n            }\n        };\n        if (s > 65535)\n            cbl('filename too long', null);\n        if (!compression)\n            cbl(null, file);\n        else if (size < 160000) {\n            try {\n                cbl(null, deflateSync(file, p));\n            }\n            catch (e) {\n                cbl(e, null);\n            }\n        }\n        else\n            term.push(deflate(file, p, cbl));\n    };\n    // Cannot use lft because it can decrease\n    for (var i = 0; i < slft; ++i) {\n        _loop_1(i);\n    }\n    return tAll;\n}\n/**\n * Synchronously creates a ZIP file. Prefer using `zip` for better performance\n * with more than one file.\n * @param data The directory structure for the ZIP archive\n * @param opts The main options, merged with per-file options\n * @returns The generated ZIP archive\n */\nexport function zipSync(data, opts) {\n    if (!opts)\n        opts = {};\n    var r = {};\n    var files = [];\n    fltn(data, '', r, opts);\n    var o = 0;\n    var tot = 0;\n    for (var fn in r) {\n        var _a = r[fn], file = _a[0], p = _a[1];\n        var compression = p.level == 0 ? 0 : 8;\n        var f = strToU8(fn), s = f.length;\n        var com = p.comment, m = com && strToU8(com), ms = m && m.length;\n        var exl = exfl(p.extra);\n        if (s > 65535)\n            throw 'filename too long';\n        var d = compression ? deflateSync(file, p) : file, l = d.length;\n        var c = crc();\n        c.p(file);\n        files.push(mrg(p, {\n            size: file.length,\n            crc: c.d(),\n            c: d,\n            f: f,\n            m: m,\n            u: s != fn.length || (m && (com.length != ms)),\n            o: o,\n            compression: compression\n        }));\n        o += 30 + s + exl + l;\n        tot += 76 + 2 * (s + exl) + (ms || 0) + l;\n    }\n    var out = new u8(tot + 22), oe = o, cdl = tot - o;\n    for (var i = 0; i < files.length; ++i) {\n        var f = files[i];\n        wzh(out, f.o, f, f.f, f.u, f.c.length);\n        var badd = 30 + f.f.length + exfl(f.extra);\n        out.set(f.c, f.o + badd);\n        wzh(out, o, f, f.f, f.u, f.c.length, f.o, f.m), o += 16 + badd + (f.m ? f.m.length : 0);\n    }\n    wzf(out, o, files.length, cdl, oe);\n    return out;\n}\n/**\n * Streaming pass-through decompression for ZIP archives\n */\nvar UnzipPassThrough = /*#__PURE__*/ (function () {\n    function UnzipPassThrough() {\n    }\n    UnzipPassThrough.prototype.push = function (data, final) {\n        this.ondata(null, data, final);\n    };\n    UnzipPassThrough.compression = 0;\n    return UnzipPassThrough;\n}());\nexport { UnzipPassThrough };\n/**\n * Streaming DEFLATE decompression for ZIP archives. Prefer AsyncZipInflate for\n * better performance.\n */\nvar UnzipInflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates a DEFLATE decompression that can be used in ZIP archives\n     */\n    function UnzipInflate() {\n        var _this_1 = this;\n        this.i = new Inflate(function (dat, final) {\n            _this_1.ondata(null, dat, final);\n        });\n    }\n    UnzipInflate.prototype.push = function (data, final) {\n        try {\n            this.i.push(data, final);\n        }\n        catch (e) {\n            this.ondata(e, data, final);\n        }\n    };\n    UnzipInflate.compression = 8;\n    return UnzipInflate;\n}());\nexport { UnzipInflate };\n/**\n * Asynchronous streaming DEFLATE decompression for ZIP archives\n */\nvar AsyncUnzipInflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates a DEFLATE decompression that can be used in ZIP archives\n     */\n    function AsyncUnzipInflate(_, sz) {\n        var _this_1 = this;\n        if (sz < 320000) {\n            this.i = new Inflate(function (dat, final) {\n                _this_1.ondata(null, dat, final);\n            });\n        }\n        else {\n            this.i = new AsyncInflate(function (err, dat, final) {\n                _this_1.ondata(err, dat, final);\n            });\n            this.terminate = this.i.terminate;\n        }\n    }\n    AsyncUnzipInflate.prototype.push = function (data, final) {\n        if (this.i.terminate)\n            data = slc(data, 0);\n        this.i.push(data, final);\n    };\n    AsyncUnzipInflate.compression = 8;\n    return AsyncUnzipInflate;\n}());\nexport { AsyncUnzipInflate };\n/**\n * A ZIP archive decompression stream that emits files as they are discovered\n */\nvar Unzip = /*#__PURE__*/ (function () {\n    /**\n     * Creates a ZIP decompression stream\n     * @param cb The callback to call whenever a file in the ZIP archive is found\n     */\n    function Unzip(cb) {\n        this.onfile = cb;\n        this.k = [];\n        this.o = {\n            0: UnzipPassThrough\n        };\n        this.p = et;\n    }\n    /**\n     * Pushes a chunk to be unzipped\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Unzip.prototype.push = function (chunk, final) {\n        var _this_1 = this;\n        if (!this.onfile)\n            throw 'no callback';\n        if (!this.p)\n            throw 'stream finished';\n        if (this.c > 0) {\n            var len = Math.min(this.c, chunk.length);\n            var toAdd = chunk.subarray(0, len);\n            this.c -= len;\n            if (this.d)\n                this.d.push(toAdd, !this.c);\n            else\n                this.k[0].push(toAdd);\n            chunk = chunk.subarray(len);\n            if (chunk.length)\n                return this.push(chunk, final);\n        }\n        else {\n            var f = 0, i = 0, is = void 0, buf = void 0;\n            if (!this.p.length)\n                buf = chunk;\n            else if (!chunk.length)\n                buf = this.p;\n            else {\n                buf = new u8(this.p.length + chunk.length);\n                buf.set(this.p), buf.set(chunk, this.p.length);\n            }\n            var l = buf.length, oc = this.c, add = oc && this.d;\n            var _loop_2 = function () {\n                var _a;\n                var sig = b4(buf, i);\n                if (sig == 0x4034B50) {\n                    f = 1, is = i;\n                    this_1.d = null;\n                    this_1.c = 0;\n                    var bf = b2(buf, i + 6), cmp_1 = b2(buf, i + 8), u = bf & 2048, dd = bf & 8, fnl = b2(buf, i + 26), es = b2(buf, i + 28);\n                    if (l > i + 30 + fnl + es) {\n                        var chks_2 = [];\n                        this_1.k.unshift(chks_2);\n                        f = 2;\n                        var sc_1 = b4(buf, i + 18), su_1 = b4(buf, i + 22);\n                        var fn_1 = strFromU8(buf.subarray(i + 30, i += 30 + fnl), !u);\n                        if (sc_1 == 4294967295) {\n                            _a = dd ? [-2] : z64e(buf, i), sc_1 = _a[0], su_1 = _a[1];\n                        }\n                        else if (dd)\n                            sc_1 = -1;\n                        i += es;\n                        this_1.c = sc_1;\n                        var d_1;\n                        var file_1 = {\n                            name: fn_1,\n                            compression: cmp_1,\n                            start: function () {\n                                if (!file_1.ondata)\n                                    throw 'no callback';\n                                if (!sc_1)\n                                    file_1.ondata(null, et, true);\n                                else {\n                                    var ctr = _this_1.o[cmp_1];\n                                    if (!ctr)\n                                        throw 'unknown compression type ' + cmp_1;\n                                    d_1 = sc_1 < 0 ? new ctr(fn_1) : new ctr(fn_1, sc_1, su_1);\n                                    d_1.ondata = function (err, dat, final) { file_1.ondata(err, dat, final); };\n                                    for (var _i = 0, chks_3 = chks_2; _i < chks_3.length; _i++) {\n                                        var dat = chks_3[_i];\n                                        d_1.push(dat, false);\n                                    }\n                                    if (_this_1.k[0] == chks_2 && _this_1.c)\n                                        _this_1.d = d_1;\n                                    else\n                                        d_1.push(et, true);\n                                }\n                            },\n                            terminate: function () {\n                                if (d_1 && d_1.terminate)\n                                    d_1.terminate();\n                            }\n                        };\n                        if (sc_1 >= 0)\n                            file_1.size = sc_1, file_1.originalSize = su_1;\n                        this_1.onfile(file_1);\n                    }\n                    return \"break\";\n                }\n                else if (oc) {\n                    if (sig == 0x8074B50) {\n                        is = i += 12 + (oc == -2 && 8), f = 3, this_1.c = 0;\n                        return \"break\";\n                    }\n                    else if (sig == 0x2014B50) {\n                        is = i -= 4, f = 3, this_1.c = 0;\n                        return \"break\";\n                    }\n                }\n            };\n            var this_1 = this;\n            for (; i < l - 4; ++i) {\n                var state_1 = _loop_2();\n                if (state_1 === \"break\")\n                    break;\n            }\n            this.p = et;\n            if (oc < 0) {\n                var dat = f ? buf.subarray(0, is - 12 - (oc == -2 && 8) - (b4(buf, is - 16) == 0x8074B50 && 4)) : buf.subarray(0, i);\n                if (add)\n                    add.push(dat, !!f);\n                else\n                    this.k[+(f == 2)].push(dat);\n            }\n            if (f & 2)\n                return this.push(buf.subarray(i), final);\n            this.p = buf.subarray(i);\n        }\n        if (final) {\n            if (this.c)\n                throw 'invalid zip file';\n            this.p = null;\n        }\n    };\n    /**\n     * Registers a decoder with the stream, allowing for files compressed with\n     * the compression type provided to be expanded correctly\n     * @param decoder The decoder constructor\n     */\n    Unzip.prototype.register = function (decoder) {\n        this.o[decoder.compression] = decoder;\n    };\n    return Unzip;\n}());\nexport { Unzip };\n/**\n * Asynchronously decompresses a ZIP archive\n * @param data The raw compressed ZIP file\n * @param cb The callback to call with the decompressed files\n * @returns A function that can be used to immediately terminate the unzipping\n */\nexport function unzip(data, cb) {\n    if (typeof cb != 'function')\n        throw 'no callback';\n    var term = [];\n    var tAll = function () {\n        for (var i = 0; i < term.length; ++i)\n            term[i]();\n    };\n    var files = {};\n    var e = data.length - 22;\n    for (; b4(data, e) != 0x6054B50; --e) {\n        if (!e || data.length - e > 65558) {\n            cb('invalid zip file', null);\n            return;\n        }\n    }\n    ;\n    var lft = b2(data, e + 8);\n    if (!lft)\n        cb(null, {});\n    var c = lft;\n    var o = b4(data, e + 16);\n    var z = o == 4294967295;\n    if (z) {\n        e = b4(data, e - 12);\n        if (b4(data, e) != 0x6064B50) {\n            cb('invalid zip file', null);\n            return;\n        }\n        c = lft = b4(data, e + 32);\n        o = b4(data, e + 48);\n    }\n    var _loop_3 = function (i) {\n        var _a = zh(data, o, z), c_1 = _a[0], sc = _a[1], su = _a[2], fn = _a[3], no = _a[4], off = _a[5], b = slzh(data, off);\n        o = no;\n        var cbl = function (e, d) {\n            if (e) {\n                tAll();\n                cb(e, null);\n            }\n            else {\n                files[fn] = d;\n                if (!--lft)\n                    cb(null, files);\n            }\n        };\n        if (!c_1)\n            cbl(null, slc(data, b, b + sc));\n        else if (c_1 == 8) {\n            var infl = data.subarray(b, b + sc);\n            if (sc < 320000) {\n                try {\n                    cbl(null, inflateSync(infl, new u8(su)));\n                }\n                catch (e) {\n                    cbl(e, null);\n                }\n            }\n            else\n                term.push(inflate(infl, { size: su }, cbl));\n        }\n        else\n            cbl('unknown compression type ' + c_1, null);\n    };\n    for (var i = 0; i < c; ++i) {\n        _loop_3(i);\n    }\n    return tAll;\n}\n/**\n * Synchronously decompresses a ZIP archive. Prefer using `unzip` for better\n * performance with more than one file.\n * @param data The raw compressed ZIP file\n * @returns The decompressed files\n */\nexport function unzipSync(data) {\n    var files = {};\n    var e = data.length - 22;\n    for (; b4(data, e) != 0x6054B50; --e) {\n        if (!e || data.length - e > 65558)\n            throw 'invalid zip file';\n    }\n    ;\n    var c = b2(data, e + 8);\n    if (!c)\n        return {};\n    var o = b4(data, e + 16);\n    var z = o == 4294967295;\n    if (z) {\n        e = b4(data, e - 12);\n        if (b4(data, e) != 0x6064B50)\n            throw 'invalid zip file';\n        c = b4(data, e + 32);\n        o = b4(data, e + 48);\n    }\n    for (var i = 0; i < c; ++i) {\n        var _a = zh(data, o, z), c_2 = _a[0], sc = _a[1], su = _a[2], fn = _a[3], no = _a[4], off = _a[5], b = slzh(data, off);\n        o = no;\n        if (!c_2)\n            files[fn] = slc(data, b, b + sc);\n        else if (c_2 == 8)\n            files[fn] = inflateSync(data.subarray(b, b + sc), new u8(su));\n        else\n            throw 'unknown compression type ' + c_2;\n    }\n    return files;\n}\n", "import {\n\tVector3,\n\tVector4\n} from 'three';\n\n/**\n * NURBS utils\n *\n * See NURBSCurve and NURBSSurface.\n **/\n\n\n/**************************************************************\n *\tNURBS Utils\n **************************************************************/\n\n/*\nFinds knot vector span.\n\np : degree\nu : parametric value\nU : knot vector\n\nreturns the span\n*/\nfunction findSpan( p, u, U ) {\n\n\tconst n = U.length - p - 1;\n\n\tif ( u >= U[ n ] ) {\n\n\t\treturn n - 1;\n\n\t}\n\n\tif ( u <= U[ p ] ) {\n\n\t\treturn p;\n\n\t}\n\n\tlet low = p;\n\tlet high = n;\n\tlet mid = Math.floor( ( low + high ) / 2 );\n\n\twhile ( u < U[ mid ] || u >= U[ mid + 1 ] ) {\n\n\t\tif ( u < U[ mid ] ) {\n\n\t\t\thigh = mid;\n\n\t\t} else {\n\n\t\t\tlow = mid;\n\n\t\t}\n\n\t\tmid = Math.floor( ( low + high ) / 2 );\n\n\t}\n\n\treturn mid;\n\n}\n\n\n/*\nCalculate basis functions. See The NURBS Book, page 70, algorithm A2.2\n\nspan : span in which u lies\nu    : parametric point\np    : degree\nU    : knot vector\n\nreturns array[p+1] with basis functions values.\n*/\nfunction calcBasisFunctions( span, u, p, U ) {\n\n\tconst N = [];\n\tconst left = [];\n\tconst right = [];\n\tN[ 0 ] = 1.0;\n\n\tfor ( let j = 1; j <= p; ++ j ) {\n\n\t\tleft[ j ] = u - U[ span + 1 - j ];\n\t\tright[ j ] = U[ span + j ] - u;\n\n\t\tlet saved = 0.0;\n\n\t\tfor ( let r = 0; r < j; ++ r ) {\n\n\t\t\tconst rv = right[ r + 1 ];\n\t\t\tconst lv = left[ j - r ];\n\t\t\tconst temp = N[ r ] / ( rv + lv );\n\t\t\tN[ r ] = saved + rv * temp;\n\t\t\tsaved = lv * temp;\n\n\t\t}\n\n\t\tN[ j ] = saved;\n\n\t}\n\n\treturn N;\n\n}\n\n\n/*\nCalculate B-Spline curve points. See The NURBS Book, page 82, algorithm A3.1.\n\np : degree of B-Spline\nU : knot vector\nP : control points (x, y, z, w)\nu : parametric point\n\nreturns point for given u\n*/\nfunction calcBSplinePoint( p, U, P, u ) {\n\n\tconst span = findSpan( p, u, U );\n\tconst N = calcBasisFunctions( span, u, p, U );\n\tconst C = new Vector4( 0, 0, 0, 0 );\n\n\tfor ( let j = 0; j <= p; ++ j ) {\n\n\t\tconst point = P[ span - p + j ];\n\t\tconst Nj = N[ j ];\n\t\tconst wNj = point.w * Nj;\n\t\tC.x += point.x * wNj;\n\t\tC.y += point.y * wNj;\n\t\tC.z += point.z * wNj;\n\t\tC.w += point.w * Nj;\n\n\t}\n\n\treturn C;\n\n}\n\n\n/*\nCalculate basis functions derivatives. See The NURBS Book, page 72, algorithm A2.3.\n\nspan : span in which u lies\nu    : parametric point\np    : degree\nn    : number of derivatives to calculate\nU    : knot vector\n\nreturns array[n+1][p+1] with basis functions derivatives\n*/\nfunction calcBasisFunctionDerivatives( span, u, p, n, U ) {\n\n\tconst zeroArr = [];\n\tfor ( let i = 0; i <= p; ++ i )\n\t\tzeroArr[ i ] = 0.0;\n\n\tconst ders = [];\n\n\tfor ( let i = 0; i <= n; ++ i )\n\t\tders[ i ] = zeroArr.slice( 0 );\n\n\tconst ndu = [];\n\n\tfor ( let i = 0; i <= p; ++ i )\n\t\tndu[ i ] = zeroArr.slice( 0 );\n\n\tndu[ 0 ][ 0 ] = 1.0;\n\n\tconst left = zeroArr.slice( 0 );\n\tconst right = zeroArr.slice( 0 );\n\n\tfor ( let j = 1; j <= p; ++ j ) {\n\n\t\tleft[ j ] = u - U[ span + 1 - j ];\n\t\tright[ j ] = U[ span + j ] - u;\n\n\t\tlet saved = 0.0;\n\n\t\tfor ( let r = 0; r < j; ++ r ) {\n\n\t\t\tconst rv = right[ r + 1 ];\n\t\t\tconst lv = left[ j - r ];\n\t\t\tndu[ j ][ r ] = rv + lv;\n\n\t\t\tconst temp = ndu[ r ][ j - 1 ] / ndu[ j ][ r ];\n\t\t\tndu[ r ][ j ] = saved + rv * temp;\n\t\t\tsaved = lv * temp;\n\n\t\t}\n\n\t\tndu[ j ][ j ] = saved;\n\n\t}\n\n\tfor ( let j = 0; j <= p; ++ j ) {\n\n\t\tders[ 0 ][ j ] = ndu[ j ][ p ];\n\n\t}\n\n\tfor ( let r = 0; r <= p; ++ r ) {\n\n\t\tlet s1 = 0;\n\t\tlet s2 = 1;\n\n\t\tconst a = [];\n\t\tfor ( let i = 0; i <= p; ++ i ) {\n\n\t\t\ta[ i ] = zeroArr.slice( 0 );\n\n\t\t}\n\n\t\ta[ 0 ][ 0 ] = 1.0;\n\n\t\tfor ( let k = 1; k <= n; ++ k ) {\n\n\t\t\tlet d = 0.0;\n\t\t\tconst rk = r - k;\n\t\t\tconst pk = p - k;\n\n\t\t\tif ( r >= k ) {\n\n\t\t\t\ta[ s2 ][ 0 ] = a[ s1 ][ 0 ] / ndu[ pk + 1 ][ rk ];\n\t\t\t\td = a[ s2 ][ 0 ] * ndu[ rk ][ pk ];\n\n\t\t\t}\n\n\t\t\tconst j1 = ( rk >= - 1 ) ? 1 : - rk;\n\t\t\tconst j2 = ( r - 1 <= pk ) ? k - 1 : p - r;\n\n\t\t\tfor ( let j = j1; j <= j2; ++ j ) {\n\n\t\t\t\ta[ s2 ][ j ] = ( a[ s1 ][ j ] - a[ s1 ][ j - 1 ] ) / ndu[ pk + 1 ][ rk + j ];\n\t\t\t\td += a[ s2 ][ j ] * ndu[ rk + j ][ pk ];\n\n\t\t\t}\n\n\t\t\tif ( r <= pk ) {\n\n\t\t\t\ta[ s2 ][ k ] = - a[ s1 ][ k - 1 ] / ndu[ pk + 1 ][ r ];\n\t\t\t\td += a[ s2 ][ k ] * ndu[ r ][ pk ];\n\n\t\t\t}\n\n\t\t\tders[ k ][ r ] = d;\n\n\t\t\tconst j = s1;\n\t\t\ts1 = s2;\n\t\t\ts2 = j;\n\n\t\t}\n\n\t}\n\n\tlet r = p;\n\n\tfor ( let k = 1; k <= n; ++ k ) {\n\n\t\tfor ( let j = 0; j <= p; ++ j ) {\n\n\t\t\tders[ k ][ j ] *= r;\n\n\t\t}\n\n\t\tr *= p - k;\n\n\t}\n\n\treturn ders;\n\n}\n\n\n/*\n\tCalculate derivatives of a B-Spline. See The NURBS Book, page 93, algorithm A3.2.\n\n\tp  : degree\n\tU  : knot vector\n\tP  : control points\n\tu  : Parametric points\n\tnd : number of derivatives\n\n\treturns array[d+1] with derivatives\n\t*/\nfunction calcBSplineDerivatives( p, U, P, u, nd ) {\n\n\tconst du = nd < p ? nd : p;\n\tconst CK = [];\n\tconst span = findSpan( p, u, U );\n\tconst nders = calcBasisFunctionDerivatives( span, u, p, du, U );\n\tconst Pw = [];\n\n\tfor ( let i = 0; i < P.length; ++ i ) {\n\n\t\tconst point = P[ i ].clone();\n\t\tconst w = point.w;\n\n\t\tpoint.x *= w;\n\t\tpoint.y *= w;\n\t\tpoint.z *= w;\n\n\t\tPw[ i ] = point;\n\n\t}\n\n\tfor ( let k = 0; k <= du; ++ k ) {\n\n\t\tconst point = Pw[ span - p ].clone().multiplyScalar( nders[ k ][ 0 ] );\n\n\t\tfor ( let j = 1; j <= p; ++ j ) {\n\n\t\t\tpoint.add( Pw[ span - p + j ].clone().multiplyScalar( nders[ k ][ j ] ) );\n\n\t\t}\n\n\t\tCK[ k ] = point;\n\n\t}\n\n\tfor ( let k = du + 1; k <= nd + 1; ++ k ) {\n\n\t\tCK[ k ] = new Vector4( 0, 0, 0 );\n\n\t}\n\n\treturn CK;\n\n}\n\n\n/*\nCalculate \"K over I\"\n\nreturns k!/(i!(k-i)!)\n*/\nfunction calcKoverI( k, i ) {\n\n\tlet nom = 1;\n\n\tfor ( let j = 2; j <= k; ++ j ) {\n\n\t\tnom *= j;\n\n\t}\n\n\tlet denom = 1;\n\n\tfor ( let j = 2; j <= i; ++ j ) {\n\n\t\tdenom *= j;\n\n\t}\n\n\tfor ( let j = 2; j <= k - i; ++ j ) {\n\n\t\tdenom *= j;\n\n\t}\n\n\treturn nom / denom;\n\n}\n\n\n/*\nCalculate derivatives (0-nd) of rational curve. See The NURBS Book, page 127, algorithm A4.2.\n\nPders : result of function calcBSplineDerivatives\n\nreturns array with derivatives for rational curve.\n*/\nfunction calcRationalCurveDerivatives( Pders ) {\n\n\tconst nd = Pders.length;\n\tconst Aders = [];\n\tconst wders = [];\n\n\tfor ( let i = 0; i < nd; ++ i ) {\n\n\t\tconst point = Pders[ i ];\n\t\tAders[ i ] = new Vector3( point.x, point.y, point.z );\n\t\twders[ i ] = point.w;\n\n\t}\n\n\tconst CK = [];\n\n\tfor ( let k = 0; k < nd; ++ k ) {\n\n\t\tconst v = Aders[ k ].clone();\n\n\t\tfor ( let i = 1; i <= k; ++ i ) {\n\n\t\t\tv.sub( CK[ k - i ].clone().multiplyScalar( calcKoverI( k, i ) * wders[ i ] ) );\n\n\t\t}\n\n\t\tCK[ k ] = v.divideScalar( wders[ 0 ] );\n\n\t}\n\n\treturn CK;\n\n}\n\n\n/*\nCalculate NURBS curve derivatives. See The NURBS Book, page 127, algorithm A4.2.\n\np  : degree\nU  : knot vector\nP  : control points in homogeneous space\nu  : parametric points\nnd : number of derivatives\n\nreturns array with derivatives.\n*/\nfunction calcNURBSDerivatives( p, U, P, u, nd ) {\n\n\tconst Pders = calcBSplineDerivatives( p, U, P, u, nd );\n\treturn calcRationalCurveDerivatives( Pders );\n\n}\n\n\n/*\nCalculate rational B-Spline surface point. See The NURBS Book, page 134, algorithm A4.3.\n\np1, p2 : degrees of B-Spline surface\nU1, U2 : knot vectors\nP      : control points (x, y, z, w)\nu, v   : parametric values\n\nreturns point for given (u, v)\n*/\nfunction calcSurfacePoint( p, q, U, V, P, u, v, target ) {\n\n\tconst uspan = findSpan( p, u, U );\n\tconst vspan = findSpan( q, v, V );\n\tconst Nu = calcBasisFunctions( uspan, u, p, U );\n\tconst Nv = calcBasisFunctions( vspan, v, q, V );\n\tconst temp = [];\n\n\tfor ( let l = 0; l <= q; ++ l ) {\n\n\t\ttemp[ l ] = new Vector4( 0, 0, 0, 0 );\n\t\tfor ( let k = 0; k <= p; ++ k ) {\n\n\t\t\tconst point = P[ uspan - p + k ][ vspan - q + l ].clone();\n\t\t\tconst w = point.w;\n\t\t\tpoint.x *= w;\n\t\t\tpoint.y *= w;\n\t\t\tpoint.z *= w;\n\t\t\ttemp[ l ].add( point.multiplyScalar( Nu[ k ] ) );\n\n\t\t}\n\n\t}\n\n\tconst Sw = new Vector4( 0, 0, 0, 0 );\n\tfor ( let l = 0; l <= q; ++ l ) {\n\n\t\tSw.add( temp[ l ].multiplyScalar( Nv[ l ] ) );\n\n\t}\n\n\tSw.divideScalar( Sw.w );\n\ttarget.set( Sw.x, Sw.y, Sw.z );\n\n}\n\n\n\nexport {\n\tfindSpan,\n\tcalcBasisFunctions,\n\tcalcBSplinePoint,\n\tcalcBasisFunctionDerivatives,\n\tcalcBSplineDerivatives,\n\tcalcKoverI,\n\tcalcRationalCurveDerivatives,\n\tcalcNURBSDerivatives,\n\tcalcSurfacePoint,\n};\n", "import {\n\tCurve,\n\tVector3,\n\tVector4\n} from 'three';\nimport * as NURBSUtils from '../curves/NURBSUtils.js';\n\n/**\n * NURBS curve object\n *\n * Derives from Curve, overriding getPoint and getTangent.\n *\n * Implementation is based on (x, y [, z=0 [, w=1]]) control points with w=weight.\n *\n **/\n\nclass NURBSCurve extends Curve {\n\n\tconstructor(\n\t\tdegree,\n\t\tknots /* array of reals */,\n\t\tcontrolPoints /* array of Vector(2|3|4) */,\n\t\tstartKnot /* index in knots */,\n\t\tendKnot /* index in knots */\n\t) {\n\n\t\tsuper();\n\n\t\tthis.degree = degree;\n\t\tthis.knots = knots;\n\t\tthis.controlPoints = [];\n\t\t// Used by periodic NURBS to remove hidden spans\n\t\tthis.startKnot = startKnot || 0;\n\t\tthis.endKnot = endKnot || ( this.knots.length - 1 );\n\n\t\tfor ( let i = 0; i < controlPoints.length; ++ i ) {\n\n\t\t\t// ensure Vector4 for control points\n\t\t\tconst point = controlPoints[ i ];\n\t\t\tthis.controlPoints[ i ] = new Vector4( point.x, point.y, point.z, point.w );\n\n\t\t}\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst u = this.knots[ this.startKnot ] + t * ( this.knots[ this.endKnot ] - this.knots[ this.startKnot ] ); // linear mapping t->u\n\n\t\t// following results in (wx, wy, wz, w) homogeneous point\n\t\tconst hpoint = NURBSUtils.calcBSplinePoint( this.degree, this.knots, this.controlPoints, u );\n\n\t\tif ( hpoint.w !== 1.0 ) {\n\n\t\t\t// project to 3D space: (wx, wy, wz, w) -> (x, y, z, 1)\n\t\t\thpoint.divideScalar( hpoint.w );\n\n\t\t}\n\n\t\treturn point.set( hpoint.x, hpoint.y, hpoint.z );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector3() ) {\n\n\t\tconst tangent = optionalTarget;\n\n\t\tconst u = this.knots[ 0 ] + t * ( this.knots[ this.knots.length - 1 ] - this.knots[ 0 ] );\n\t\tconst ders = NURBSUtils.calcNURBSDerivatives( this.degree, this.knots, this.controlPoints, u, 1 );\n\t\ttangent.copy( ders[ 1 ] ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n}\n\nexport { NURBSCurve };\n", "import {\n\tAmbientLight,\n\tAnimationClip,\n\tBone,\n\tBufferGeometry,\n\tClampToEdgeWrapping,\n\tColor,\n\tDirectionalLight,\n\tEquirectangularReflectionMapping,\n\tEuler,\n\tFileLoader,\n\tFloat32BufferAttribute,\n\tGroup,\n\tLine,\n\tLineBasicMaterial,\n\tLoader,\n\tLoaderUtils,\n\tMathUtils,\n\tMatrix3,\n\tMatrix4,\n\tMesh,\n\tMeshLambertMaterial,\n\tMeshPhongMaterial,\n\tNumberKeyframeTrack,\n\tObject3D,\n\tOrthographicCamera,\n\tPerspectiveCamera,\n\tPointLight,\n\tPropertyBinding,\n\tQuaternion,\n\tQuaternionKeyframeTrack,\n\tRepeatWrapping,\n\tSkeleton,\n\tSkinnedMesh,\n\tSpotLight,\n\tTexture,\n\tTextureLoader,\n\tUint16BufferAttribute,\n\tVector3,\n\tVector4,\n\tVectorKeyframeTrack,\n\tsRGBEncoding\n} from 'three';\nimport * as fflate from '../libs/fflate.module.js';\nimport { NURBSCurve } from '../curves/NURBSCurve.js';\n\n/**\n * Loader loads FBX file and generates Group representing FBX scene.\n * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format\n * Versions lower than this may load but will probably have errors\n *\n * Needs Support:\n *  Morph normals / blend shape normals\n *\n * FBX format references:\n * \thttps://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure\n * \thttp://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)\n *\n * \tBinary format specification:\n *\t\thttps://code.blender.org/2013/08/fbx-binary-file-format-specification/\n */\n\n\nlet fbxTree;\nlet connections;\nlet sceneGraph;\n\nclass FBXLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( buffer, path ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( FBXBuffer, path ) {\n\n\t\tif ( isFbxFormatBinary( FBXBuffer ) ) {\n\n\t\t\tfbxTree = new BinaryParser().parse( FBXBuffer );\n\n\t\t} else {\n\n\t\t\tconst FBXText = convertArrayBufferToString( FBXBuffer );\n\n\t\t\tif ( ! isFbxFormatASCII( FBXText ) ) {\n\n\t\t\t\tthrow new Error( 'THREE.FBXLoader: Unknown format.' );\n\n\t\t\t}\n\n\t\t\tif ( getFbxVersion( FBXText ) < 7000 ) {\n\n\t\t\t\tthrow new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );\n\n\t\t\t}\n\n\t\t\tfbxTree = new TextParser().parse( FBXText );\n\n\t\t}\n\n\t\t// console.log( fbxTree );\n\n\t\tconst textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );\n\n\t\treturn new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );\n\n\t}\n\n}\n\n// Parse the FBXTree object returned by the BinaryParser or TextParser and return a Group\nclass FBXTreeParser {\n\n\tconstructor( textureLoader, manager ) {\n\n\t\tthis.textureLoader = textureLoader;\n\t\tthis.manager = manager;\n\n\t}\n\n\tparse() {\n\n\t\tconnections = this.parseConnections();\n\n\t\tconst images = this.parseImages();\n\t\tconst textures = this.parseTextures( images );\n\t\tconst materials = this.parseMaterials( textures );\n\t\tconst deformers = this.parseDeformers();\n\t\tconst geometryMap = new GeometryParser().parse( deformers );\n\n\t\tthis.parseScene( deformers, geometryMap, materials );\n\n\t\treturn sceneGraph;\n\n\t}\n\n\t// Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )\n\t// and details the connection type\n\tparseConnections() {\n\n\t\tconst connectionMap = new Map();\n\n\t\tif ( 'Connections' in fbxTree ) {\n\n\t\t\tconst rawConnections = fbxTree.Connections.connections;\n\n\t\t\trawConnections.forEach( function ( rawConnection ) {\n\n\t\t\t\tconst fromID = rawConnection[ 0 ];\n\t\t\t\tconst toID = rawConnection[ 1 ];\n\t\t\t\tconst relationship = rawConnection[ 2 ];\n\n\t\t\t\tif ( ! connectionMap.has( fromID ) ) {\n\n\t\t\t\t\tconnectionMap.set( fromID, {\n\t\t\t\t\t\tparents: [],\n\t\t\t\t\t\tchildren: []\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t\tconst parentRelationship = { ID: toID, relationship: relationship };\n\t\t\t\tconnectionMap.get( fromID ).parents.push( parentRelationship );\n\n\t\t\t\tif ( ! connectionMap.has( toID ) ) {\n\n\t\t\t\t\tconnectionMap.set( toID, {\n\t\t\t\t\t\tparents: [],\n\t\t\t\t\t\tchildren: []\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t\tconst childRelationship = { ID: fromID, relationship: relationship };\n\t\t\t\tconnectionMap.get( toID ).children.push( childRelationship );\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn connectionMap;\n\n\t}\n\n\t// Parse FBXTree.Objects.Video for embedded image data\n\t// These images are connected to textures in FBXTree.Objects.Textures\n\t// via FBXTree.Connections.\n\tparseImages() {\n\n\t\tconst images = {};\n\t\tconst blobs = {};\n\n\t\tif ( 'Video' in fbxTree.Objects ) {\n\n\t\t\tconst videoNodes = fbxTree.Objects.Video;\n\n\t\t\tfor ( const nodeID in videoNodes ) {\n\n\t\t\t\tconst videoNode = videoNodes[ nodeID ];\n\n\t\t\t\tconst id = parseInt( nodeID );\n\n\t\t\t\timages[ id ] = videoNode.RelativeFilename || videoNode.Filename;\n\n\t\t\t\t// raw image data is in videoNode.Content\n\t\t\t\tif ( 'Content' in videoNode ) {\n\n\t\t\t\t\tconst arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );\n\t\t\t\t\tconst base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );\n\n\t\t\t\t\tif ( arrayBufferContent || base64Content ) {\n\n\t\t\t\t\t\tconst image = this.parseImage( videoNodes[ nodeID ] );\n\n\t\t\t\t\t\tblobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( const id in images ) {\n\n\t\t\tconst filename = images[ id ];\n\n\t\t\tif ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];\n\t\t\telse images[ id ] = images[ id ].split( '\\\\' ).pop();\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\t// Parse embedded image data in FBXTree.Video.Content\n\tparseImage( videoNode ) {\n\n\t\tconst content = videoNode.Content;\n\t\tconst fileName = videoNode.RelativeFilename || videoNode.Filename;\n\t\tconst extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();\n\n\t\tlet type;\n\n\t\tswitch ( extension ) {\n\n\t\t\tcase 'bmp':\n\n\t\t\t\ttype = 'image/bmp';\n\t\t\t\tbreak;\n\n\t\t\tcase 'jpg':\n\t\t\tcase 'jpeg':\n\n\t\t\t\ttype = 'image/jpeg';\n\t\t\t\tbreak;\n\n\t\t\tcase 'png':\n\n\t\t\t\ttype = 'image/png';\n\t\t\t\tbreak;\n\n\t\t\tcase 'tif':\n\n\t\t\t\ttype = 'image/tiff';\n\t\t\t\tbreak;\n\n\t\t\tcase 'tga':\n\n\t\t\t\tif ( this.manager.getHandler( '.tga' ) === null ) {\n\n\t\t\t\t\tconsole.warn( 'FBXLoader: TGA loader not found, skipping ', fileName );\n\n\t\t\t\t}\n\n\t\t\t\ttype = 'image/tga';\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'FBXLoader: Image type \"' + extension + '\" is not supported.' );\n\t\t\t\treturn;\n\n\t\t}\n\n\t\tif ( typeof content === 'string' ) { // ASCII format\n\n\t\t\treturn 'data:' + type + ';base64,' + content;\n\n\t\t} else { // Binary Format\n\n\t\t\tconst array = new Uint8Array( content );\n\t\t\treturn window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );\n\n\t\t}\n\n\t}\n\n\t// Parse nodes in FBXTree.Objects.Texture\n\t// These contain details such as UV scaling, cropping, rotation etc and are connected\n\t// to images in FBXTree.Objects.Video\n\tparseTextures( images ) {\n\n\t\tconst textureMap = new Map();\n\n\t\tif ( 'Texture' in fbxTree.Objects ) {\n\n\t\t\tconst textureNodes = fbxTree.Objects.Texture;\n\t\t\tfor ( const nodeID in textureNodes ) {\n\n\t\t\t\tconst texture = this.parseTexture( textureNodes[ nodeID ], images );\n\t\t\t\ttextureMap.set( parseInt( nodeID ), texture );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textureMap;\n\n\t}\n\n\t// Parse individual node in FBXTree.Objects.Texture\n\tparseTexture( textureNode, images ) {\n\n\t\tconst texture = this.loadTexture( textureNode, images );\n\n\t\ttexture.ID = textureNode.id;\n\n\t\ttexture.name = textureNode.attrName;\n\n\t\tconst wrapModeU = textureNode.WrapModeU;\n\t\tconst wrapModeV = textureNode.WrapModeV;\n\n\t\tconst valueU = wrapModeU !== undefined ? wrapModeU.value : 0;\n\t\tconst valueV = wrapModeV !== undefined ? wrapModeV.value : 0;\n\n\t\t// http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a\n\t\t// 0: repeat(default), 1: clamp\n\n\t\ttexture.wrapS = valueU === 0 ? RepeatWrapping : ClampToEdgeWrapping;\n\t\ttexture.wrapT = valueV === 0 ? RepeatWrapping : ClampToEdgeWrapping;\n\n\t\tif ( 'Scaling' in textureNode ) {\n\n\t\t\tconst values = textureNode.Scaling.value;\n\n\t\t\ttexture.repeat.x = values[ 0 ];\n\t\t\ttexture.repeat.y = values[ 1 ];\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\t// load a texture specified as a blob or data URI, or via an external URL using TextureLoader\n\tloadTexture( textureNode, images ) {\n\n\t\tlet fileName;\n\n\t\tconst currentPath = this.textureLoader.path;\n\n\t\tconst children = connections.get( textureNode.id ).children;\n\n\t\tif ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {\n\n\t\t\tfileName = images[ children[ 0 ].ID ];\n\n\t\t\tif ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {\n\n\t\t\t\tthis.textureLoader.setPath( undefined );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet texture;\n\n\t\tconst extension = textureNode.FileName.slice( - 3 ).toLowerCase();\n\n\t\tif ( extension === 'tga' ) {\n\n\t\t\tconst loader = this.manager.getHandler( '.tga' );\n\n\t\t\tif ( loader === null ) {\n\n\t\t\t\tconsole.warn( 'FBXLoader: TGA loader not found, creating placeholder texture for', textureNode.RelativeFilename );\n\t\t\t\ttexture = new Texture();\n\n\t\t\t} else {\n\n\t\t\t\tloader.setPath( this.textureLoader.path );\n\t\t\t\ttexture = loader.load( fileName );\n\n\t\t\t}\n\n\t\t} else if ( extension === 'psd' ) {\n\n\t\t\tconsole.warn( 'FBXLoader: PSD textures are not supported, creating placeholder texture for', textureNode.RelativeFilename );\n\t\t\ttexture = new Texture();\n\n\t\t} else {\n\n\t\t\ttexture = this.textureLoader.load( fileName );\n\n\t\t}\n\n\t\tthis.textureLoader.setPath( currentPath );\n\n\t\treturn texture;\n\n\t}\n\n\t// Parse nodes in FBXTree.Objects.Material\n\tparseMaterials( textureMap ) {\n\n\t\tconst materialMap = new Map();\n\n\t\tif ( 'Material' in fbxTree.Objects ) {\n\n\t\t\tconst materialNodes = fbxTree.Objects.Material;\n\n\t\t\tfor ( const nodeID in materialNodes ) {\n\n\t\t\t\tconst material = this.parseMaterial( materialNodes[ nodeID ], textureMap );\n\n\t\t\t\tif ( material !== null ) materialMap.set( parseInt( nodeID ), material );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materialMap;\n\n\t}\n\n\t// Parse single node in FBXTree.Objects.Material\n\t// Materials are connected to texture maps in FBXTree.Objects.Textures\n\t// FBX format currently only supports Lambert and Phong shading models\n\tparseMaterial( materialNode, textureMap ) {\n\n\t\tconst ID = materialNode.id;\n\t\tconst name = materialNode.attrName;\n\t\tlet type = materialNode.ShadingModel;\n\n\t\t// Case where FBX wraps shading model in property object.\n\t\tif ( typeof type === 'object' ) {\n\n\t\t\ttype = type.value;\n\n\t\t}\n\n\t\t// Ignore unused materials which don't have any connections.\n\t\tif ( ! connections.has( ID ) ) return null;\n\n\t\tconst parameters = this.parseParameters( materialNode, textureMap, ID );\n\n\t\tlet material;\n\n\t\tswitch ( type.toLowerCase() ) {\n\n\t\t\tcase 'phong':\n\t\t\t\tmaterial = new MeshPhongMaterial();\n\t\t\t\tbreak;\n\t\t\tcase 'lambert':\n\t\t\t\tmaterial = new MeshLambertMaterial();\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.FBXLoader: unknown material type \"%s\". Defaulting to MeshPhongMaterial.', type );\n\t\t\t\tmaterial = new MeshPhongMaterial();\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tmaterial.setValues( parameters );\n\t\tmaterial.name = name;\n\n\t\treturn material;\n\n\t}\n\n\t// Parse FBX material and return parameters suitable for a three.js material\n\t// Also parse the texture map and return any textures associated with the material\n\tparseParameters( materialNode, textureMap, ID ) {\n\n\t\tconst parameters = {};\n\n\t\tif ( materialNode.BumpFactor ) {\n\n\t\t\tparameters.bumpScale = materialNode.BumpFactor.value;\n\n\t\t}\n\n\t\tif ( materialNode.Diffuse ) {\n\n\t\t\tparameters.color = new Color().fromArray( materialNode.Diffuse.value );\n\n\t\t} else if ( materialNode.DiffuseColor && ( materialNode.DiffuseColor.type === 'Color' || materialNode.DiffuseColor.type === 'ColorRGB' ) ) {\n\n\t\t\t// The blender exporter exports diffuse here instead of in materialNode.Diffuse\n\t\t\tparameters.color = new Color().fromArray( materialNode.DiffuseColor.value );\n\n\t\t}\n\n\t\tif ( materialNode.DisplacementFactor ) {\n\n\t\t\tparameters.displacementScale = materialNode.DisplacementFactor.value;\n\n\t\t}\n\n\t\tif ( materialNode.Emissive ) {\n\n\t\t\tparameters.emissive = new Color().fromArray( materialNode.Emissive.value );\n\n\t\t} else if ( materialNode.EmissiveColor && ( materialNode.EmissiveColor.type === 'Color' || materialNode.EmissiveColor.type === 'ColorRGB' ) ) {\n\n\t\t\t// The blender exporter exports emissive color here instead of in materialNode.Emissive\n\t\t\tparameters.emissive = new Color().fromArray( materialNode.EmissiveColor.value );\n\n\t\t}\n\n\t\tif ( materialNode.EmissiveFactor ) {\n\n\t\t\tparameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );\n\n\t\t}\n\n\t\tif ( materialNode.Opacity ) {\n\n\t\t\tparameters.opacity = parseFloat( materialNode.Opacity.value );\n\n\t\t}\n\n\t\tif ( parameters.opacity < 1.0 ) {\n\n\t\t\tparameters.transparent = true;\n\n\t\t}\n\n\t\tif ( materialNode.ReflectionFactor ) {\n\n\t\t\tparameters.reflectivity = materialNode.ReflectionFactor.value;\n\n\t\t}\n\n\t\tif ( materialNode.Shininess ) {\n\n\t\t\tparameters.shininess = materialNode.Shininess.value;\n\n\t\t}\n\n\t\tif ( materialNode.Specular ) {\n\n\t\t\tparameters.specular = new Color().fromArray( materialNode.Specular.value );\n\n\t\t} else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {\n\n\t\t\t// The blender exporter exports specular color here instead of in materialNode.Specular\n\t\t\tparameters.specular = new Color().fromArray( materialNode.SpecularColor.value );\n\n\t\t}\n\n\t\tconst scope = this;\n\t\tconnections.get( ID ).children.forEach( function ( child ) {\n\n\t\t\tconst type = child.relationship;\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 'Bump':\n\t\t\t\t\tparameters.bumpMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Maya|TEX_ao_map':\n\t\t\t\t\tparameters.aoMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'DiffuseColor':\n\t\t\t\tcase 'Maya|TEX_color_map':\n\t\t\t\t\tparameters.map = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tif ( parameters.map !== undefined ) {\n\n\t\t\t\t\t\tparameters.map.encoding = sRGBEncoding;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'DisplacementColor':\n\t\t\t\t\tparameters.displacementMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'EmissiveColor':\n\t\t\t\t\tparameters.emissiveMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tif ( parameters.emissiveMap !== undefined ) {\n\n\t\t\t\t\t\tparameters.emissiveMap.encoding = sRGBEncoding;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'NormalMap':\n\t\t\t\tcase 'Maya|TEX_normal_map':\n\t\t\t\t\tparameters.normalMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'ReflectionColor':\n\t\t\t\t\tparameters.envMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tif ( parameters.envMap !== undefined ) {\n\n\t\t\t\t\t\tparameters.envMap.mapping = EquirectangularReflectionMapping;\n\t\t\t\t\t\tparameters.envMap.encoding = sRGBEncoding;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpecularColor':\n\t\t\t\t\tparameters.specularMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tif ( parameters.specularMap !== undefined ) {\n\n\t\t\t\t\t\tparameters.specularMap.encoding = sRGBEncoding;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'TransparentColor':\n\t\t\t\tcase 'TransparencyFactor':\n\t\t\t\t\tparameters.alphaMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tparameters.transparent = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'AmbientColor':\n\t\t\t\tcase 'ShininessExponent': // AKA glossiness map\n\t\t\t\tcase 'SpecularFactor': // AKA specularLevel\n\t\t\t\tcase 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor\n\t\t\t\tdefault:\n\t\t\t\t\tconsole.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn parameters;\n\n\t}\n\n\t// get a texture from the textureMap for use by a material.\n\tgetTexture( textureMap, id ) {\n\n\t\t// if the texture is a layered texture, just use the first layer and issue a warning\n\t\tif ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {\n\n\t\t\tconsole.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );\n\t\t\tid = connections.get( id ).children[ 0 ].ID;\n\n\t\t}\n\n\t\treturn textureMap.get( id );\n\n\t}\n\n\t// Parse nodes in FBXTree.Objects.Deformer\n\t// Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here\n\t// Generates map of Skeleton-like objects for use later when generating and binding skeletons.\n\tparseDeformers() {\n\n\t\tconst skeletons = {};\n\t\tconst morphTargets = {};\n\n\t\tif ( 'Deformer' in fbxTree.Objects ) {\n\n\t\t\tconst DeformerNodes = fbxTree.Objects.Deformer;\n\n\t\t\tfor ( const nodeID in DeformerNodes ) {\n\n\t\t\t\tconst deformerNode = DeformerNodes[ nodeID ];\n\n\t\t\t\tconst relationships = connections.get( parseInt( nodeID ) );\n\n\t\t\t\tif ( deformerNode.attrType === 'Skin' ) {\n\n\t\t\t\t\tconst skeleton = this.parseSkeleton( relationships, DeformerNodes );\n\t\t\t\t\tskeleton.ID = nodeID;\n\n\t\t\t\t\tif ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );\n\t\t\t\t\tskeleton.geometryID = relationships.parents[ 0 ].ID;\n\n\t\t\t\t\tskeletons[ nodeID ] = skeleton;\n\n\t\t\t\t} else if ( deformerNode.attrType === 'BlendShape' ) {\n\n\t\t\t\t\tconst morphTarget = {\n\t\t\t\t\t\tid: nodeID,\n\t\t\t\t\t};\n\n\t\t\t\t\tmorphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );\n\t\t\t\t\tmorphTarget.id = nodeID;\n\n\t\t\t\t\tif ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );\n\n\t\t\t\t\tmorphTargets[ nodeID ] = morphTarget;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\n\t\t\tskeletons: skeletons,\n\t\t\tmorphTargets: morphTargets,\n\n\t\t};\n\n\t}\n\n\t// Parse single nodes in FBXTree.Objects.Deformer\n\t// The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'\n\t// Each skin node represents a skeleton and each cluster node represents a bone\n\tparseSkeleton( relationships, deformerNodes ) {\n\n\t\tconst rawBones = [];\n\n\t\trelationships.children.forEach( function ( child ) {\n\n\t\t\tconst boneNode = deformerNodes[ child.ID ];\n\n\t\t\tif ( boneNode.attrType !== 'Cluster' ) return;\n\n\t\t\tconst rawBone = {\n\n\t\t\t\tID: child.ID,\n\t\t\t\tindices: [],\n\t\t\t\tweights: [],\n\t\t\t\ttransformLink: new Matrix4().fromArray( boneNode.TransformLink.a ),\n\t\t\t\t// transform: new Matrix4().fromArray( boneNode.Transform.a ),\n\t\t\t\t// linkMode: boneNode.Mode,\n\n\t\t\t};\n\n\t\t\tif ( 'Indexes' in boneNode ) {\n\n\t\t\t\trawBone.indices = boneNode.Indexes.a;\n\t\t\t\trawBone.weights = boneNode.Weights.a;\n\n\t\t\t}\n\n\t\t\trawBones.push( rawBone );\n\n\t\t} );\n\n\t\treturn {\n\n\t\t\trawBones: rawBones,\n\t\t\tbones: []\n\n\t\t};\n\n\t}\n\n\t// The top level morph deformer node has type \"BlendShape\" and sub nodes have type \"BlendShapeChannel\"\n\tparseMorphTargets( relationships, deformerNodes ) {\n\n\t\tconst rawMorphTargets = [];\n\n\t\tfor ( let i = 0; i < relationships.children.length; i ++ ) {\n\n\t\t\tconst child = relationships.children[ i ];\n\n\t\t\tconst morphTargetNode = deformerNodes[ child.ID ];\n\n\t\t\tconst rawMorphTarget = {\n\n\t\t\t\tname: morphTargetNode.attrName,\n\t\t\t\tinitialWeight: morphTargetNode.DeformPercent,\n\t\t\t\tid: morphTargetNode.id,\n\t\t\t\tfullWeights: morphTargetNode.FullWeights.a\n\n\t\t\t};\n\n\t\t\tif ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;\n\n\t\t\trawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {\n\n\t\t\t\treturn child.relationship === undefined;\n\n\t\t\t} )[ 0 ].ID;\n\n\t\t\trawMorphTargets.push( rawMorphTarget );\n\n\t\t}\n\n\t\treturn rawMorphTargets;\n\n\t}\n\n\t// create the main Group() to be returned by the loader\n\tparseScene( deformers, geometryMap, materialMap ) {\n\n\t\tsceneGraph = new Group();\n\n\t\tconst modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );\n\n\t\tconst modelNodes = fbxTree.Objects.Model;\n\n\t\tconst scope = this;\n\t\tmodelMap.forEach( function ( model ) {\n\n\t\t\tconst modelNode = modelNodes[ model.ID ];\n\t\t\tscope.setLookAtProperties( model, modelNode );\n\n\t\t\tconst parentConnections = connections.get( model.ID ).parents;\n\n\t\t\tparentConnections.forEach( function ( connection ) {\n\n\t\t\t\tconst parent = modelMap.get( connection.ID );\n\t\t\t\tif ( parent !== undefined ) parent.add( model );\n\n\t\t\t} );\n\n\t\t\tif ( model.parent === null ) {\n\n\t\t\t\tsceneGraph.add( model );\n\n\t\t\t}\n\n\n\t\t} );\n\n\t\tthis.bindSkeleton( deformers.skeletons, geometryMap, modelMap );\n\n\t\tthis.createAmbientLight();\n\n\t\tsceneGraph.traverse( function ( node ) {\n\n\t\t\tif ( node.userData.transformData ) {\n\n\t\t\t\tif ( node.parent ) {\n\n\t\t\t\t\tnode.userData.transformData.parentMatrix = node.parent.matrix;\n\t\t\t\t\tnode.userData.transformData.parentMatrixWorld = node.parent.matrixWorld;\n\n\t\t\t\t}\n\n\t\t\t\tconst transform = generateTransform( node.userData.transformData );\n\n\t\t\t\tnode.applyMatrix4( transform );\n\t\t\t\tnode.updateWorldMatrix();\n\n\t\t\t}\n\n\t\t} );\n\n\t\tconst animations = new AnimationParser().parse();\n\n\t\t// if all the models where already combined in a single group, just return that\n\t\tif ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {\n\n\t\t\tsceneGraph.children[ 0 ].animations = animations;\n\t\t\tsceneGraph = sceneGraph.children[ 0 ];\n\n\t\t}\n\n\t\tsceneGraph.animations = animations;\n\n\t}\n\n\t// parse nodes in FBXTree.Objects.Model\n\tparseModels( skeletons, geometryMap, materialMap ) {\n\n\t\tconst modelMap = new Map();\n\t\tconst modelNodes = fbxTree.Objects.Model;\n\n\t\tfor ( const nodeID in modelNodes ) {\n\n\t\t\tconst id = parseInt( nodeID );\n\t\t\tconst node = modelNodes[ nodeID ];\n\t\t\tconst relationships = connections.get( id );\n\n\t\t\tlet model = this.buildSkeleton( relationships, skeletons, id, node.attrName );\n\n\t\t\tif ( ! model ) {\n\n\t\t\t\tswitch ( node.attrType ) {\n\n\t\t\t\t\tcase 'Camera':\n\t\t\t\t\t\tmodel = this.createCamera( relationships );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'Light':\n\t\t\t\t\t\tmodel = this.createLight( relationships );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'Mesh':\n\t\t\t\t\t\tmodel = this.createMesh( relationships, geometryMap, materialMap );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'NurbsCurve':\n\t\t\t\t\t\tmodel = this.createCurve( relationships, geometryMap );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'LimbNode':\n\t\t\t\t\tcase 'Root':\n\t\t\t\t\t\tmodel = new Bone();\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'Null':\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmodel = new Group();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tmodel.name = node.attrName ? PropertyBinding.sanitizeNodeName( node.attrName ) : '';\n\n\t\t\t\tmodel.ID = id;\n\n\t\t\t}\n\n\t\t\tthis.getTransformData( model, node );\n\t\t\tmodelMap.set( id, model );\n\n\t\t}\n\n\t\treturn modelMap;\n\n\t}\n\n\tbuildSkeleton( relationships, skeletons, id, name ) {\n\n\t\tlet bone = null;\n\n\t\trelationships.parents.forEach( function ( parent ) {\n\n\t\t\tfor ( const ID in skeletons ) {\n\n\t\t\t\tconst skeleton = skeletons[ ID ];\n\n\t\t\t\tskeleton.rawBones.forEach( function ( rawBone, i ) {\n\n\t\t\t\t\tif ( rawBone.ID === parent.ID ) {\n\n\t\t\t\t\t\tconst subBone = bone;\n\t\t\t\t\t\tbone = new Bone();\n\n\t\t\t\t\t\tbone.matrixWorld.copy( rawBone.transformLink );\n\n\t\t\t\t\t\t// set name and id here - otherwise in cases where \"subBone\" is created it will not have a name / id\n\n\t\t\t\t\t\tbone.name = name ? PropertyBinding.sanitizeNodeName( name ) : '';\n\t\t\t\t\t\tbone.ID = id;\n\n\t\t\t\t\t\tskeleton.bones[ i ] = bone;\n\n\t\t\t\t\t\t// In cases where a bone is shared between multiple meshes\n\t\t\t\t\t\t// duplicate the bone here and and it as a child of the first bone\n\t\t\t\t\t\tif ( subBone !== null ) {\n\n\t\t\t\t\t\t\tbone.add( subBone );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn bone;\n\n\t}\n\n\t// create a PerspectiveCamera or OrthographicCamera\n\tcreateCamera( relationships ) {\n\n\t\tlet model;\n\t\tlet cameraAttribute;\n\n\t\trelationships.children.forEach( function ( child ) {\n\n\t\t\tconst attr = fbxTree.Objects.NodeAttribute[ child.ID ];\n\n\t\t\tif ( attr !== undefined ) {\n\n\t\t\t\tcameraAttribute = attr;\n\n\t\t\t}\n\n\t\t} );\n\n\t\tif ( cameraAttribute === undefined ) {\n\n\t\t\tmodel = new Object3D();\n\n\t\t} else {\n\n\t\t\tlet type = 0;\n\t\t\tif ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {\n\n\t\t\t\ttype = 1;\n\n\t\t\t}\n\n\t\t\tlet nearClippingPlane = 1;\n\t\t\tif ( cameraAttribute.NearPlane !== undefined ) {\n\n\t\t\t\tnearClippingPlane = cameraAttribute.NearPlane.value / 1000;\n\n\t\t\t}\n\n\t\t\tlet farClippingPlane = 1000;\n\t\t\tif ( cameraAttribute.FarPlane !== undefined ) {\n\n\t\t\t\tfarClippingPlane = cameraAttribute.FarPlane.value / 1000;\n\n\t\t\t}\n\n\n\t\t\tlet width = window.innerWidth;\n\t\t\tlet height = window.innerHeight;\n\n\t\t\tif ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {\n\n\t\t\t\twidth = cameraAttribute.AspectWidth.value;\n\t\t\t\theight = cameraAttribute.AspectHeight.value;\n\n\t\t\t}\n\n\t\t\tconst aspect = width / height;\n\n\t\t\tlet fov = 45;\n\t\t\tif ( cameraAttribute.FieldOfView !== undefined ) {\n\n\t\t\t\tfov = cameraAttribute.FieldOfView.value;\n\n\t\t\t}\n\n\t\t\tconst focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 0: // Perspective\n\t\t\t\t\tmodel = new PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );\n\t\t\t\t\tif ( focalLength !== null ) model.setFocalLength( focalLength );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 1: // Orthographic\n\t\t\t\t\tmodel = new OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tconsole.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );\n\t\t\t\t\tmodel = new Object3D();\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn model;\n\n\t}\n\n\t// Create a DirectionalLight, PointLight or SpotLight\n\tcreateLight( relationships ) {\n\n\t\tlet model;\n\t\tlet lightAttribute;\n\n\t\trelationships.children.forEach( function ( child ) {\n\n\t\t\tconst attr = fbxTree.Objects.NodeAttribute[ child.ID ];\n\n\t\t\tif ( attr !== undefined ) {\n\n\t\t\t\tlightAttribute = attr;\n\n\t\t\t}\n\n\t\t} );\n\n\t\tif ( lightAttribute === undefined ) {\n\n\t\t\tmodel = new Object3D();\n\n\t\t} else {\n\n\t\t\tlet type;\n\n\t\t\t// LightType can be undefined for Point lights\n\t\t\tif ( lightAttribute.LightType === undefined ) {\n\n\t\t\t\ttype = 0;\n\n\t\t\t} else {\n\n\t\t\t\ttype = lightAttribute.LightType.value;\n\n\t\t\t}\n\n\t\t\tlet color = 0xffffff;\n\n\t\t\tif ( lightAttribute.Color !== undefined ) {\n\n\t\t\t\tcolor = new Color().fromArray( lightAttribute.Color.value );\n\n\t\t\t}\n\n\t\t\tlet intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;\n\n\t\t\t// light disabled\n\t\t\tif ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {\n\n\t\t\t\tintensity = 0;\n\n\t\t\t}\n\n\t\t\tlet distance = 0;\n\t\t\tif ( lightAttribute.FarAttenuationEnd !== undefined ) {\n\n\t\t\t\tif ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {\n\n\t\t\t\t\tdistance = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdistance = lightAttribute.FarAttenuationEnd.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?\n\t\t\tconst decay = 1;\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 0: // Point\n\t\t\t\t\tmodel = new PointLight( color, intensity, distance, decay );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 1: // Directional\n\t\t\t\t\tmodel = new DirectionalLight( color, intensity );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 2: // Spot\n\t\t\t\t\tlet angle = Math.PI / 3;\n\n\t\t\t\t\tif ( lightAttribute.InnerAngle !== undefined ) {\n\n\t\t\t\t\t\tangle = MathUtils.degToRad( lightAttribute.InnerAngle.value );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlet penumbra = 0;\n\t\t\t\t\tif ( lightAttribute.OuterAngle !== undefined ) {\n\n\t\t\t\t\t\t// TODO: this is not correct - FBX calculates outer and inner angle in degrees\n\t\t\t\t\t\t// with OuterAngle > InnerAngle && OuterAngle <= Math.PI\n\t\t\t\t\t\t// while three.js uses a penumbra between (0, 1) to attenuate the inner angle\n\t\t\t\t\t\tpenumbra = MathUtils.degToRad( lightAttribute.OuterAngle.value );\n\t\t\t\t\t\tpenumbra = Math.max( penumbra, 1 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmodel = new SpotLight( color, intensity, distance, angle, penumbra, decay );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tconsole.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a PointLight.' );\n\t\t\t\t\tmodel = new PointLight( color, intensity );\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {\n\n\t\t\t\tmodel.castShadow = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn model;\n\n\t}\n\n\tcreateMesh( relationships, geometryMap, materialMap ) {\n\n\t\tlet model;\n\t\tlet geometry = null;\n\t\tlet material = null;\n\t\tconst materials = [];\n\n\t\t// get geometry and materials(s) from connections\n\t\trelationships.children.forEach( function ( child ) {\n\n\t\t\tif ( geometryMap.has( child.ID ) ) {\n\n\t\t\t\tgeometry = geometryMap.get( child.ID );\n\n\t\t\t}\n\n\t\t\tif ( materialMap.has( child.ID ) ) {\n\n\t\t\t\tmaterials.push( materialMap.get( child.ID ) );\n\n\t\t\t}\n\n\t\t} );\n\n\t\tif ( materials.length > 1 ) {\n\n\t\t\tmaterial = materials;\n\n\t\t} else if ( materials.length > 0 ) {\n\n\t\t\tmaterial = materials[ 0 ];\n\n\t\t} else {\n\n\t\t\tmaterial = new MeshPhongMaterial( { color: 0xcccccc } );\n\t\t\tmaterials.push( material );\n\n\t\t}\n\n\t\tif ( 'color' in geometry.attributes ) {\n\n\t\t\tmaterials.forEach( function ( material ) {\n\n\t\t\t\tmaterial.vertexColors = true;\n\n\t\t\t} );\n\n\t\t}\n\n\t\tif ( geometry.FBX_Deformer ) {\n\n\t\t\tmodel = new SkinnedMesh( geometry, material );\n\t\t\tmodel.normalizeSkinWeights();\n\n\t\t} else {\n\n\t\t\tmodel = new Mesh( geometry, material );\n\n\t\t}\n\n\t\treturn model;\n\n\t}\n\n\tcreateCurve( relationships, geometryMap ) {\n\n\t\tconst geometry = relationships.children.reduce( function ( geo, child ) {\n\n\t\t\tif ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );\n\n\t\t\treturn geo;\n\n\t\t}, null );\n\n\t\t// FBX does not list materials for Nurbs lines, so we'll just put our own in here.\n\t\tconst material = new LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );\n\t\treturn new Line( geometry, material );\n\n\t}\n\n\t// parse the model node for transform data\n\tgetTransformData( model, modelNode ) {\n\n\t\tconst transformData = {};\n\n\t\tif ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );\n\n\t\tif ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );\n\t\telse transformData.eulerOrder = 'ZYX';\n\n\t\tif ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;\n\n\t\tif ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;\n\t\tif ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;\n\t\tif ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;\n\n\t\tif ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;\n\n\t\tif ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;\n\t\tif ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;\n\n\t\tif ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;\n\t\tif ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;\n\n\t\tmodel.userData.transformData = transformData;\n\n\t}\n\n\tsetLookAtProperties( model, modelNode ) {\n\n\t\tif ( 'LookAtProperty' in modelNode ) {\n\n\t\t\tconst children = connections.get( model.ID ).children;\n\n\t\t\tchildren.forEach( function ( child ) {\n\n\t\t\t\tif ( child.relationship === 'LookAtProperty' ) {\n\n\t\t\t\t\tconst lookAtTarget = fbxTree.Objects.Model[ child.ID ];\n\n\t\t\t\t\tif ( 'Lcl_Translation' in lookAtTarget ) {\n\n\t\t\t\t\t\tconst pos = lookAtTarget.Lcl_Translation.value;\n\n\t\t\t\t\t\t// DirectionalLight, SpotLight\n\t\t\t\t\t\tif ( model.target !== undefined ) {\n\n\t\t\t\t\t\t\tmodel.target.position.fromArray( pos );\n\t\t\t\t\t\t\tsceneGraph.add( model.target );\n\n\t\t\t\t\t\t} else { // Cameras and other Object3Ds\n\n\t\t\t\t\t\t\tmodel.lookAt( new Vector3().fromArray( pos ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\tbindSkeleton( skeletons, geometryMap, modelMap ) {\n\n\t\tconst bindMatrices = this.parsePoseNodes();\n\n\t\tfor ( const ID in skeletons ) {\n\n\t\t\tconst skeleton = skeletons[ ID ];\n\n\t\t\tconst parents = connections.get( parseInt( skeleton.ID ) ).parents;\n\n\t\t\tparents.forEach( function ( parent ) {\n\n\t\t\t\tif ( geometryMap.has( parent.ID ) ) {\n\n\t\t\t\t\tconst geoID = parent.ID;\n\t\t\t\t\tconst geoRelationships = connections.get( geoID );\n\n\t\t\t\t\tgeoRelationships.parents.forEach( function ( geoConnParent ) {\n\n\t\t\t\t\t\tif ( modelMap.has( geoConnParent.ID ) ) {\n\n\t\t\t\t\t\t\tconst model = modelMap.get( geoConnParent.ID );\n\n\t\t\t\t\t\t\tmodel.bind( new Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\tparsePoseNodes() {\n\n\t\tconst bindMatrices = {};\n\n\t\tif ( 'Pose' in fbxTree.Objects ) {\n\n\t\t\tconst BindPoseNode = fbxTree.Objects.Pose;\n\n\t\t\tfor ( const nodeID in BindPoseNode ) {\n\n\t\t\t\tif ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {\n\n\t\t\t\t\tconst poseNodes = BindPoseNode[ nodeID ].PoseNode;\n\n\t\t\t\t\tif ( Array.isArray( poseNodes ) ) {\n\n\t\t\t\t\t\tposeNodes.forEach( function ( poseNode ) {\n\n\t\t\t\t\t\t\tbindMatrices[ poseNode.Node ] = new Matrix4().fromArray( poseNode.Matrix.a );\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tbindMatrices[ poseNodes.Node ] = new Matrix4().fromArray( poseNodes.Matrix.a );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn bindMatrices;\n\n\t}\n\n\t// Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light\n\tcreateAmbientLight() {\n\n\t\tif ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {\n\n\t\t\tconst ambientColor = fbxTree.GlobalSettings.AmbientColor.value;\n\t\t\tconst r = ambientColor[ 0 ];\n\t\t\tconst g = ambientColor[ 1 ];\n\t\t\tconst b = ambientColor[ 2 ];\n\n\t\t\tif ( r !== 0 || g !== 0 || b !== 0 ) {\n\n\t\t\t\tconst color = new Color( r, g, b );\n\t\t\t\tsceneGraph.add( new AmbientLight( color, 1 ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\n// parse Geometry data from FBXTree and return map of BufferGeometries\nclass GeometryParser {\n\n\t// Parse nodes in FBXTree.Objects.Geometry\n\tparse( deformers ) {\n\n\t\tconst geometryMap = new Map();\n\n\t\tif ( 'Geometry' in fbxTree.Objects ) {\n\n\t\t\tconst geoNodes = fbxTree.Objects.Geometry;\n\n\t\t\tfor ( const nodeID in geoNodes ) {\n\n\t\t\t\tconst relationships = connections.get( parseInt( nodeID ) );\n\t\t\t\tconst geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );\n\n\t\t\t\tgeometryMap.set( parseInt( nodeID ), geo );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometryMap;\n\n\t}\n\n\t// Parse single node in FBXTree.Objects.Geometry\n\tparseGeometry( relationships, geoNode, deformers ) {\n\n\t\tswitch ( geoNode.attrType ) {\n\n\t\t\tcase 'Mesh':\n\t\t\t\treturn this.parseMeshGeometry( relationships, geoNode, deformers );\n\t\t\t\tbreak;\n\n\t\t\tcase 'NurbsCurve':\n\t\t\t\treturn this.parseNurbsGeometry( geoNode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\t// Parse single node mesh geometry in FBXTree.Objects.Geometry\n\tparseMeshGeometry( relationships, geoNode, deformers ) {\n\n\t\tconst skeletons = deformers.skeletons;\n\t\tconst morphTargets = [];\n\n\t\tconst modelNodes = relationships.parents.map( function ( parent ) {\n\n\t\t\treturn fbxTree.Objects.Model[ parent.ID ];\n\n\t\t} );\n\n\t\t// don't create geometry if it is not associated with any models\n\t\tif ( modelNodes.length === 0 ) return;\n\n\t\tconst skeleton = relationships.children.reduce( function ( skeleton, child ) {\n\n\t\t\tif ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];\n\n\t\t\treturn skeleton;\n\n\t\t}, null );\n\n\t\trelationships.children.forEach( function ( child ) {\n\n\t\t\tif ( deformers.morphTargets[ child.ID ] !== undefined ) {\n\n\t\t\t\tmorphTargets.push( deformers.morphTargets[ child.ID ] );\n\n\t\t\t}\n\n\t\t} );\n\n\t\t// Assume one model and get the preRotation from that\n\t\t// if there is more than one model associated with the geometry this may cause problems\n\t\tconst modelNode = modelNodes[ 0 ];\n\n\t\tconst transformData = {};\n\n\t\tif ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );\n\t\tif ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );\n\n\t\tif ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;\n\t\tif ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;\n\t\tif ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;\n\n\t\tconst transform = generateTransform( transformData );\n\n\t\treturn this.genGeometry( geoNode, skeleton, morphTargets, transform );\n\n\t}\n\n\t// Generate a BufferGeometry from a node in FBXTree.Objects.Geometry\n\tgenGeometry( geoNode, skeleton, morphTargets, preTransform ) {\n\n\t\tconst geo = new BufferGeometry();\n\t\tif ( geoNode.attrName ) geo.name = geoNode.attrName;\n\n\t\tconst geoInfo = this.parseGeoNode( geoNode, skeleton );\n\t\tconst buffers = this.genBuffers( geoInfo );\n\n\t\tconst positionAttribute = new Float32BufferAttribute( buffers.vertex, 3 );\n\n\t\tpositionAttribute.applyMatrix4( preTransform );\n\n\t\tgeo.setAttribute( 'position', positionAttribute );\n\n\t\tif ( buffers.colors.length > 0 ) {\n\n\t\t\tgeo.setAttribute( 'color', new Float32BufferAttribute( buffers.colors, 3 ) );\n\n\t\t}\n\n\t\tif ( skeleton ) {\n\n\t\t\tgeo.setAttribute( 'skinIndex', new Uint16BufferAttribute( buffers.weightsIndices, 4 ) );\n\n\t\t\tgeo.setAttribute( 'skinWeight', new Float32BufferAttribute( buffers.vertexWeights, 4 ) );\n\n\t\t\t// used later to bind the skeleton to the model\n\t\t\tgeo.FBX_Deformer = skeleton;\n\n\t\t}\n\n\t\tif ( buffers.normal.length > 0 ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( preTransform );\n\n\t\t\tconst normalAttribute = new Float32BufferAttribute( buffers.normal, 3 );\n\t\t\tnormalAttribute.applyNormalMatrix( normalMatrix );\n\n\t\t\tgeo.setAttribute( 'normal', normalAttribute );\n\n\t\t}\n\n\t\tbuffers.uvs.forEach( function ( uvBuffer, i ) {\n\n\t\t\t// subsequent uv buffers are called 'uv1', 'uv2', ...\n\t\t\tlet name = 'uv' + ( i + 1 ).toString();\n\n\t\t\t// the first uv buffer is just called 'uv'\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\tname = 'uv';\n\n\t\t\t}\n\n\t\t\tgeo.setAttribute( name, new Float32BufferAttribute( buffers.uvs[ i ], 2 ) );\n\n\t\t} );\n\n\t\tif ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {\n\n\t\t\t// Convert the material indices of each vertex into rendering groups on the geometry.\n\t\t\tlet prevMaterialIndex = buffers.materialIndex[ 0 ];\n\t\t\tlet startIndex = 0;\n\n\t\t\tbuffers.materialIndex.forEach( function ( currentIndex, i ) {\n\n\t\t\t\tif ( currentIndex !== prevMaterialIndex ) {\n\n\t\t\t\t\tgeo.addGroup( startIndex, i - startIndex, prevMaterialIndex );\n\n\t\t\t\t\tprevMaterialIndex = currentIndex;\n\t\t\t\t\tstartIndex = i;\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\t// the loop above doesn't add the last group, do that here.\n\t\t\tif ( geo.groups.length > 0 ) {\n\n\t\t\t\tconst lastGroup = geo.groups[ geo.groups.length - 1 ];\n\t\t\t\tconst lastIndex = lastGroup.start + lastGroup.count;\n\n\t\t\t\tif ( lastIndex !== buffers.materialIndex.length ) {\n\n\t\t\t\t\tgeo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// case where there are multiple materials but the whole geometry is only\n\t\t\t// using one of them\n\t\t\tif ( geo.groups.length === 0 ) {\n\n\t\t\t\tgeo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.addMorphTargets( geo, geoNode, morphTargets, preTransform );\n\n\t\treturn geo;\n\n\t}\n\n\tparseGeoNode( geoNode, skeleton ) {\n\n\t\tconst geoInfo = {};\n\n\t\tgeoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];\n\t\tgeoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];\n\n\t\tif ( geoNode.LayerElementColor ) {\n\n\t\t\tgeoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );\n\n\t\t}\n\n\t\tif ( geoNode.LayerElementMaterial ) {\n\n\t\t\tgeoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );\n\n\t\t}\n\n\t\tif ( geoNode.LayerElementNormal ) {\n\n\t\t\tgeoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );\n\n\t\t}\n\n\t\tif ( geoNode.LayerElementUV ) {\n\n\t\t\tgeoInfo.uv = [];\n\n\t\t\tlet i = 0;\n\t\t\twhile ( geoNode.LayerElementUV[ i ] ) {\n\n\t\t\t\tif ( geoNode.LayerElementUV[ i ].UV ) {\n\n\t\t\t\t\tgeoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\ti ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeoInfo.weightTable = {};\n\n\t\tif ( skeleton !== null ) {\n\n\t\t\tgeoInfo.skeleton = skeleton;\n\n\t\t\tskeleton.rawBones.forEach( function ( rawBone, i ) {\n\n\t\t\t\t// loop over the bone's vertex indices and weights\n\t\t\t\trawBone.indices.forEach( function ( index, j ) {\n\n\t\t\t\t\tif ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];\n\n\t\t\t\t\tgeoInfo.weightTable[ index ].push( {\n\n\t\t\t\t\t\tid: i,\n\t\t\t\t\t\tweight: rawBone.weights[ j ],\n\n\t\t\t\t\t} );\n\n\t\t\t\t} );\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn geoInfo;\n\n\t}\n\n\tgenBuffers( geoInfo ) {\n\n\t\tconst buffers = {\n\t\t\tvertex: [],\n\t\t\tnormal: [],\n\t\t\tcolors: [],\n\t\t\tuvs: [],\n\t\t\tmaterialIndex: [],\n\t\t\tvertexWeights: [],\n\t\t\tweightsIndices: [],\n\t\t};\n\n\t\tlet polygonIndex = 0;\n\t\tlet faceLength = 0;\n\t\tlet displayedWeightsWarning = false;\n\n\t\t// these will hold data for a single face\n\t\tlet facePositionIndexes = [];\n\t\tlet faceNormals = [];\n\t\tlet faceColors = [];\n\t\tlet faceUVs = [];\n\t\tlet faceWeights = [];\n\t\tlet faceWeightIndices = [];\n\n\t\tconst scope = this;\n\t\tgeoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {\n\n\t\t\tlet materialIndex;\n\t\t\tlet endOfFace = false;\n\n\t\t\t// Face index and vertex index arrays are combined in a single array\n\t\t\t// A cube with quad faces looks like this:\n\t\t\t// PolygonVertexIndex: *24 {\n\t\t\t//  a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5\n\t\t\t//  }\n\t\t\t// Negative numbers mark the end of a face - first face here is 0, 1, 3, -3\n\t\t\t// to find index of last vertex bit shift the index: ^ - 1\n\t\t\tif ( vertexIndex < 0 ) {\n\n\t\t\t\tvertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1\n\t\t\t\tendOfFace = true;\n\n\t\t\t}\n\n\t\t\tlet weightIndices = [];\n\t\t\tlet weights = [];\n\n\t\t\tfacePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );\n\n\t\t\tif ( geoInfo.color ) {\n\n\t\t\t\tconst data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );\n\n\t\t\t\tfaceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.skeleton ) {\n\n\t\t\t\tif ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {\n\n\t\t\t\t\tgeoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {\n\n\t\t\t\t\t\tweights.push( wt.weight );\n\t\t\t\t\t\tweightIndices.push( wt.id );\n\n\t\t\t\t\t} );\n\n\n\t\t\t\t}\n\n\t\t\t\tif ( weights.length > 4 ) {\n\n\t\t\t\t\tif ( ! displayedWeightsWarning ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );\n\t\t\t\t\t\tdisplayedWeightsWarning = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst wIndex = [ 0, 0, 0, 0 ];\n\t\t\t\t\tconst Weight = [ 0, 0, 0, 0 ];\n\n\t\t\t\t\tweights.forEach( function ( weight, weightIndex ) {\n\n\t\t\t\t\t\tlet currentWeight = weight;\n\t\t\t\t\t\tlet currentIndex = weightIndices[ weightIndex ];\n\n\t\t\t\t\t\tWeight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {\n\n\t\t\t\t\t\t\tif ( currentWeight > comparedWeight ) {\n\n\t\t\t\t\t\t\t\tcomparedWeightArray[ comparedWeightIndex ] = currentWeight;\n\t\t\t\t\t\t\t\tcurrentWeight = comparedWeight;\n\n\t\t\t\t\t\t\t\tconst tmp = wIndex[ comparedWeightIndex ];\n\t\t\t\t\t\t\t\twIndex[ comparedWeightIndex ] = currentIndex;\n\t\t\t\t\t\t\t\tcurrentIndex = tmp;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t} );\n\n\t\t\t\t\tweightIndices = wIndex;\n\t\t\t\t\tweights = Weight;\n\n\t\t\t\t}\n\n\t\t\t\t// if the weight array is shorter than 4 pad with 0s\n\t\t\t\twhile ( weights.length < 4 ) {\n\n\t\t\t\t\tweights.push( 0 );\n\t\t\t\t\tweightIndices.push( 0 );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 4; ++ i ) {\n\n\t\t\t\t\tfaceWeights.push( weights[ i ] );\n\t\t\t\t\tfaceWeightIndices.push( weightIndices[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.normal ) {\n\n\t\t\t\tconst data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );\n\n\t\t\t\tfaceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {\n\n\t\t\t\tmaterialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.uv ) {\n\n\t\t\t\tgeoInfo.uv.forEach( function ( uv, i ) {\n\n\t\t\t\t\tconst data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );\n\n\t\t\t\t\tif ( faceUVs[ i ] === undefined ) {\n\n\t\t\t\t\t\tfaceUVs[ i ] = [];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfaceUVs[ i ].push( data[ 0 ] );\n\t\t\t\t\tfaceUVs[ i ].push( data[ 1 ] );\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tfaceLength ++;\n\n\t\t\tif ( endOfFace ) {\n\n\t\t\t\tscope.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );\n\n\t\t\t\tpolygonIndex ++;\n\t\t\t\tfaceLength = 0;\n\n\t\t\t\t// reset arrays for the next face\n\t\t\t\tfacePositionIndexes = [];\n\t\t\t\tfaceNormals = [];\n\t\t\t\tfaceColors = [];\n\t\t\t\tfaceUVs = [];\n\t\t\t\tfaceWeights = [];\n\t\t\t\tfaceWeightIndices = [];\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn buffers;\n\n\t}\n\n\t// Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris\n\tgenFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {\n\n\t\tfor ( let i = 2; i < faceLength; i ++ ) {\n\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );\n\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );\n\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );\n\n\t\t\tif ( geoInfo.skeleton ) {\n\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ 0 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ 1 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ 2 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ 3 ] );\n\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );\n\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ i * 4 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );\n\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ 0 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ 1 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ 2 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ 3 ] );\n\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );\n\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.color ) {\n\n\t\t\t\tbuffers.colors.push( faceColors[ 0 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ 1 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ 2 ] );\n\n\t\t\t\tbuffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );\n\n\t\t\t\tbuffers.colors.push( faceColors[ i * 3 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ i * 3 + 1 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ i * 3 + 2 ] );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {\n\n\t\t\t\tbuffers.materialIndex.push( materialIndex );\n\t\t\t\tbuffers.materialIndex.push( materialIndex );\n\t\t\t\tbuffers.materialIndex.push( materialIndex );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.normal ) {\n\n\t\t\t\tbuffers.normal.push( faceNormals[ 0 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ 1 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ 2 ] );\n\n\t\t\t\tbuffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );\n\n\t\t\t\tbuffers.normal.push( faceNormals[ i * 3 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ i * 3 + 1 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ i * 3 + 2 ] );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.uv ) {\n\n\t\t\t\tgeoInfo.uv.forEach( function ( uv, j ) {\n\n\t\t\t\t\tif ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];\n\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );\n\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );\n\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\taddMorphTargets( parentGeo, parentGeoNode, morphTargets, preTransform ) {\n\n\t\tif ( morphTargets.length === 0 ) return;\n\n\t\tparentGeo.morphTargetsRelative = true;\n\n\t\tparentGeo.morphAttributes.position = [];\n\t\t// parentGeo.morphAttributes.normal = []; // not implemented\n\n\t\tconst scope = this;\n\t\tmorphTargets.forEach( function ( morphTarget ) {\n\n\t\t\tmorphTarget.rawTargets.forEach( function ( rawTarget ) {\n\n\t\t\t\tconst morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];\n\n\t\t\t\tif ( morphGeoNode !== undefined ) {\n\n\t\t\t\t\tscope.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n\t// a morph geometry node is similar to a standard  node, and the node is also contained\n\t// in FBXTree.Objects.Geometry, however it can only have attributes for position, normal\n\t// and a special attribute Index defining which vertices of the original geometry are affected\n\t// Normal and position attributes only have data for the vertices that are affected by the morph\n\tgenMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {\n\n\t\tconst vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];\n\n\t\tconst morphPositionsSparse = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];\n\t\tconst indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];\n\n\t\tconst length = parentGeo.attributes.position.count * 3;\n\t\tconst morphPositions = new Float32Array( length );\n\n\t\tfor ( let i = 0; i < indices.length; i ++ ) {\n\n\t\t\tconst morphIndex = indices[ i ] * 3;\n\n\t\t\tmorphPositions[ morphIndex ] = morphPositionsSparse[ i * 3 ];\n\t\t\tmorphPositions[ morphIndex + 1 ] = morphPositionsSparse[ i * 3 + 1 ];\n\t\t\tmorphPositions[ morphIndex + 2 ] = morphPositionsSparse[ i * 3 + 2 ];\n\n\t\t}\n\n\t\t// TODO: add morph normal support\n\t\tconst morphGeoInfo = {\n\t\t\tvertexIndices: vertexIndices,\n\t\t\tvertexPositions: morphPositions,\n\n\t\t};\n\n\t\tconst morphBuffers = this.genBuffers( morphGeoInfo );\n\n\t\tconst positionAttribute = new Float32BufferAttribute( morphBuffers.vertex, 3 );\n\t\tpositionAttribute.name = name || morphGeoNode.attrName;\n\n\t\tpositionAttribute.applyMatrix4( preTransform );\n\n\t\tparentGeo.morphAttributes.position.push( positionAttribute );\n\n\t}\n\n\t// Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists\n\tparseNormals( NormalNode ) {\n\n\t\tconst mappingType = NormalNode.MappingInformationType;\n\t\tconst referenceType = NormalNode.ReferenceInformationType;\n\t\tconst buffer = NormalNode.Normals.a;\n\t\tlet indexBuffer = [];\n\t\tif ( referenceType === 'IndexToDirect' ) {\n\n\t\t\tif ( 'NormalIndex' in NormalNode ) {\n\n\t\t\t\tindexBuffer = NormalNode.NormalIndex.a;\n\n\t\t\t} else if ( 'NormalsIndex' in NormalNode ) {\n\n\t\t\t\tindexBuffer = NormalNode.NormalsIndex.a;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\tdataSize: 3,\n\t\t\tbuffer: buffer,\n\t\t\tindices: indexBuffer,\n\t\t\tmappingType: mappingType,\n\t\t\treferenceType: referenceType\n\t\t};\n\n\t}\n\n\t// Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists\n\tparseUVs( UVNode ) {\n\n\t\tconst mappingType = UVNode.MappingInformationType;\n\t\tconst referenceType = UVNode.ReferenceInformationType;\n\t\tconst buffer = UVNode.UV.a;\n\t\tlet indexBuffer = [];\n\t\tif ( referenceType === 'IndexToDirect' ) {\n\n\t\t\tindexBuffer = UVNode.UVIndex.a;\n\n\t\t}\n\n\t\treturn {\n\t\t\tdataSize: 2,\n\t\t\tbuffer: buffer,\n\t\t\tindices: indexBuffer,\n\t\t\tmappingType: mappingType,\n\t\t\treferenceType: referenceType\n\t\t};\n\n\t}\n\n\t// Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists\n\tparseVertexColors( ColorNode ) {\n\n\t\tconst mappingType = ColorNode.MappingInformationType;\n\t\tconst referenceType = ColorNode.ReferenceInformationType;\n\t\tconst buffer = ColorNode.Colors.a;\n\t\tlet indexBuffer = [];\n\t\tif ( referenceType === 'IndexToDirect' ) {\n\n\t\t\tindexBuffer = ColorNode.ColorIndex.a;\n\n\t\t}\n\n\t\treturn {\n\t\t\tdataSize: 4,\n\t\t\tbuffer: buffer,\n\t\t\tindices: indexBuffer,\n\t\t\tmappingType: mappingType,\n\t\t\treferenceType: referenceType\n\t\t};\n\n\t}\n\n\t// Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists\n\tparseMaterialIndices( MaterialNode ) {\n\n\t\tconst mappingType = MaterialNode.MappingInformationType;\n\t\tconst referenceType = MaterialNode.ReferenceInformationType;\n\n\t\tif ( mappingType === 'NoMappingInformation' ) {\n\n\t\t\treturn {\n\t\t\t\tdataSize: 1,\n\t\t\t\tbuffer: [ 0 ],\n\t\t\t\tindices: [ 0 ],\n\t\t\t\tmappingType: 'AllSame',\n\t\t\t\treferenceType: referenceType\n\t\t\t};\n\n\t\t}\n\n\t\tconst materialIndexBuffer = MaterialNode.Materials.a;\n\n\t\t// Since materials are stored as indices, there's a bit of a mismatch between FBX and what\n\t\t// we expect.So we create an intermediate buffer that points to the index in the buffer,\n\t\t// for conforming with the other functions we've written for other data.\n\t\tconst materialIndices = [];\n\n\t\tfor ( let i = 0; i < materialIndexBuffer.length; ++ i ) {\n\n\t\t\tmaterialIndices.push( i );\n\n\t\t}\n\n\t\treturn {\n\t\t\tdataSize: 1,\n\t\t\tbuffer: materialIndexBuffer,\n\t\t\tindices: materialIndices,\n\t\t\tmappingType: mappingType,\n\t\t\treferenceType: referenceType\n\t\t};\n\n\t}\n\n\t// Generate a NurbGeometry from a node in FBXTree.Objects.Geometry\n\tparseNurbsGeometry( geoNode ) {\n\n\t\tif ( NURBSCurve === undefined ) {\n\n\t\t\tconsole.error( 'THREE.FBXLoader: The loader relies on NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst order = parseInt( geoNode.Order );\n\n\t\tif ( isNaN( order ) ) {\n\n\t\t\tconsole.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst degree = order - 1;\n\n\t\tconst knots = geoNode.KnotVector.a;\n\t\tconst controlPoints = [];\n\t\tconst pointsValues = geoNode.Points.a;\n\n\t\tfor ( let i = 0, l = pointsValues.length; i < l; i += 4 ) {\n\n\t\t\tcontrolPoints.push( new Vector4().fromArray( pointsValues, i ) );\n\n\t\t}\n\n\t\tlet startKnot, endKnot;\n\n\t\tif ( geoNode.Form === 'Closed' ) {\n\n\t\t\tcontrolPoints.push( controlPoints[ 0 ] );\n\n\t\t} else if ( geoNode.Form === 'Periodic' ) {\n\n\t\t\tstartKnot = degree;\n\t\t\tendKnot = knots.length - 1 - startKnot;\n\n\t\t\tfor ( let i = 0; i < degree; ++ i ) {\n\n\t\t\t\tcontrolPoints.push( controlPoints[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst curve = new NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );\n\t\tconst points = curve.getPoints( controlPoints.length * 12 );\n\n\t\treturn new BufferGeometry().setFromPoints( points );\n\n\t}\n\n}\n\n// parse animation data from FBXTree\nclass AnimationParser {\n\n\t// take raw animation clips and turn them into three.js animation clips\n\tparse() {\n\n\t\tconst animationClips = [];\n\n\t\tconst rawClips = this.parseClips();\n\n\t\tif ( rawClips !== undefined ) {\n\n\t\t\tfor ( const key in rawClips ) {\n\n\t\t\t\tconst rawClip = rawClips[ key ];\n\n\t\t\t\tconst clip = this.addClip( rawClip );\n\n\t\t\t\tanimationClips.push( clip );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animationClips;\n\n\t}\n\n\tparseClips() {\n\n\t\t// since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,\n\t\t// if this is undefined we can safely assume there are no animations\n\t\tif ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;\n\n\t\tconst curveNodesMap = this.parseAnimationCurveNodes();\n\n\t\tthis.parseAnimationCurves( curveNodesMap );\n\n\t\tconst layersMap = this.parseAnimationLayers( curveNodesMap );\n\t\tconst rawClips = this.parseAnimStacks( layersMap );\n\n\t\treturn rawClips;\n\n\t}\n\n\t// parse nodes in FBXTree.Objects.AnimationCurveNode\n\t// each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )\n\t// and is referenced by an AnimationLayer\n\tparseAnimationCurveNodes() {\n\n\t\tconst rawCurveNodes = fbxTree.Objects.AnimationCurveNode;\n\n\t\tconst curveNodesMap = new Map();\n\n\t\tfor ( const nodeID in rawCurveNodes ) {\n\n\t\t\tconst rawCurveNode = rawCurveNodes[ nodeID ];\n\n\t\t\tif ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {\n\n\t\t\t\tconst curveNode = {\n\n\t\t\t\t\tid: rawCurveNode.id,\n\t\t\t\t\tattr: rawCurveNode.attrName,\n\t\t\t\t\tcurves: {},\n\n\t\t\t\t};\n\n\t\t\t\tcurveNodesMap.set( curveNode.id, curveNode );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn curveNodesMap;\n\n\t}\n\n\t// parse nodes in FBXTree.Objects.AnimationCurve and connect them up to\n\t// previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated\n\t// axis ( e.g. times and values of x rotation)\n\tparseAnimationCurves( curveNodesMap ) {\n\n\t\tconst rawCurves = fbxTree.Objects.AnimationCurve;\n\n\t\t// TODO: Many values are identical up to roundoff error, but won't be optimised\n\t\t// e.g. position times: [0, 0.4, 0. 8]\n\t\t// position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]\n\t\t// clearly, this should be optimised to\n\t\t// times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]\n\t\t// this shows up in nearly every FBX file, and generally time array is length > 100\n\n\t\tfor ( const nodeID in rawCurves ) {\n\n\t\t\tconst animationCurve = {\n\n\t\t\t\tid: rawCurves[ nodeID ].id,\n\t\t\t\ttimes: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),\n\t\t\t\tvalues: rawCurves[ nodeID ].KeyValueFloat.a,\n\n\t\t\t};\n\n\t\t\tconst relationships = connections.get( animationCurve.id );\n\n\t\t\tif ( relationships !== undefined ) {\n\n\t\t\t\tconst animationCurveID = relationships.parents[ 0 ].ID;\n\t\t\t\tconst animationCurveRelationship = relationships.parents[ 0 ].relationship;\n\n\t\t\t\tif ( animationCurveRelationship.match( /X/ ) ) {\n\n\t\t\t\t\tcurveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;\n\n\t\t\t\t} else if ( animationCurveRelationship.match( /Y/ ) ) {\n\n\t\t\t\t\tcurveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;\n\n\t\t\t\t} else if ( animationCurveRelationship.match( /Z/ ) ) {\n\n\t\t\t\t\tcurveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;\n\n\t\t\t\t} else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {\n\n\t\t\t\t\tcurveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references\n\t// to various AnimationCurveNodes and is referenced by an AnimationStack node\n\t// note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack\n\tparseAnimationLayers( curveNodesMap ) {\n\n\t\tconst rawLayers = fbxTree.Objects.AnimationLayer;\n\n\t\tconst layersMap = new Map();\n\n\t\tfor ( const nodeID in rawLayers ) {\n\n\t\t\tconst layerCurveNodes = [];\n\n\t\t\tconst connection = connections.get( parseInt( nodeID ) );\n\n\t\t\tif ( connection !== undefined ) {\n\n\t\t\t\t// all the animationCurveNodes used in the layer\n\t\t\t\tconst children = connection.children;\n\n\t\t\t\tchildren.forEach( function ( child, i ) {\n\n\t\t\t\t\tif ( curveNodesMap.has( child.ID ) ) {\n\n\t\t\t\t\t\tconst curveNode = curveNodesMap.get( child.ID );\n\n\t\t\t\t\t\t// check that the curves are defined for at least one axis, otherwise ignore the curveNode\n\t\t\t\t\t\tif ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {\n\n\t\t\t\t\t\t\tif ( layerCurveNodes[ i ] === undefined ) {\n\n\t\t\t\t\t\t\t\tconst modelID = connections.get( child.ID ).parents.filter( function ( parent ) {\n\n\t\t\t\t\t\t\t\t\treturn parent.relationship !== undefined;\n\n\t\t\t\t\t\t\t\t} )[ 0 ].ID;\n\n\t\t\t\t\t\t\t\tif ( modelID !== undefined ) {\n\n\t\t\t\t\t\t\t\t\tconst rawModel = fbxTree.Objects.Model[ modelID.toString() ];\n\n\t\t\t\t\t\t\t\t\tif ( rawModel === undefined ) {\n\n\t\t\t\t\t\t\t\t\t\tconsole.warn( 'THREE.FBXLoader: Encountered a unused curve.', child );\n\t\t\t\t\t\t\t\t\t\treturn;\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\tconst node = {\n\n\t\t\t\t\t\t\t\t\t\tmodelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',\n\t\t\t\t\t\t\t\t\t\tID: rawModel.id,\n\t\t\t\t\t\t\t\t\t\tinitialPosition: [ 0, 0, 0 ],\n\t\t\t\t\t\t\t\t\t\tinitialRotation: [ 0, 0, 0 ],\n\t\t\t\t\t\t\t\t\t\tinitialScale: [ 1, 1, 1 ],\n\n\t\t\t\t\t\t\t\t\t};\n\n\t\t\t\t\t\t\t\t\tsceneGraph.traverse( function ( child ) {\n\n\t\t\t\t\t\t\t\t\t\tif ( child.ID === rawModel.id ) {\n\n\t\t\t\t\t\t\t\t\t\t\tnode.transform = child.matrix;\n\n\t\t\t\t\t\t\t\t\t\t\tif ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t\t\t\tif ( ! node.transform ) node.transform = new Matrix4();\n\n\t\t\t\t\t\t\t\t\t// if the animated model is pre rotated, we'll have to apply the pre rotations to every\n\t\t\t\t\t\t\t\t\t// animation value as well\n\t\t\t\t\t\t\t\t\tif ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;\n\t\t\t\t\t\t\t\t\tif ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;\n\n\t\t\t\t\t\t\t\t\tlayerCurveNodes[ i ] = node;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( layerCurveNodes[ i ] ) layerCurveNodes[ i ][ curveNode.attr ] = curveNode;\n\n\t\t\t\t\t\t} else if ( curveNode.curves.morph !== undefined ) {\n\n\t\t\t\t\t\t\tif ( layerCurveNodes[ i ] === undefined ) {\n\n\t\t\t\t\t\t\t\tconst deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {\n\n\t\t\t\t\t\t\t\t\treturn parent.relationship !== undefined;\n\n\t\t\t\t\t\t\t\t} )[ 0 ].ID;\n\n\t\t\t\t\t\t\t\tconst morpherID = connections.get( deformerID ).parents[ 0 ].ID;\n\t\t\t\t\t\t\t\tconst geoID = connections.get( morpherID ).parents[ 0 ].ID;\n\n\t\t\t\t\t\t\t\t// assuming geometry is not used in more than one model\n\t\t\t\t\t\t\t\tconst modelID = connections.get( geoID ).parents[ 0 ].ID;\n\n\t\t\t\t\t\t\t\tconst rawModel = fbxTree.Objects.Model[ modelID ];\n\n\t\t\t\t\t\t\t\tconst node = {\n\n\t\t\t\t\t\t\t\t\tmodelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',\n\t\t\t\t\t\t\t\t\tmorphName: fbxTree.Objects.Deformer[ deformerID ].attrName,\n\n\t\t\t\t\t\t\t\t};\n\n\t\t\t\t\t\t\t\tlayerCurveNodes[ i ] = node;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tlayerCurveNodes[ i ][ curveNode.attr ] = curveNode;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tlayersMap.set( parseInt( nodeID ), layerCurveNodes );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn layersMap;\n\n\t}\n\n\t// parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation\n\t// hierarchy. Each Stack node will be used to create a AnimationClip\n\tparseAnimStacks( layersMap ) {\n\n\t\tconst rawStacks = fbxTree.Objects.AnimationStack;\n\n\t\t// connect the stacks (clips) up to the layers\n\t\tconst rawClips = {};\n\n\t\tfor ( const nodeID in rawStacks ) {\n\n\t\t\tconst children = connections.get( parseInt( nodeID ) ).children;\n\n\t\t\tif ( children.length > 1 ) {\n\n\t\t\t\t// it seems like stacks will always be associated with a single layer. But just in case there are files\n\t\t\t\t// where there are multiple layers per stack, we'll display a warning\n\t\t\t\tconsole.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );\n\n\t\t\t}\n\n\t\t\tconst layer = layersMap.get( children[ 0 ].ID );\n\n\t\t\trawClips[ nodeID ] = {\n\n\t\t\t\tname: rawStacks[ nodeID ].attrName,\n\t\t\t\tlayer: layer,\n\n\t\t\t};\n\n\t\t}\n\n\t\treturn rawClips;\n\n\t}\n\n\taddClip( rawClip ) {\n\n\t\tlet tracks = [];\n\n\t\tconst scope = this;\n\t\trawClip.layer.forEach( function ( rawTracks ) {\n\n\t\t\ttracks = tracks.concat( scope.generateTracks( rawTracks ) );\n\n\t\t} );\n\n\t\treturn new AnimationClip( rawClip.name, - 1, tracks );\n\n\t}\n\n\tgenerateTracks( rawTracks ) {\n\n\t\tconst tracks = [];\n\n\t\tlet initialPosition = new Vector3();\n\t\tlet initialRotation = new Quaternion();\n\t\tlet initialScale = new Vector3();\n\n\t\tif ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );\n\n\t\tinitialPosition = initialPosition.toArray();\n\t\tinitialRotation = new Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();\n\t\tinitialScale = initialScale.toArray();\n\n\t\tif ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {\n\n\t\t\tconst positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );\n\t\t\tif ( positionTrack !== undefined ) tracks.push( positionTrack );\n\n\t\t}\n\n\t\tif ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {\n\n\t\t\tconst rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );\n\t\t\tif ( rotationTrack !== undefined ) tracks.push( rotationTrack );\n\n\t\t}\n\n\t\tif ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {\n\n\t\t\tconst scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );\n\t\t\tif ( scaleTrack !== undefined ) tracks.push( scaleTrack );\n\n\t\t}\n\n\t\tif ( rawTracks.DeformPercent !== undefined ) {\n\n\t\t\tconst morphTrack = this.generateMorphTrack( rawTracks );\n\t\t\tif ( morphTrack !== undefined ) tracks.push( morphTrack );\n\n\t\t}\n\n\t\treturn tracks;\n\n\t}\n\n\tgenerateVectorTrack( modelName, curves, initialValue, type ) {\n\n\t\tconst times = this.getTimesForAllAxes( curves );\n\t\tconst values = this.getKeyframeTrackValues( times, curves, initialValue );\n\n\t\treturn new VectorKeyframeTrack( modelName + '.' + type, times, values );\n\n\t}\n\n\tgenerateRotationTrack( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {\n\n\t\tif ( curves.x !== undefined ) {\n\n\t\t\tthis.interpolateRotations( curves.x );\n\t\t\tcurves.x.values = curves.x.values.map( MathUtils.degToRad );\n\n\t\t}\n\n\t\tif ( curves.y !== undefined ) {\n\n\t\t\tthis.interpolateRotations( curves.y );\n\t\t\tcurves.y.values = curves.y.values.map( MathUtils.degToRad );\n\n\t\t}\n\n\t\tif ( curves.z !== undefined ) {\n\n\t\t\tthis.interpolateRotations( curves.z );\n\t\t\tcurves.z.values = curves.z.values.map( MathUtils.degToRad );\n\n\t\t}\n\n\t\tconst times = this.getTimesForAllAxes( curves );\n\t\tconst values = this.getKeyframeTrackValues( times, curves, initialValue );\n\n\t\tif ( preRotation !== undefined ) {\n\n\t\t\tpreRotation = preRotation.map( MathUtils.degToRad );\n\t\t\tpreRotation.push( eulerOrder );\n\n\t\t\tpreRotation = new Euler().fromArray( preRotation );\n\t\t\tpreRotation = new Quaternion().setFromEuler( preRotation );\n\n\t\t}\n\n\t\tif ( postRotation !== undefined ) {\n\n\t\t\tpostRotation = postRotation.map( MathUtils.degToRad );\n\t\t\tpostRotation.push( eulerOrder );\n\n\t\t\tpostRotation = new Euler().fromArray( postRotation );\n\t\t\tpostRotation = new Quaternion().setFromEuler( postRotation ).invert();\n\n\t\t}\n\n\t\tconst quaternion = new Quaternion();\n\t\tconst euler = new Euler();\n\n\t\tconst quaternionValues = [];\n\n\t\tfor ( let i = 0; i < values.length; i += 3 ) {\n\n\t\t\teuler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );\n\n\t\t\tquaternion.setFromEuler( euler );\n\n\t\t\tif ( preRotation !== undefined ) quaternion.premultiply( preRotation );\n\t\t\tif ( postRotation !== undefined ) quaternion.multiply( postRotation );\n\n\t\t\tquaternion.toArray( quaternionValues, ( i / 3 ) * 4 );\n\n\t\t}\n\n\t\treturn new QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );\n\n\t}\n\n\tgenerateMorphTrack( rawTracks ) {\n\n\t\tconst curves = rawTracks.DeformPercent.curves.morph;\n\t\tconst values = curves.values.map( function ( val ) {\n\n\t\t\treturn val / 100;\n\n\t\t} );\n\n\t\tconst morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];\n\n\t\treturn new NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );\n\n\t}\n\n\t// For all animated objects, times are defined separately for each axis\n\t// Here we'll combine the times into one sorted array without duplicates\n\tgetTimesForAllAxes( curves ) {\n\n\t\tlet times = [];\n\n\t\t// first join together the times for each axis, if defined\n\t\tif ( curves.x !== undefined ) times = times.concat( curves.x.times );\n\t\tif ( curves.y !== undefined ) times = times.concat( curves.y.times );\n\t\tif ( curves.z !== undefined ) times = times.concat( curves.z.times );\n\n\t\t// then sort them\n\t\ttimes = times.sort( function ( a, b ) {\n\n\t\t\treturn a - b;\n\n\t\t} );\n\n\t\t// and remove duplicates\n\t\tif ( times.length > 1 ) {\n\n\t\t\tlet targetIndex = 1;\n\t\t\tlet lastValue = times[ 0 ];\n\t\t\tfor ( let i = 1; i < times.length; i ++ ) {\n\n\t\t\t\tconst currentValue = times[ i ];\n\t\t\t\tif ( currentValue !== lastValue ) {\n\n\t\t\t\t\ttimes[ targetIndex ] = currentValue;\n\t\t\t\t\tlastValue = currentValue;\n\t\t\t\t\ttargetIndex ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttimes = times.slice( 0, targetIndex );\n\n\t\t}\n\n\t\treturn times;\n\n\t}\n\n\tgetKeyframeTrackValues( times, curves, initialValue ) {\n\n\t\tconst prevValue = initialValue;\n\n\t\tconst values = [];\n\n\t\tlet xIndex = - 1;\n\t\tlet yIndex = - 1;\n\t\tlet zIndex = - 1;\n\n\t\ttimes.forEach( function ( time ) {\n\n\t\t\tif ( curves.x ) xIndex = curves.x.times.indexOf( time );\n\t\t\tif ( curves.y ) yIndex = curves.y.times.indexOf( time );\n\t\t\tif ( curves.z ) zIndex = curves.z.times.indexOf( time );\n\n\t\t\t// if there is an x value defined for this frame, use that\n\t\t\tif ( xIndex !== - 1 ) {\n\n\t\t\t\tconst xValue = curves.x.values[ xIndex ];\n\t\t\t\tvalues.push( xValue );\n\t\t\t\tprevValue[ 0 ] = xValue;\n\n\t\t\t} else {\n\n\t\t\t\t// otherwise use the x value from the previous frame\n\t\t\t\tvalues.push( prevValue[ 0 ] );\n\n\t\t\t}\n\n\t\t\tif ( yIndex !== - 1 ) {\n\n\t\t\t\tconst yValue = curves.y.values[ yIndex ];\n\t\t\t\tvalues.push( yValue );\n\t\t\t\tprevValue[ 1 ] = yValue;\n\n\t\t\t} else {\n\n\t\t\t\tvalues.push( prevValue[ 1 ] );\n\n\t\t\t}\n\n\t\t\tif ( zIndex !== - 1 ) {\n\n\t\t\t\tconst zValue = curves.z.values[ zIndex ];\n\t\t\t\tvalues.push( zValue );\n\t\t\t\tprevValue[ 2 ] = zValue;\n\n\t\t\t} else {\n\n\t\t\t\tvalues.push( prevValue[ 2 ] );\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn values;\n\n\t}\n\n\t// Rotations are defined as Euler angles which can have values  of any size\n\t// These will be converted to quaternions which don't support values greater than\n\t// PI, so we'll interpolate large rotations\n\tinterpolateRotations( curve ) {\n\n\t\tfor ( let i = 1; i < curve.values.length; i ++ ) {\n\n\t\t\tconst initialValue = curve.values[ i - 1 ];\n\t\t\tconst valuesSpan = curve.values[ i ] - initialValue;\n\n\t\t\tconst absoluteSpan = Math.abs( valuesSpan );\n\n\t\t\tif ( absoluteSpan >= 180 ) {\n\n\t\t\t\tconst numSubIntervals = absoluteSpan / 180;\n\n\t\t\t\tconst step = valuesSpan / numSubIntervals;\n\t\t\t\tlet nextValue = initialValue + step;\n\n\t\t\t\tconst initialTime = curve.times[ i - 1 ];\n\t\t\t\tconst timeSpan = curve.times[ i ] - initialTime;\n\t\t\t\tconst interval = timeSpan / numSubIntervals;\n\t\t\t\tlet nextTime = initialTime + interval;\n\n\t\t\t\tconst interpolatedTimes = [];\n\t\t\t\tconst interpolatedValues = [];\n\n\t\t\t\twhile ( nextTime < curve.times[ i ] ) {\n\n\t\t\t\t\tinterpolatedTimes.push( nextTime );\n\t\t\t\t\tnextTime += interval;\n\n\t\t\t\t\tinterpolatedValues.push( nextValue );\n\t\t\t\t\tnextValue += step;\n\n\t\t\t\t}\n\n\t\t\t\tcurve.times = inject( curve.times, i, interpolatedTimes );\n\t\t\t\tcurve.values = inject( curve.values, i, interpolatedValues );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\n// parse an FBX file in ASCII format\nclass TextParser {\n\n\tgetPrevNode() {\n\n\t\treturn this.nodeStack[ this.currentIndent - 2 ];\n\n\t}\n\n\tgetCurrentNode() {\n\n\t\treturn this.nodeStack[ this.currentIndent - 1 ];\n\n\t}\n\n\tgetCurrentProp() {\n\n\t\treturn this.currentProp;\n\n\t}\n\n\tpushStack( node ) {\n\n\t\tthis.nodeStack.push( node );\n\t\tthis.currentIndent += 1;\n\n\t}\n\n\tpopStack() {\n\n\t\tthis.nodeStack.pop();\n\t\tthis.currentIndent -= 1;\n\n\t}\n\n\tsetCurrentProp( val, name ) {\n\n\t\tthis.currentProp = val;\n\t\tthis.currentPropName = name;\n\n\t}\n\n\tparse( text ) {\n\n\t\tthis.currentIndent = 0;\n\n\t\tthis.allNodes = new FBXTree();\n\t\tthis.nodeStack = [];\n\t\tthis.currentProp = [];\n\t\tthis.currentPropName = '';\n\n\t\tconst scope = this;\n\n\t\tconst split = text.split( /[\\r\\n]+/ );\n\n\t\tsplit.forEach( function ( line, i ) {\n\n\t\t\tconst matchComment = line.match( /^[\\s\\t]*;/ );\n\t\t\tconst matchEmpty = line.match( /^[\\s\\t]*$/ );\n\n\t\t\tif ( matchComment || matchEmpty ) return;\n\n\t\t\tconst matchBeginning = line.match( '^\\\\t{' + scope.currentIndent + '}(\\\\w+):(.*){', '' );\n\t\t\tconst matchProperty = line.match( '^\\\\t{' + ( scope.currentIndent ) + '}(\\\\w+):[\\\\s\\\\t\\\\r\\\\n](.*)' );\n\t\t\tconst matchEnd = line.match( '^\\\\t{' + ( scope.currentIndent - 1 ) + '}}' );\n\n\t\t\tif ( matchBeginning ) {\n\n\t\t\t\tscope.parseNodeBegin( line, matchBeginning );\n\n\t\t\t} else if ( matchProperty ) {\n\n\t\t\t\tscope.parseNodeProperty( line, matchProperty, split[ ++ i ] );\n\n\t\t\t} else if ( matchEnd ) {\n\n\t\t\t\tscope.popStack();\n\n\t\t\t} else if ( line.match( /^[^\\s\\t}]/ ) ) {\n\n\t\t\t\t// large arrays are split over multiple lines terminated with a ',' character\n\t\t\t\t// if this is encountered the line needs to be joined to the previous line\n\t\t\t\tscope.parseNodePropertyContinued( line );\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn this.allNodes;\n\n\t}\n\n\tparseNodeBegin( line, property ) {\n\n\t\tconst nodeName = property[ 1 ].trim().replace( /^\"/, '' ).replace( /\"$/, '' );\n\n\t\tconst nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {\n\n\t\t\treturn attr.trim().replace( /^\"/, '' ).replace( /\"$/, '' );\n\n\t\t} );\n\n\t\tconst node = { name: nodeName };\n\t\tconst attrs = this.parseNodeAttr( nodeAttrs );\n\n\t\tconst currentNode = this.getCurrentNode();\n\n\t\t// a top node\n\t\tif ( this.currentIndent === 0 ) {\n\n\t\t\tthis.allNodes.add( nodeName, node );\n\n\t\t} else { // a subnode\n\n\t\t\t// if the subnode already exists, append it\n\t\t\tif ( nodeName in currentNode ) {\n\n\t\t\t\t// special case Pose needs PoseNodes as an array\n\t\t\t\tif ( nodeName === 'PoseNode' ) {\n\n\t\t\t\t\tcurrentNode.PoseNode.push( node );\n\n\t\t\t\t} else if ( currentNode[ nodeName ].id !== undefined ) {\n\n\t\t\t\t\tcurrentNode[ nodeName ] = {};\n\t\t\t\t\tcurrentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];\n\n\t\t\t\t}\n\n\t\t\t\tif ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;\n\n\t\t\t} else if ( typeof attrs.id === 'number' ) {\n\n\t\t\t\tcurrentNode[ nodeName ] = {};\n\t\t\t\tcurrentNode[ nodeName ][ attrs.id ] = node;\n\n\t\t\t} else if ( nodeName !== 'Properties70' ) {\n\n\t\t\t\tif ( nodeName === 'PoseNode' )\tcurrentNode[ nodeName ] = [ node ];\n\t\t\t\telse currentNode[ nodeName ] = node;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( typeof attrs.id === 'number' ) node.id = attrs.id;\n\t\tif ( attrs.name !== '' ) node.attrName = attrs.name;\n\t\tif ( attrs.type !== '' ) node.attrType = attrs.type;\n\n\t\tthis.pushStack( node );\n\n\t}\n\n\tparseNodeAttr( attrs ) {\n\n\t\tlet id = attrs[ 0 ];\n\n\t\tif ( attrs[ 0 ] !== '' ) {\n\n\t\t\tid = parseInt( attrs[ 0 ] );\n\n\t\t\tif ( isNaN( id ) ) {\n\n\t\t\t\tid = attrs[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet name = '', type = '';\n\n\t\tif ( attrs.length > 1 ) {\n\n\t\t\tname = attrs[ 1 ].replace( /^(\\w+)::/, '' );\n\t\t\ttype = attrs[ 2 ];\n\n\t\t}\n\n\t\treturn { id: id, name: name, type: type };\n\n\t}\n\n\tparseNodeProperty( line, property, contentLine ) {\n\n\t\tlet propName = property[ 1 ].replace( /^\"/, '' ).replace( /\"$/, '' ).trim();\n\t\tlet propValue = property[ 2 ].replace( /^\"/, '' ).replace( /\"$/, '' ).trim();\n\n\t\t// for special case: base64 image data follows \"Content: ,\" line\n\t\t//\tContent: ,\n\t\t//\t \"/9j/4RDaRXhpZgAATU0A...\"\n\t\tif ( propName === 'Content' && propValue === ',' ) {\n\n\t\t\tpropValue = contentLine.replace( /\"/g, '' ).replace( /,$/, '' ).trim();\n\n\t\t}\n\n\t\tconst currentNode = this.getCurrentNode();\n\t\tconst parentName = currentNode.name;\n\n\t\tif ( parentName === 'Properties70' ) {\n\n\t\t\tthis.parseNodeSpecialProperty( line, propName, propValue );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Connections\n\t\tif ( propName === 'C' ) {\n\n\t\t\tconst connProps = propValue.split( ',' ).slice( 1 );\n\t\t\tconst from = parseInt( connProps[ 0 ] );\n\t\t\tconst to = parseInt( connProps[ 1 ] );\n\n\t\t\tlet rest = propValue.split( ',' ).slice( 3 );\n\n\t\t\trest = rest.map( function ( elem ) {\n\n\t\t\t\treturn elem.trim().replace( /^\"/, '' );\n\n\t\t\t} );\n\n\t\t\tpropName = 'connections';\n\t\t\tpropValue = [ from, to ];\n\t\t\tappend( propValue, rest );\n\n\t\t\tif ( currentNode[ propName ] === undefined ) {\n\n\t\t\t\tcurrentNode[ propName ] = [];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Node\n\t\tif ( propName === 'Node' ) currentNode.id = propValue;\n\n\t\t// connections\n\t\tif ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {\n\n\t\t\tcurrentNode[ propName ].push( propValue );\n\n\t\t} else {\n\n\t\t\tif ( propName !== 'a' ) currentNode[ propName ] = propValue;\n\t\t\telse currentNode.a = propValue;\n\n\t\t}\n\n\t\tthis.setCurrentProp( currentNode, propName );\n\n\t\t// convert string to array, unless it ends in ',' in which case more will be added to it\n\t\tif ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {\n\n\t\t\tcurrentNode.a = parseNumberArray( propValue );\n\n\t\t}\n\n\t}\n\n\tparseNodePropertyContinued( line ) {\n\n\t\tconst currentNode = this.getCurrentNode();\n\n\t\tcurrentNode.a += line;\n\n\t\t// if the line doesn't end in ',' we have reached the end of the property value\n\t\t// so convert the string to an array\n\t\tif ( line.slice( - 1 ) !== ',' ) {\n\n\t\t\tcurrentNode.a = parseNumberArray( currentNode.a );\n\n\t\t}\n\n\t}\n\n\t// parse \"Property70\"\n\tparseNodeSpecialProperty( line, propName, propValue ) {\n\n\t\t// split this\n\t\t// P: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",1,1,1\n\t\t// into array like below\n\t\t// [\"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\", \"1,1,1\" ]\n\t\tconst props = propValue.split( '\",' ).map( function ( prop ) {\n\n\t\t\treturn prop.trim().replace( /^\\\"/, '' ).replace( /\\s/, '_' );\n\n\t\t} );\n\n\t\tconst innerPropName = props[ 0 ];\n\t\tconst innerPropType1 = props[ 1 ];\n\t\tconst innerPropType2 = props[ 2 ];\n\t\tconst innerPropFlag = props[ 3 ];\n\t\tlet innerPropValue = props[ 4 ];\n\n\t\t// cast values where needed, otherwise leave as strings\n\t\tswitch ( innerPropType1 ) {\n\n\t\t\tcase 'int':\n\t\t\tcase 'enum':\n\t\t\tcase 'bool':\n\t\t\tcase 'ULongLong':\n\t\t\tcase 'double':\n\t\t\tcase 'Number':\n\t\t\tcase 'FieldOfView':\n\t\t\t\tinnerPropValue = parseFloat( innerPropValue );\n\t\t\t\tbreak;\n\n\t\t\tcase 'Color':\n\t\t\tcase 'ColorRGB':\n\t\t\tcase 'Vector3D':\n\t\t\tcase 'Lcl_Translation':\n\t\t\tcase 'Lcl_Rotation':\n\t\t\tcase 'Lcl_Scaling':\n\t\t\t\tinnerPropValue = parseNumberArray( innerPropValue );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\t// CAUTION: these props must append to parent's parent\n\t\tthis.getPrevNode()[ innerPropName ] = {\n\n\t\t\t'type': innerPropType1,\n\t\t\t'type2': innerPropType2,\n\t\t\t'flag': innerPropFlag,\n\t\t\t'value': innerPropValue\n\n\t\t};\n\n\t\tthis.setCurrentProp( this.getPrevNode(), innerPropName );\n\n\t}\n\n}\n\n// Parse an FBX file in Binary format\nclass BinaryParser {\n\n\tparse( buffer ) {\n\n\t\tconst reader = new BinaryReader( buffer );\n\t\treader.skip( 23 ); // skip magic 23 bytes\n\n\t\tconst version = reader.getUint32();\n\n\t\tif ( version < 6400 ) {\n\n\t\t\tthrow new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + version );\n\n\t\t}\n\n\t\tconst allNodes = new FBXTree();\n\n\t\twhile ( ! this.endOfContent( reader ) ) {\n\n\t\t\tconst node = this.parseNode( reader, version );\n\t\t\tif ( node !== null ) allNodes.add( node.name, node );\n\n\t\t}\n\n\t\treturn allNodes;\n\n\t}\n\n\t// Check if reader has reached the end of content.\n\tendOfContent( reader ) {\n\n\t\t// footer size: 160bytes + 16-byte alignment padding\n\t\t// - 16bytes: magic\n\t\t// - padding til 16-byte alignment (at least 1byte?)\n\t\t//\t(seems like some exporters embed fixed 15 or 16bytes?)\n\t\t// - 4bytes: magic\n\t\t// - 4bytes: version\n\t\t// - 120bytes: zero\n\t\t// - 16bytes: magic\n\t\tif ( reader.size() % 16 === 0 ) {\n\n\t\t\treturn ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();\n\n\t\t} else {\n\n\t\t\treturn reader.getOffset() + 160 + 16 >= reader.size();\n\n\t\t}\n\n\t}\n\n\t// recursively parse nodes until the end of the file is reached\n\tparseNode( reader, version ) {\n\n\t\tconst node = {};\n\n\t\t// The first three data sizes depends on version.\n\t\tconst endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();\n\t\tconst numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();\n\n\t\t( version >= 7500 ) ? reader.getUint64() : reader.getUint32(); // the returned propertyListLen is not used\n\n\t\tconst nameLen = reader.getUint8();\n\t\tconst name = reader.getString( nameLen );\n\n\t\t// Regards this node as NULL-record if endOffset is zero\n\t\tif ( endOffset === 0 ) return null;\n\n\t\tconst propertyList = [];\n\n\t\tfor ( let i = 0; i < numProperties; i ++ ) {\n\n\t\t\tpropertyList.push( this.parseProperty( reader ) );\n\n\t\t}\n\n\t\t// Regards the first three elements in propertyList as id, attrName, and attrType\n\t\tconst id = propertyList.length > 0 ? propertyList[ 0 ] : '';\n\t\tconst attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';\n\t\tconst attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';\n\n\t\t// check if this node represents just a single property\n\t\t// like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}\n\t\tnode.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;\n\n\t\twhile ( endOffset > reader.getOffset() ) {\n\n\t\t\tconst subNode = this.parseNode( reader, version );\n\n\t\t\tif ( subNode !== null ) this.parseSubNode( name, node, subNode );\n\n\t\t}\n\n\t\tnode.propertyList = propertyList; // raw property list used by parent\n\n\t\tif ( typeof id === 'number' ) node.id = id;\n\t\tif ( attrName !== '' ) node.attrName = attrName;\n\t\tif ( attrType !== '' ) node.attrType = attrType;\n\t\tif ( name !== '' ) node.name = name;\n\n\t\treturn node;\n\n\t}\n\n\tparseSubNode( name, node, subNode ) {\n\n\t\t// special case: child node is single property\n\t\tif ( subNode.singleProperty === true ) {\n\n\t\t\tconst value = subNode.propertyList[ 0 ];\n\n\t\t\tif ( Array.isArray( value ) ) {\n\n\t\t\t\tnode[ subNode.name ] = subNode;\n\n\t\t\t\tsubNode.a = value;\n\n\t\t\t} else {\n\n\t\t\t\tnode[ subNode.name ] = value;\n\n\t\t\t}\n\n\t\t} else if ( name === 'Connections' && subNode.name === 'C' ) {\n\n\t\t\tconst array = [];\n\n\t\t\tsubNode.propertyList.forEach( function ( property, i ) {\n\n\t\t\t\t// first Connection is FBX type (OO, OP, etc.). We'll discard these\n\t\t\t\tif ( i !== 0 ) array.push( property );\n\n\t\t\t} );\n\n\t\t\tif ( node.connections === undefined ) {\n\n\t\t\t\tnode.connections = [];\n\n\t\t\t}\n\n\t\t\tnode.connections.push( array );\n\n\t\t} else if ( subNode.name === 'Properties70' ) {\n\n\t\t\tconst keys = Object.keys( subNode );\n\n\t\t\tkeys.forEach( function ( key ) {\n\n\t\t\t\tnode[ key ] = subNode[ key ];\n\n\t\t\t} );\n\n\t\t} else if ( name === 'Properties70' && subNode.name === 'P' ) {\n\n\t\t\tlet innerPropName = subNode.propertyList[ 0 ];\n\t\t\tlet innerPropType1 = subNode.propertyList[ 1 ];\n\t\t\tconst innerPropType2 = subNode.propertyList[ 2 ];\n\t\t\tconst innerPropFlag = subNode.propertyList[ 3 ];\n\t\t\tlet innerPropValue;\n\n\t\t\tif ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );\n\t\t\tif ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );\n\n\t\t\tif ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {\n\n\t\t\t\tinnerPropValue = [\n\t\t\t\t\tsubNode.propertyList[ 4 ],\n\t\t\t\t\tsubNode.propertyList[ 5 ],\n\t\t\t\t\tsubNode.propertyList[ 6 ]\n\t\t\t\t];\n\n\t\t\t} else {\n\n\t\t\t\tinnerPropValue = subNode.propertyList[ 4 ];\n\n\t\t\t}\n\n\t\t\t// this will be copied to parent, see above\n\t\t\tnode[ innerPropName ] = {\n\n\t\t\t\t'type': innerPropType1,\n\t\t\t\t'type2': innerPropType2,\n\t\t\t\t'flag': innerPropFlag,\n\t\t\t\t'value': innerPropValue\n\n\t\t\t};\n\n\t\t} else if ( node[ subNode.name ] === undefined ) {\n\n\t\t\tif ( typeof subNode.id === 'number' ) {\n\n\t\t\t\tnode[ subNode.name ] = {};\n\t\t\t\tnode[ subNode.name ][ subNode.id ] = subNode;\n\n\t\t\t} else {\n\n\t\t\t\tnode[ subNode.name ] = subNode;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( subNode.name === 'PoseNode' ) {\n\n\t\t\t\tif ( ! Array.isArray( node[ subNode.name ] ) ) {\n\n\t\t\t\t\tnode[ subNode.name ] = [ node[ subNode.name ] ];\n\n\t\t\t\t}\n\n\t\t\t\tnode[ subNode.name ].push( subNode );\n\n\t\t\t} else if ( node[ subNode.name ][ subNode.id ] === undefined ) {\n\n\t\t\t\tnode[ subNode.name ][ subNode.id ] = subNode;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tparseProperty( reader ) {\n\n\t\tconst type = reader.getString( 1 );\n\t\tlet length;\n\n\t\tswitch ( type ) {\n\n\t\t\tcase 'C':\n\t\t\t\treturn reader.getBoolean();\n\n\t\t\tcase 'D':\n\t\t\t\treturn reader.getFloat64();\n\n\t\t\tcase 'F':\n\t\t\t\treturn reader.getFloat32();\n\n\t\t\tcase 'I':\n\t\t\t\treturn reader.getInt32();\n\n\t\t\tcase 'L':\n\t\t\t\treturn reader.getInt64();\n\n\t\t\tcase 'R':\n\t\t\t\tlength = reader.getUint32();\n\t\t\t\treturn reader.getArrayBuffer( length );\n\n\t\t\tcase 'S':\n\t\t\t\tlength = reader.getUint32();\n\t\t\t\treturn reader.getString( length );\n\n\t\t\tcase 'Y':\n\t\t\t\treturn reader.getInt16();\n\n\t\t\tcase 'b':\n\t\t\tcase 'c':\n\t\t\tcase 'd':\n\t\t\tcase 'f':\n\t\t\tcase 'i':\n\t\t\tcase 'l':\n\n\t\t\t\tconst arrayLength = reader.getUint32();\n\t\t\t\tconst encoding = reader.getUint32(); // 0: non-compressed, 1: compressed\n\t\t\t\tconst compressedLength = reader.getUint32();\n\n\t\t\t\tif ( encoding === 0 ) {\n\n\t\t\t\t\tswitch ( type ) {\n\n\t\t\t\t\t\tcase 'b':\n\t\t\t\t\t\tcase 'c':\n\t\t\t\t\t\t\treturn reader.getBooleanArray( arrayLength );\n\n\t\t\t\t\t\tcase 'd':\n\t\t\t\t\t\t\treturn reader.getFloat64Array( arrayLength );\n\n\t\t\t\t\t\tcase 'f':\n\t\t\t\t\t\t\treturn reader.getFloat32Array( arrayLength );\n\n\t\t\t\t\t\tcase 'i':\n\t\t\t\t\t\t\treturn reader.getInt32Array( arrayLength );\n\n\t\t\t\t\t\tcase 'l':\n\t\t\t\t\t\t\treturn reader.getInt64Array( arrayLength );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( typeof fflate === 'undefined' ) {\n\n\t\t\t\t\tconsole.error( 'THREE.FBXLoader: External library fflate.min.js required.' );\n\n\t\t\t\t}\n\n\t\t\t\tconst data = fflate.unzlibSync( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef\n\t\t\t\tconst reader2 = new BinaryReader( data.buffer );\n\n\t\t\t\tswitch ( type ) {\n\n\t\t\t\t\tcase 'b':\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\treturn reader2.getBooleanArray( arrayLength );\n\n\t\t\t\t\tcase 'd':\n\t\t\t\t\t\treturn reader2.getFloat64Array( arrayLength );\n\n\t\t\t\t\tcase 'f':\n\t\t\t\t\t\treturn reader2.getFloat32Array( arrayLength );\n\n\t\t\t\t\tcase 'i':\n\t\t\t\t\t\treturn reader2.getInt32Array( arrayLength );\n\n\t\t\t\t\tcase 'l':\n\t\t\t\t\t\treturn reader2.getInt64Array( arrayLength );\n\n\t\t\t\t}\n\n\t\t\tdefault:\n\t\t\t\tthrow new Error( 'THREE.FBXLoader: Unknown property type ' + type );\n\n\t\t}\n\n\t}\n\n}\n\nclass BinaryReader {\n\n\tconstructor( buffer, littleEndian ) {\n\n\t\tthis.dv = new DataView( buffer );\n\t\tthis.offset = 0;\n\t\tthis.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;\n\n\t}\n\n\tgetOffset() {\n\n\t\treturn this.offset;\n\n\t}\n\n\tsize() {\n\n\t\treturn this.dv.buffer.byteLength;\n\n\t}\n\n\tskip( length ) {\n\n\t\tthis.offset += length;\n\n\t}\n\n\t// seems like true/false representation depends on exporter.\n\t// true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)\n\t// then sees LSB.\n\tgetBoolean() {\n\n\t\treturn ( this.getUint8() & 1 ) === 1;\n\n\t}\n\n\tgetBooleanArray( size ) {\n\n\t\tconst a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta.push( this.getBoolean() );\n\n\t\t}\n\n\t\treturn a;\n\n\t}\n\n\tgetUint8() {\n\n\t\tconst value = this.dv.getUint8( this.offset );\n\t\tthis.offset += 1;\n\t\treturn value;\n\n\t}\n\n\tgetInt16() {\n\n\t\tconst value = this.dv.getInt16( this.offset, this.littleEndian );\n\t\tthis.offset += 2;\n\t\treturn value;\n\n\t}\n\n\tgetInt32() {\n\n\t\tconst value = this.dv.getInt32( this.offset, this.littleEndian );\n\t\tthis.offset += 4;\n\t\treturn value;\n\n\t}\n\n\tgetInt32Array( size ) {\n\n\t\tconst a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta.push( this.getInt32() );\n\n\t\t}\n\n\t\treturn a;\n\n\t}\n\n\tgetUint32() {\n\n\t\tconst value = this.dv.getUint32( this.offset, this.littleEndian );\n\t\tthis.offset += 4;\n\t\treturn value;\n\n\t}\n\n\t// JavaScript doesn't support 64-bit integer so calculate this here\n\t// 1 << 32 will return 1 so using multiply operation instead here.\n\t// There's a possibility that this method returns wrong value if the value\n\t// is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.\n\t// TODO: safely handle 64-bit integer\n\tgetInt64() {\n\n\t\tlet low, high;\n\n\t\tif ( this.littleEndian ) {\n\n\t\t\tlow = this.getUint32();\n\t\t\thigh = this.getUint32();\n\n\t\t} else {\n\n\t\t\thigh = this.getUint32();\n\t\t\tlow = this.getUint32();\n\n\t\t}\n\n\t\t// calculate negative value\n\t\tif ( high & 0x80000000 ) {\n\n\t\t\thigh = ~ high & 0xFFFFFFFF;\n\t\t\tlow = ~ low & 0xFFFFFFFF;\n\n\t\t\tif ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;\n\n\t\t\tlow = ( low + 1 ) & 0xFFFFFFFF;\n\n\t\t\treturn - ( high * 0x100000000 + low );\n\n\t\t}\n\n\t\treturn high * 0x100000000 + low;\n\n\t}\n\n\tgetInt64Array( size ) {\n\n\t\tconst a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta.push( this.getInt64() );\n\n\t\t}\n\n\t\treturn a;\n\n\t}\n\n\t// Note: see getInt64() comment\n\tgetUint64() {\n\n\t\tlet low, high;\n\n\t\tif ( this.littleEndian ) {\n\n\t\t\tlow = this.getUint32();\n\t\t\thigh = this.getUint32();\n\n\t\t} else {\n\n\t\t\thigh = this.getUint32();\n\t\t\tlow = this.getUint32();\n\n\t\t}\n\n\t\treturn high * 0x100000000 + low;\n\n\t}\n\n\tgetFloat32() {\n\n\t\tconst value = this.dv.getFloat32( this.offset, this.littleEndian );\n\t\tthis.offset += 4;\n\t\treturn value;\n\n\t}\n\n\tgetFloat32Array( size ) {\n\n\t\tconst a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta.push( this.getFloat32() );\n\n\t\t}\n\n\t\treturn a;\n\n\t}\n\n\tgetFloat64() {\n\n\t\tconst value = this.dv.getFloat64( this.offset, this.littleEndian );\n\t\tthis.offset += 8;\n\t\treturn value;\n\n\t}\n\n\tgetFloat64Array( size ) {\n\n\t\tconst a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta.push( this.getFloat64() );\n\n\t\t}\n\n\t\treturn a;\n\n\t}\n\n\tgetArrayBuffer( size ) {\n\n\t\tconst value = this.dv.buffer.slice( this.offset, this.offset + size );\n\t\tthis.offset += size;\n\t\treturn value;\n\n\t}\n\n\tgetString( size ) {\n\n\t\t// note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead\n\t\tlet a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta[ i ] = this.getUint8();\n\n\t\t}\n\n\t\tconst nullByte = a.indexOf( 0 );\n\t\tif ( nullByte >= 0 ) a = a.slice( 0, nullByte );\n\n\t\treturn LoaderUtils.decodeText( new Uint8Array( a ) );\n\n\t}\n\n}\n\n// FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)\n// and BinaryParser( FBX Binary format)\nclass FBXTree {\n\n\tadd( key, val ) {\n\n\t\tthis[ key ] = val;\n\n\t}\n\n}\n\n// ************** UTILITY FUNCTIONS **************\n\nfunction isFbxFormatBinary( buffer ) {\n\n\tconst CORRECT = 'Kaydara\\u0020FBX\\u0020Binary\\u0020\\u0020\\0';\n\n\treturn buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );\n\n}\n\nfunction isFbxFormatASCII( text ) {\n\n\tconst CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\\\', 'F', 'B', 'X', '\\\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\\\', '\\\\' ];\n\n\tlet cursor = 0;\n\n\tfunction read( offset ) {\n\n\t\tconst result = text[ offset - 1 ];\n\t\ttext = text.slice( cursor + offset );\n\t\tcursor ++;\n\t\treturn result;\n\n\t}\n\n\tfor ( let i = 0; i < CORRECT.length; ++ i ) {\n\n\t\tconst num = read( 1 );\n\t\tif ( num === CORRECT[ i ] ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nfunction getFbxVersion( text ) {\n\n\tconst versionRegExp = /FBXVersion: (\\d+)/;\n\tconst match = text.match( versionRegExp );\n\n\tif ( match ) {\n\n\t\tconst version = parseInt( match[ 1 ] );\n\t\treturn version;\n\n\t}\n\n\tthrow new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );\n\n}\n\n// Converts FBX ticks into real time seconds.\nfunction convertFBXTimeToSeconds( time ) {\n\n\treturn time / 46186158000;\n\n}\n\nconst dataArray = [];\n\n// extracts the data from the correct position in the FBX array based on indexing type\nfunction getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {\n\n\tlet index;\n\n\tswitch ( infoObject.mappingType ) {\n\n\t\tcase 'ByPolygonVertex' :\n\t\t\tindex = polygonVertexIndex;\n\t\t\tbreak;\n\t\tcase 'ByPolygon' :\n\t\t\tindex = polygonIndex;\n\t\t\tbreak;\n\t\tcase 'ByVertice' :\n\t\t\tindex = vertexIndex;\n\t\t\tbreak;\n\t\tcase 'AllSame' :\n\t\t\tindex = infoObject.indices[ 0 ];\n\t\t\tbreak;\n\t\tdefault :\n\t\t\tconsole.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );\n\n\t}\n\n\tif ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];\n\n\tconst from = index * infoObject.dataSize;\n\tconst to = from + infoObject.dataSize;\n\n\treturn slice( dataArray, infoObject.buffer, from, to );\n\n}\n\nconst tempEuler = new Euler();\nconst tempVec = new Vector3();\n\n// generate transformation from FBX transform data\n// ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm\n// ref: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5e\nfunction generateTransform( transformData ) {\n\n\tconst lTranslationM = new Matrix4();\n\tconst lPreRotationM = new Matrix4();\n\tconst lRotationM = new Matrix4();\n\tconst lPostRotationM = new Matrix4();\n\n\tconst lScalingM = new Matrix4();\n\tconst lScalingPivotM = new Matrix4();\n\tconst lScalingOffsetM = new Matrix4();\n\tconst lRotationOffsetM = new Matrix4();\n\tconst lRotationPivotM = new Matrix4();\n\n\tconst lParentGX = new Matrix4();\n\tconst lParentLX = new Matrix4();\n\tconst lGlobalT = new Matrix4();\n\n\tconst inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;\n\n\tif ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );\n\n\tif ( transformData.preRotation ) {\n\n\t\tconst array = transformData.preRotation.map( MathUtils.degToRad );\n\t\tarray.push( transformData.eulerOrder );\n\t\tlPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );\n\n\t}\n\n\tif ( transformData.rotation ) {\n\n\t\tconst array = transformData.rotation.map( MathUtils.degToRad );\n\t\tarray.push( transformData.eulerOrder );\n\t\tlRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );\n\n\t}\n\n\tif ( transformData.postRotation ) {\n\n\t\tconst array = transformData.postRotation.map( MathUtils.degToRad );\n\t\tarray.push( transformData.eulerOrder );\n\t\tlPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );\n\t\tlPostRotationM.invert();\n\n\t}\n\n\tif ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );\n\n\t// Pivots and offsets\n\tif ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );\n\tif ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );\n\tif ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );\n\tif ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );\n\n\t// parent transform\n\tif ( transformData.parentMatrixWorld ) {\n\n\t\tlParentLX.copy( transformData.parentMatrix );\n\t\tlParentGX.copy( transformData.parentMatrixWorld );\n\n\t}\n\n\tconst lLRM = lPreRotationM.clone().multiply( lRotationM ).multiply( lPostRotationM );\n\t// Global Rotation\n\tconst lParentGRM = new Matrix4();\n\tlParentGRM.extractRotation( lParentGX );\n\n\t// Global Shear*Scaling\n\tconst lParentTM = new Matrix4();\n\tlParentTM.copyPosition( lParentGX );\n\n\tconst lParentGRSM = lParentTM.clone().invert().multiply( lParentGX );\n\tconst lParentGSM = lParentGRM.clone().invert().multiply( lParentGRSM );\n\tconst lLSM = lScalingM;\n\n\tconst lGlobalRS = new Matrix4();\n\n\tif ( inheritType === 0 ) {\n\n\t\tlGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM ).multiply( lLSM );\n\n\t} else if ( inheritType === 1 ) {\n\n\t\tlGlobalRS.copy( lParentGRM ).multiply( lParentGSM ).multiply( lLRM ).multiply( lLSM );\n\n\t} else {\n\n\t\tconst lParentLSM = new Matrix4().scale( new Vector3().setFromMatrixScale( lParentLX ) );\n\t\tconst lParentLSM_inv = lParentLSM.clone().invert();\n\t\tconst lParentGSM_noLocal = lParentGSM.clone().multiply( lParentLSM_inv );\n\n\t\tlGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lLSM );\n\n\t}\n\n\tconst lRotationPivotM_inv = lRotationPivotM.clone().invert();\n\tconst lScalingPivotM_inv = lScalingPivotM.clone().invert();\n\t// Calculate the local transform matrix\n\tlet lTransform = lTranslationM.clone().multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM_inv ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM_inv );\n\n\tconst lLocalTWithAllPivotAndOffsetInfo = new Matrix4().copyPosition( lTransform );\n\n\tconst lGlobalTranslation = lParentGX.clone().multiply( lLocalTWithAllPivotAndOffsetInfo );\n\tlGlobalT.copyPosition( lGlobalTranslation );\n\n\tlTransform = lGlobalT.clone().multiply( lGlobalRS );\n\n\t// from global to local\n\tlTransform.premultiply( lParentGX.invert() );\n\n\treturn lTransform;\n\n}\n\n// Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order\n// ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html\nfunction getEulerOrder( order ) {\n\n\torder = order || 0;\n\n\tconst enums = [\n\t\t'ZYX', // -> XYZ extrinsic\n\t\t'YZX', // -> XZY extrinsic\n\t\t'XZY', // -> YZX extrinsic\n\t\t'ZXY', // -> YXZ extrinsic\n\t\t'YXZ', // -> ZXY extrinsic\n\t\t'XYZ', // -> ZYX extrinsic\n\t\t//'SphericXYZ', // not possible to support\n\t];\n\n\tif ( order === 6 ) {\n\n\t\tconsole.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );\n\t\treturn enums[ 0 ];\n\n\t}\n\n\treturn enums[ order ];\n\n}\n\n// Parses comma separated list of numbers and returns them an array.\n// Used internally by the TextParser\nfunction parseNumberArray( value ) {\n\n\tconst array = value.split( ',' ).map( function ( val ) {\n\n\t\treturn parseFloat( val );\n\n\t} );\n\n\treturn array;\n\n}\n\nfunction convertArrayBufferToString( buffer, from, to ) {\n\n\tif ( from === undefined ) from = 0;\n\tif ( to === undefined ) to = buffer.byteLength;\n\n\treturn LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );\n\n}\n\nfunction append( a, b ) {\n\n\tfor ( let i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {\n\n\t\ta[ j ] = b[ i ];\n\n\t}\n\n}\n\nfunction slice( a, b, from, to ) {\n\n\tfor ( let i = from, j = 0; i < to; i ++, j ++ ) {\n\n\t\ta[ j ] = b[ i ];\n\n\t}\n\n\treturn a;\n\n}\n\n// inject array a2 into array a1 at index\nfunction inject( a1, index, a2 ) {\n\n\treturn a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );\n\n}\n\nexport { FBXLoader };\n", "import {\n\tBufferGeometry,\n\tFileLoader,\n\tFloat32BufferAttribute,\n\tGroup,\n\tLineBasicMaterial,\n\tLineSegments,\n\tLoader,\n\tMaterial,\n\tMesh,\n\tMeshPhongMaterial,\n\tPoints,\n\tPointsMaterial,\n\tVector3\n} from 'three';\n\n// o object_name | g group_name\nconst _object_pattern = /^[og]\\s*(.+)?/;\n// mtllib file_reference\nconst _material_library_pattern = /^mtllib /;\n// usemtl material_name\nconst _material_use_pattern = /^usemtl /;\n// usemap map_name\nconst _map_use_pattern = /^usemap /;\n\nconst _vA = new Vector3();\nconst _vB = new Vector3();\nconst _vC = new Vector3();\n\nconst _ab = new Vector3();\nconst _cb = new Vector3();\n\nfunction ParserState() {\n\n\tconst state = {\n\t\tobjects: [],\n\t\tobject: {},\n\n\t\tvertices: [],\n\t\tnormals: [],\n\t\tcolors: [],\n\t\tuvs: [],\n\n\t\tmaterials: {},\n\t\tmaterialLibraries: [],\n\n\t\tstartObject: function ( name, fromDeclaration ) {\n\n\t\t\t// If the current object (initial from reset) is not from a g/o declaration in the parsed\n\t\t\t// file. We need to use it for the first parsed g/o to keep things in sync.\n\t\t\tif ( this.object && this.object.fromDeclaration === false ) {\n\n\t\t\t\tthis.object.name = name;\n\t\t\t\tthis.object.fromDeclaration = ( fromDeclaration !== false );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );\n\n\t\t\tif ( this.object && typeof this.object._finalize === 'function' ) {\n\n\t\t\t\tthis.object._finalize( true );\n\n\t\t\t}\n\n\t\t\tthis.object = {\n\t\t\t\tname: name || '',\n\t\t\t\tfromDeclaration: ( fromDeclaration !== false ),\n\n\t\t\t\tgeometry: {\n\t\t\t\t\tvertices: [],\n\t\t\t\t\tnormals: [],\n\t\t\t\t\tcolors: [],\n\t\t\t\t\tuvs: [],\n\t\t\t\t\thasUVIndices: false\n\t\t\t\t},\n\t\t\t\tmaterials: [],\n\t\t\t\tsmooth: true,\n\n\t\t\t\tstartMaterial: function ( name, libraries ) {\n\n\t\t\t\t\tconst previous = this._finalize( false );\n\n\t\t\t\t\t// New usemtl declaration overwrites an inherited material, except if faces were declared\n\t\t\t\t\t// after the material, then it must be preserved for proper MultiMaterial continuation.\n\t\t\t\t\tif ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {\n\n\t\t\t\t\t\tthis.materials.splice( previous.index, 1 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst material = {\n\t\t\t\t\t\tindex: this.materials.length,\n\t\t\t\t\t\tname: name || '',\n\t\t\t\t\t\tmtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),\n\t\t\t\t\t\tsmooth: ( previous !== undefined ? previous.smooth : this.smooth ),\n\t\t\t\t\t\tgroupStart: ( previous !== undefined ? previous.groupEnd : 0 ),\n\t\t\t\t\t\tgroupEnd: - 1,\n\t\t\t\t\t\tgroupCount: - 1,\n\t\t\t\t\t\tinherited: false,\n\n\t\t\t\t\t\tclone: function ( index ) {\n\n\t\t\t\t\t\t\tconst cloned = {\n\t\t\t\t\t\t\t\tindex: ( typeof index === 'number' ? index : this.index ),\n\t\t\t\t\t\t\t\tname: this.name,\n\t\t\t\t\t\t\t\tmtllib: this.mtllib,\n\t\t\t\t\t\t\t\tsmooth: this.smooth,\n\t\t\t\t\t\t\t\tgroupStart: 0,\n\t\t\t\t\t\t\t\tgroupEnd: - 1,\n\t\t\t\t\t\t\t\tgroupCount: - 1,\n\t\t\t\t\t\t\t\tinherited: false\n\t\t\t\t\t\t\t};\n\t\t\t\t\t\t\tcloned.clone = this.clone.bind( cloned );\n\t\t\t\t\t\t\treturn cloned;\n\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\n\t\t\t\t\tthis.materials.push( material );\n\n\t\t\t\t\treturn material;\n\n\t\t\t\t},\n\n\t\t\t\tcurrentMaterial: function () {\n\n\t\t\t\t\tif ( this.materials.length > 0 ) {\n\n\t\t\t\t\t\treturn this.materials[ this.materials.length - 1 ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn undefined;\n\n\t\t\t\t},\n\n\t\t\t\t_finalize: function ( end ) {\n\n\t\t\t\t\tconst lastMultiMaterial = this.currentMaterial();\n\t\t\t\t\tif ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) {\n\n\t\t\t\t\t\tlastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;\n\t\t\t\t\t\tlastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;\n\t\t\t\t\t\tlastMultiMaterial.inherited = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Ignore objects tail materials if no face declarations followed them before a new o/g started.\n\t\t\t\t\tif ( end && this.materials.length > 1 ) {\n\n\t\t\t\t\t\tfor ( let mi = this.materials.length - 1; mi >= 0; mi -- ) {\n\n\t\t\t\t\t\t\tif ( this.materials[ mi ].groupCount <= 0 ) {\n\n\t\t\t\t\t\t\t\tthis.materials.splice( mi, 1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Guarantee at least one empty material, this makes the creation later more straight forward.\n\t\t\t\t\tif ( end && this.materials.length === 0 ) {\n\n\t\t\t\t\t\tthis.materials.push( {\n\t\t\t\t\t\t\tname: '',\n\t\t\t\t\t\t\tsmooth: this.smooth\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn lastMultiMaterial;\n\n\t\t\t\t}\n\t\t\t};\n\n\t\t\t// Inherit previous objects material.\n\t\t\t// Spec tells us that a declared material must be set to all objects until a new material is declared.\n\t\t\t// If a usemtl declaration is encountered while this new object is being parsed, it will\n\t\t\t// overwrite the inherited material. Exception being that there was already face declarations\n\t\t\t// to the inherited material, then it will be preserved for proper MultiMaterial continuation.\n\n\t\t\tif ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) {\n\n\t\t\t\tconst declared = previousMaterial.clone( 0 );\n\t\t\t\tdeclared.inherited = true;\n\t\t\t\tthis.object.materials.push( declared );\n\n\t\t\t}\n\n\t\t\tthis.objects.push( this.object );\n\n\t\t},\n\n\t\tfinalize: function () {\n\n\t\t\tif ( this.object && typeof this.object._finalize === 'function' ) {\n\n\t\t\t\tthis.object._finalize( true );\n\n\t\t\t}\n\n\t\t},\n\n\t\tparseVertexIndex: function ( value, len ) {\n\n\t\t\tconst index = parseInt( value, 10 );\n\t\t\treturn ( index >= 0 ? index - 1 : index + len / 3 ) * 3;\n\n\t\t},\n\n\t\tparseNormalIndex: function ( value, len ) {\n\n\t\t\tconst index = parseInt( value, 10 );\n\t\t\treturn ( index >= 0 ? index - 1 : index + len / 3 ) * 3;\n\n\t\t},\n\n\t\tparseUVIndex: function ( value, len ) {\n\n\t\t\tconst index = parseInt( value, 10 );\n\t\t\treturn ( index >= 0 ? index - 1 : index + len / 2 ) * 2;\n\n\t\t},\n\n\t\taddVertex: function ( a, b, c ) {\n\n\t\t\tconst src = this.vertices;\n\t\t\tconst dst = this.object.geometry.vertices;\n\n\t\t\tdst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );\n\t\t\tdst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );\n\t\t\tdst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );\n\n\t\t},\n\n\t\taddVertexPoint: function ( a ) {\n\n\t\t\tconst src = this.vertices;\n\t\t\tconst dst = this.object.geometry.vertices;\n\n\t\t\tdst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );\n\n\t\t},\n\n\t\taddVertexLine: function ( a ) {\n\n\t\t\tconst src = this.vertices;\n\t\t\tconst dst = this.object.geometry.vertices;\n\n\t\t\tdst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );\n\n\t\t},\n\n\t\taddNormal: function ( a, b, c ) {\n\n\t\t\tconst src = this.normals;\n\t\t\tconst dst = this.object.geometry.normals;\n\n\t\t\tdst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );\n\t\t\tdst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );\n\t\t\tdst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );\n\n\t\t},\n\n\t\taddFaceNormal: function ( a, b, c ) {\n\n\t\t\tconst src = this.vertices;\n\t\t\tconst dst = this.object.geometry.normals;\n\n\t\t\t_vA.fromArray( src, a );\n\t\t\t_vB.fromArray( src, b );\n\t\t\t_vC.fromArray( src, c );\n\n\t\t\t_cb.subVectors( _vC, _vB );\n\t\t\t_ab.subVectors( _vA, _vB );\n\t\t\t_cb.cross( _ab );\n\n\t\t\t_cb.normalize();\n\n\t\t\tdst.push( _cb.x, _cb.y, _cb.z );\n\t\t\tdst.push( _cb.x, _cb.y, _cb.z );\n\t\t\tdst.push( _cb.x, _cb.y, _cb.z );\n\n\t\t},\n\n\t\taddColor: function ( a, b, c ) {\n\n\t\t\tconst src = this.colors;\n\t\t\tconst dst = this.object.geometry.colors;\n\n\t\t\tif ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );\n\t\t\tif ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );\n\t\t\tif ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );\n\n\t\t},\n\n\t\taddUV: function ( a, b, c ) {\n\n\t\t\tconst src = this.uvs;\n\t\t\tconst dst = this.object.geometry.uvs;\n\n\t\t\tdst.push( src[ a + 0 ], src[ a + 1 ] );\n\t\t\tdst.push( src[ b + 0 ], src[ b + 1 ] );\n\t\t\tdst.push( src[ c + 0 ], src[ c + 1 ] );\n\n\t\t},\n\n\t\taddDefaultUV: function () {\n\n\t\t\tconst dst = this.object.geometry.uvs;\n\n\t\t\tdst.push( 0, 0 );\n\t\t\tdst.push( 0, 0 );\n\t\t\tdst.push( 0, 0 );\n\n\t\t},\n\n\t\taddUVLine: function ( a ) {\n\n\t\t\tconst src = this.uvs;\n\t\t\tconst dst = this.object.geometry.uvs;\n\n\t\t\tdst.push( src[ a + 0 ], src[ a + 1 ] );\n\n\t\t},\n\n\t\taddFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {\n\n\t\t\tconst vLen = this.vertices.length;\n\n\t\t\tlet ia = this.parseVertexIndex( a, vLen );\n\t\t\tlet ib = this.parseVertexIndex( b, vLen );\n\t\t\tlet ic = this.parseVertexIndex( c, vLen );\n\n\t\t\tthis.addVertex( ia, ib, ic );\n\t\t\tthis.addColor( ia, ib, ic );\n\n\t\t\t// normals\n\n\t\t\tif ( na !== undefined && na !== '' ) {\n\n\t\t\t\tconst nLen = this.normals.length;\n\n\t\t\t\tia = this.parseNormalIndex( na, nLen );\n\t\t\t\tib = this.parseNormalIndex( nb, nLen );\n\t\t\t\tic = this.parseNormalIndex( nc, nLen );\n\n\t\t\t\tthis.addNormal( ia, ib, ic );\n\n\t\t\t} else {\n\n\t\t\t\tthis.addFaceNormal( ia, ib, ic );\n\n\t\t\t}\n\n\t\t\t// uvs\n\n\t\t\tif ( ua !== undefined && ua !== '' ) {\n\n\t\t\t\tconst uvLen = this.uvs.length;\n\n\t\t\t\tia = this.parseUVIndex( ua, uvLen );\n\t\t\t\tib = this.parseUVIndex( ub, uvLen );\n\t\t\t\tic = this.parseUVIndex( uc, uvLen );\n\n\t\t\t\tthis.addUV( ia, ib, ic );\n\n\t\t\t\tthis.object.geometry.hasUVIndices = true;\n\n\t\t\t} else {\n\n\t\t\t\t// add placeholder values (for inconsistent face definitions)\n\n\t\t\t\tthis.addDefaultUV();\n\n\t\t\t}\n\n\t\t},\n\n\t\taddPointGeometry: function ( vertices ) {\n\n\t\t\tthis.object.geometry.type = 'Points';\n\n\t\t\tconst vLen = this.vertices.length;\n\n\t\t\tfor ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {\n\n\t\t\t\tconst index = this.parseVertexIndex( vertices[ vi ], vLen );\n\n\t\t\t\tthis.addVertexPoint( index );\n\t\t\t\tthis.addColor( index );\n\n\t\t\t}\n\n\t\t},\n\n\t\taddLineGeometry: function ( vertices, uvs ) {\n\n\t\t\tthis.object.geometry.type = 'Line';\n\n\t\t\tconst vLen = this.vertices.length;\n\t\t\tconst uvLen = this.uvs.length;\n\n\t\t\tfor ( let vi = 0, l = vertices.length; vi < l; vi ++ ) {\n\n\t\t\t\tthis.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );\n\n\t\t\t}\n\n\t\t\tfor ( let uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {\n\n\t\t\t\tthis.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tstate.startObject( '', false );\n\n\treturn state;\n\n}\n\n//\n\nclass OBJLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.materials = null;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( text ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tsetMaterials( materials ) {\n\n\t\tthis.materials = materials;\n\n\t\treturn this;\n\n\t}\n\n\tparse( text ) {\n\n\t\tconst state = new ParserState();\n\n\t\tif ( text.indexOf( '\\r\\n' ) !== - 1 ) {\n\n\t\t\t// This is faster than String.split with regex that splits on both\n\t\t\ttext = text.replace( /\\r\\n/g, '\\n' );\n\n\t\t}\n\n\t\tif ( text.indexOf( '\\\\\\n' ) !== - 1 ) {\n\n\t\t\t// join lines separated by a line continuation character (\\)\n\t\t\ttext = text.replace( /\\\\\\n/g, '' );\n\n\t\t}\n\n\t\tconst lines = text.split( '\\n' );\n\t\tlet line = '', lineFirstChar = '';\n\t\tlet lineLength = 0;\n\t\tlet result = [];\n\n\t\t// Faster to just trim left side of the line. Use if available.\n\t\tconst trimLeft = ( typeof ''.trimLeft === 'function' );\n\n\t\tfor ( let i = 0, l = lines.length; i < l; i ++ ) {\n\n\t\t\tline = lines[ i ];\n\n\t\t\tline = trimLeft ? line.trimLeft() : line.trim();\n\n\t\t\tlineLength = line.length;\n\n\t\t\tif ( lineLength === 0 ) continue;\n\n\t\t\tlineFirstChar = line.charAt( 0 );\n\n\t\t\t// @todo invoke passed in handler if any\n\t\t\tif ( lineFirstChar === '#' ) continue;\n\n\t\t\tif ( lineFirstChar === 'v' ) {\n\n\t\t\t\tconst data = line.split( /\\s+/ );\n\n\t\t\t\tswitch ( data[ 0 ] ) {\n\n\t\t\t\t\tcase 'v':\n\t\t\t\t\t\tstate.vertices.push(\n\t\t\t\t\t\t\tparseFloat( data[ 1 ] ),\n\t\t\t\t\t\t\tparseFloat( data[ 2 ] ),\n\t\t\t\t\t\t\tparseFloat( data[ 3 ] )\n\t\t\t\t\t\t);\n\t\t\t\t\t\tif ( data.length >= 7 ) {\n\n\t\t\t\t\t\t\tstate.colors.push(\n\t\t\t\t\t\t\t\tparseFloat( data[ 4 ] ),\n\t\t\t\t\t\t\t\tparseFloat( data[ 5 ] ),\n\t\t\t\t\t\t\t\tparseFloat( data[ 6 ] )\n\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// if no colors are defined, add placeholders so color and vertex indices match\n\n\t\t\t\t\t\t\tstate.colors.push( undefined, undefined, undefined );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'vn':\n\t\t\t\t\t\tstate.normals.push(\n\t\t\t\t\t\t\tparseFloat( data[ 1 ] ),\n\t\t\t\t\t\t\tparseFloat( data[ 2 ] ),\n\t\t\t\t\t\t\tparseFloat( data[ 3 ] )\n\t\t\t\t\t\t);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'vt':\n\t\t\t\t\t\tstate.uvs.push(\n\t\t\t\t\t\t\tparseFloat( data[ 1 ] ),\n\t\t\t\t\t\t\tparseFloat( data[ 2 ] )\n\t\t\t\t\t\t);\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t} else if ( lineFirstChar === 'f' ) {\n\n\t\t\t\tconst lineData = line.substr( 1 ).trim();\n\t\t\t\tconst vertexData = lineData.split( /\\s+/ );\n\t\t\t\tconst faceVertices = [];\n\n\t\t\t\t// Parse the face vertex data into an easy to work with format\n\n\t\t\t\tfor ( let j = 0, jl = vertexData.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst vertex = vertexData[ j ];\n\n\t\t\t\t\tif ( vertex.length > 0 ) {\n\n\t\t\t\t\t\tconst vertexParts = vertex.split( '/' );\n\t\t\t\t\t\tfaceVertices.push( vertexParts );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// Draw an edge between the first vertex and all subsequent vertices to form an n-gon\n\n\t\t\t\tconst v1 = faceVertices[ 0 ];\n\n\t\t\t\tfor ( let j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {\n\n\t\t\t\t\tconst v2 = faceVertices[ j ];\n\t\t\t\t\tconst v3 = faceVertices[ j + 1 ];\n\n\t\t\t\t\tstate.addFace(\n\t\t\t\t\t\tv1[ 0 ], v2[ 0 ], v3[ 0 ],\n\t\t\t\t\t\tv1[ 1 ], v2[ 1 ], v3[ 1 ],\n\t\t\t\t\t\tv1[ 2 ], v2[ 2 ], v3[ 2 ]\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t} else if ( lineFirstChar === 'l' ) {\n\n\t\t\t\tconst lineParts = line.substring( 1 ).trim().split( ' ' );\n\t\t\t\tlet lineVertices = [];\n\t\t\t\tconst lineUVs = [];\n\n\t\t\t\tif ( line.indexOf( '/' ) === - 1 ) {\n\n\t\t\t\t\tlineVertices = lineParts;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let li = 0, llen = lineParts.length; li < llen; li ++ ) {\n\n\t\t\t\t\t\tconst parts = lineParts[ li ].split( '/' );\n\n\t\t\t\t\t\tif ( parts[ 0 ] !== '' ) lineVertices.push( parts[ 0 ] );\n\t\t\t\t\t\tif ( parts[ 1 ] !== '' ) lineUVs.push( parts[ 1 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tstate.addLineGeometry( lineVertices, lineUVs );\n\n\t\t\t} else if ( lineFirstChar === 'p' ) {\n\n\t\t\t\tconst lineData = line.substr( 1 ).trim();\n\t\t\t\tconst pointData = lineData.split( ' ' );\n\n\t\t\t\tstate.addPointGeometry( pointData );\n\n\t\t\t} else if ( ( result = _object_pattern.exec( line ) ) !== null ) {\n\n\t\t\t\t// o object_name\n\t\t\t\t// or\n\t\t\t\t// g group_name\n\n\t\t\t\t// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869\n\t\t\t\t// let name = result[ 0 ].substr( 1 ).trim();\n\t\t\t\tconst name = ( ' ' + result[ 0 ].substr( 1 ).trim() ).substr( 1 );\n\n\t\t\t\tstate.startObject( name );\n\n\t\t\t} else if ( _material_use_pattern.test( line ) ) {\n\n\t\t\t\t// material\n\n\t\t\t\tstate.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );\n\n\t\t\t} else if ( _material_library_pattern.test( line ) ) {\n\n\t\t\t\t// mtl file\n\n\t\t\t\tstate.materialLibraries.push( line.substring( 7 ).trim() );\n\n\t\t\t} else if ( _map_use_pattern.test( line ) ) {\n\n\t\t\t\t// the line is parsed but ignored since the loader assumes textures are defined MTL files\n\t\t\t\t// (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)\n\n\t\t\t\tconsole.warn( 'THREE.OBJLoader: Rendering identifier \"usemap\" not supported. Textures must be defined in MTL files.' );\n\n\t\t\t} else if ( lineFirstChar === 's' ) {\n\n\t\t\t\tresult = line.split( ' ' );\n\n\t\t\t\t// smooth shading\n\n\t\t\t\t// @todo Handle files that have varying smooth values for a set of faces inside one geometry,\n\t\t\t\t// but does not define a usemtl for each face set.\n\t\t\t\t// This should be detected and a dummy material created (later MultiMaterial and geometry groups).\n\t\t\t\t// This requires some care to not create extra material on each smooth value for \"normal\" obj files.\n\t\t\t\t// where explicit usemtl defines geometry groups.\n\t\t\t\t// Example asset: examples/models/obj/cerberus/Cerberus.obj\n\n\t\t\t\t/*\n\t\t\t\t\t * http://paulbourke.net/dataformats/obj/\n\t\t\t\t\t * or\n\t\t\t\t\t * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf\n\t\t\t\t\t *\n\t\t\t\t\t * From chapter \"Grouping\" Syntax explanation \"s group_number\":\n\t\t\t\t\t * \"group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.\n\t\t\t\t\t * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form\n\t\t\t\t\t * surfaces, smoothing groups are either turned on or off; there is no difference between values greater\n\t\t\t\t\t * than 0.\"\n\t\t\t\t\t */\n\t\t\t\tif ( result.length > 1 ) {\n\n\t\t\t\t\tconst value = result[ 1 ].trim().toLowerCase();\n\t\t\t\t\tstate.object.smooth = ( value !== '0' && value !== 'off' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// ZBrush can produce \"s\" lines #11707\n\t\t\t\t\tstate.object.smooth = true;\n\n\t\t\t\t}\n\n\t\t\t\tconst material = state.object.currentMaterial();\n\t\t\t\tif ( material ) material.smooth = state.object.smooth;\n\n\t\t\t} else {\n\n\t\t\t\t// Handle null terminated files without exception\n\t\t\t\tif ( line === '\\0' ) continue;\n\n\t\t\t\tconsole.warn( 'THREE.OBJLoader: Unexpected line: \"' + line + '\"' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.finalize();\n\n\t\tconst container = new Group();\n\t\tcontainer.materialLibraries = [].concat( state.materialLibraries );\n\n\t\tconst hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 );\n\n\t\tif ( hasPrimitives === true ) {\n\n\t\t\tfor ( let i = 0, l = state.objects.length; i < l; i ++ ) {\n\n\t\t\t\tconst object = state.objects[ i ];\n\t\t\t\tconst geometry = object.geometry;\n\t\t\t\tconst materials = object.materials;\n\t\t\t\tconst isLine = ( geometry.type === 'Line' );\n\t\t\t\tconst isPoints = ( geometry.type === 'Points' );\n\t\t\t\tlet hasVertexColors = false;\n\n\t\t\t\t// Skip o/g line declarations that did not follow with any faces\n\t\t\t\tif ( geometry.vertices.length === 0 ) continue;\n\n\t\t\t\tconst buffergeometry = new BufferGeometry();\n\n\t\t\t\tbuffergeometry.setAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) );\n\n\t\t\t\tif ( geometry.normals.length > 0 ) {\n\n\t\t\t\t\tbuffergeometry.setAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometry.colors.length > 0 ) {\n\n\t\t\t\t\thasVertexColors = true;\n\t\t\t\t\tbuffergeometry.setAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometry.hasUVIndices === true ) {\n\n\t\t\t\t\tbuffergeometry.setAttribute( 'uv', new Float32BufferAttribute( geometry.uvs, 2 ) );\n\n\t\t\t\t}\n\n\t\t\t\t// Create materials\n\n\t\t\t\tconst createdMaterials = [];\n\n\t\t\t\tfor ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {\n\n\t\t\t\t\tconst sourceMaterial = materials[ mi ];\n\t\t\t\t\tconst materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors;\n\t\t\t\t\tlet material = state.materials[ materialHash ];\n\n\t\t\t\t\tif ( this.materials !== null ) {\n\n\t\t\t\t\t\tmaterial = this.materials.create( sourceMaterial.name );\n\n\t\t\t\t\t\t// mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.\n\t\t\t\t\t\tif ( isLine && material && ! ( material instanceof LineBasicMaterial ) ) {\n\n\t\t\t\t\t\t\tconst materialLine = new LineBasicMaterial();\n\t\t\t\t\t\t\tMaterial.prototype.copy.call( materialLine, material );\n\t\t\t\t\t\t\tmaterialLine.color.copy( material.color );\n\t\t\t\t\t\t\tmaterial = materialLine;\n\n\t\t\t\t\t\t} else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) {\n\n\t\t\t\t\t\t\tconst materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } );\n\t\t\t\t\t\t\tMaterial.prototype.copy.call( materialPoints, material );\n\t\t\t\t\t\t\tmaterialPoints.color.copy( material.color );\n\t\t\t\t\t\t\tmaterialPoints.map = material.map;\n\t\t\t\t\t\t\tmaterial = materialPoints;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( material === undefined ) {\n\n\t\t\t\t\t\tif ( isLine ) {\n\n\t\t\t\t\t\t\tmaterial = new LineBasicMaterial();\n\n\t\t\t\t\t\t} else if ( isPoints ) {\n\n\t\t\t\t\t\t\tmaterial = new PointsMaterial( { size: 1, sizeAttenuation: false } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tmaterial = new MeshPhongMaterial();\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaterial.name = sourceMaterial.name;\n\t\t\t\t\t\tmaterial.flatShading = sourceMaterial.smooth ? false : true;\n\t\t\t\t\t\tmaterial.vertexColors = hasVertexColors;\n\n\t\t\t\t\t\tstate.materials[ materialHash ] = material;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcreatedMaterials.push( material );\n\n\t\t\t\t}\n\n\t\t\t\t// Create mesh\n\n\t\t\t\tlet mesh;\n\n\t\t\t\tif ( createdMaterials.length > 1 ) {\n\n\t\t\t\t\tfor ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) {\n\n\t\t\t\t\t\tconst sourceMaterial = materials[ mi ];\n\t\t\t\t\t\tbuffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( isLine ) {\n\n\t\t\t\t\t\tmesh = new LineSegments( buffergeometry, createdMaterials );\n\n\t\t\t\t\t} else if ( isPoints ) {\n\n\t\t\t\t\t\tmesh = new Points( buffergeometry, createdMaterials );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tmesh = new Mesh( buffergeometry, createdMaterials );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( isLine ) {\n\n\t\t\t\t\t\tmesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] );\n\n\t\t\t\t\t} else if ( isPoints ) {\n\n\t\t\t\t\t\tmesh = new Points( buffergeometry, createdMaterials[ 0 ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tmesh = new Mesh( buffergeometry, createdMaterials[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tmesh.name = object.name;\n\n\t\t\t\tcontainer.add( mesh );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// if there is only the default parser state object with no geometry data, interpret data as point cloud\n\n\t\t\tif ( state.vertices.length > 0 ) {\n\n\t\t\t\tconst material = new PointsMaterial( { size: 1, sizeAttenuation: false } );\n\n\t\t\t\tconst buffergeometry = new BufferGeometry();\n\n\t\t\t\tbuffergeometry.setAttribute( 'position', new Float32BufferAttribute( state.vertices, 3 ) );\n\n\t\t\t\tif ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) {\n\n\t\t\t\t\tbuffergeometry.setAttribute( 'color', new Float32BufferAttribute( state.colors, 3 ) );\n\t\t\t\t\tmaterial.vertexColors = true;\n\n\t\t\t\t}\n\n\t\t\t\tconst points = new Points( buffergeometry, material );\n\t\t\t\tcontainer.add( points );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn container;\n\n\t}\n\n}\n\nexport { OBJLoader };\n", "import {\n\tBufferAttribute,\n\tBufferGeometry,\n\tFileLoader,\n\tLoader\n} from 'three';\n\nconst _taskCache = new WeakMap();\n\nclass DRACOLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.decoderPath = '';\n\t\tthis.decoderConfig = {};\n\t\tthis.decoderBinary = null;\n\t\tthis.decoderPending = null;\n\n\t\tthis.workerLimit = 4;\n\t\tthis.workerPool = [];\n\t\tthis.workerNextTaskID = 1;\n\t\tthis.workerSourceURL = '';\n\n\t\tthis.defaultAttributeIDs = {\n\t\t\tposition: 'POSITION',\n\t\t\tnormal: 'NORMAL',\n\t\t\tcolor: 'COLOR',\n\t\t\tuv: 'TEX_COORD'\n\t\t};\n\t\tthis.defaultAttributeTypes = {\n\t\t\tposition: 'Float32Array',\n\t\t\tnormal: 'Float32Array',\n\t\t\tcolor: 'Float32Array',\n\t\t\tuv: 'Float32Array'\n\t\t};\n\n\t}\n\n\tsetDecoderPath( path ) {\n\n\t\tthis.decoderPath = path;\n\n\t\treturn this;\n\n\t}\n\n\tsetDecoderConfig( config ) {\n\n\t\tthis.decoderConfig = config;\n\n\t\treturn this;\n\n\t}\n\n\tsetWorkerLimit( workerLimit ) {\n\n\t\tthis.workerLimit = workerLimit;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst loader = new FileLoader( this.manager );\n\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tloader.load( url, ( buffer ) => {\n\n\t\t\tconst taskConfig = {\n\t\t\t\tattributeIDs: this.defaultAttributeIDs,\n\t\t\t\tattributeTypes: this.defaultAttributeTypes,\n\t\t\t\tuseUniqueIDs: false\n\t\t\t};\n\n\t\t\tthis.decodeGeometry( buffer, taskConfig )\n\t\t\t\t.then( onLoad )\n\t\t\t\t.catch( onError );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\t/** @deprecated Kept for backward-compatibility with previous DRACOLoader versions. */\n\tdecodeDracoFile( buffer, callback, attributeIDs, attributeTypes ) {\n\n\t\tconst taskConfig = {\n\t\t\tattributeIDs: attributeIDs || this.defaultAttributeIDs,\n\t\t\tattributeTypes: attributeTypes || this.defaultAttributeTypes,\n\t\t\tuseUniqueIDs: !! attributeIDs\n\t\t};\n\n\t\tthis.decodeGeometry( buffer, taskConfig ).then( callback );\n\n\t}\n\n\tdecodeGeometry( buffer, taskConfig ) {\n\n\t\t// TODO: For backward-compatibility, support 'attributeTypes' objects containing\n\t\t// references (rather than names) to typed array constructors. These must be\n\t\t// serialized before sending them to the worker.\n\t\tfor ( const attribute in taskConfig.attributeTypes ) {\n\n\t\t\tconst type = taskConfig.attributeTypes[ attribute ];\n\n\t\t\tif ( type.BYTES_PER_ELEMENT !== undefined ) {\n\n\t\t\t\ttaskConfig.attributeTypes[ attribute ] = type.name;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst taskKey = JSON.stringify( taskConfig );\n\n\t\t// Check for an existing task using this buffer. A transferred buffer cannot be transferred\n\t\t// again from this thread.\n\t\tif ( _taskCache.has( buffer ) ) {\n\n\t\t\tconst cachedTask = _taskCache.get( buffer );\n\n\t\t\tif ( cachedTask.key === taskKey ) {\n\n\t\t\t\treturn cachedTask.promise;\n\n\t\t\t} else if ( buffer.byteLength === 0 ) {\n\n\t\t\t\t// Technically, it would be possible to wait for the previous task to complete,\n\t\t\t\t// transfer the buffer back, and decode again with the second configuration. That\n\t\t\t\t// is complex, and I don't know of any reason to decode a Draco buffer twice in\n\t\t\t\t// different ways, so this is left unimplemented.\n\t\t\t\tthrow new Error(\n\n\t\t\t\t\t'THREE.DRACOLoader: Unable to re-decode a buffer with different ' +\n\t\t\t\t\t'settings. Buffer has already been transferred.'\n\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tlet worker;\n\t\tconst taskID = this.workerNextTaskID ++;\n\t\tconst taskCost = buffer.byteLength;\n\n\t\t// Obtain a worker and assign a task, and construct a geometry instance\n\t\t// when the task completes.\n\t\tconst geometryPending = this._getWorker( taskID, taskCost )\n\t\t\t.then( ( _worker ) => {\n\n\t\t\t\tworker = _worker;\n\n\t\t\t\treturn new Promise( ( resolve, reject ) => {\n\n\t\t\t\t\tworker._callbacks[ taskID ] = { resolve, reject };\n\n\t\t\t\t\tworker.postMessage( { type: 'decode', id: taskID, taskConfig, buffer }, [ buffer ] );\n\n\t\t\t\t\t// this.debug();\n\n\t\t\t\t} );\n\n\t\t\t} )\n\t\t\t.then( ( message ) => this._createGeometry( message.geometry ) );\n\n\t\t// Remove task from the task list.\n\t\t// Note: replaced '.finally()' with '.catch().then()' block - iOS 11 support (#19416)\n\t\tgeometryPending\n\t\t\t.catch( () => true )\n\t\t\t.then( () => {\n\n\t\t\t\tif ( worker && taskID ) {\n\n\t\t\t\t\tthis._releaseTask( worker, taskID );\n\n\t\t\t\t\t// this.debug();\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t// Cache the task result.\n\t\t_taskCache.set( buffer, {\n\n\t\t\tkey: taskKey,\n\t\t\tpromise: geometryPending\n\n\t\t} );\n\n\t\treturn geometryPending;\n\n\t}\n\n\t_createGeometry( geometryData ) {\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tif ( geometryData.index ) {\n\n\t\t\tgeometry.setIndex( new BufferAttribute( geometryData.index.array, 1 ) );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < geometryData.attributes.length; i ++ ) {\n\n\t\t\tconst attribute = geometryData.attributes[ i ];\n\t\t\tconst name = attribute.name;\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\n\t\t\tgeometry.setAttribute( name, new BufferAttribute( array, itemSize ) );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n\t_loadLibrary( url, responseType ) {\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.decoderPath );\n\t\tloader.setResponseType( responseType );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\treturn new Promise( ( resolve, reject ) => {\n\n\t\t\tloader.load( url, resolve, undefined, reject );\n\n\t\t} );\n\n\t}\n\n\tpreload() {\n\n\t\tthis._initDecoder();\n\n\t\treturn this;\n\n\t}\n\n\t_initDecoder() {\n\n\t\tif ( this.decoderPending ) return this.decoderPending;\n\n\t\tconst useJS = typeof WebAssembly !== 'object' || this.decoderConfig.type === 'js';\n\t\tconst librariesPending = [];\n\n\t\tif ( useJS ) {\n\n\t\t\tlibrariesPending.push( this._loadLibrary( 'draco_decoder.js', 'text' ) );\n\n\t\t} else {\n\n\t\t\tlibrariesPending.push( this._loadLibrary( 'draco_wasm_wrapper.js', 'text' ) );\n\t\t\tlibrariesPending.push( this._loadLibrary( 'draco_decoder.wasm', 'arraybuffer' ) );\n\n\t\t}\n\n\t\tthis.decoderPending = Promise.all( librariesPending )\n\t\t\t.then( ( libraries ) => {\n\n\t\t\t\tconst jsContent = libraries[ 0 ];\n\n\t\t\t\tif ( ! useJS ) {\n\n\t\t\t\t\tthis.decoderConfig.wasmBinary = libraries[ 1 ];\n\n\t\t\t\t}\n\n\t\t\t\tconst fn = DRACOWorker.toString();\n\n\t\t\t\tconst body = [\n\t\t\t\t\t'/* draco decoder */',\n\t\t\t\t\tjsContent,\n\t\t\t\t\t'',\n\t\t\t\t\t'/* worker */',\n\t\t\t\t\tfn.substring( fn.indexOf( '{' ) + 1, fn.lastIndexOf( '}' ) )\n\t\t\t\t].join( '\\n' );\n\n\t\t\t\tthis.workerSourceURL = URL.createObjectURL( new Blob( [ body ] ) );\n\n\t\t\t} );\n\n\t\treturn this.decoderPending;\n\n\t}\n\n\t_getWorker( taskID, taskCost ) {\n\n\t\treturn this._initDecoder().then( () => {\n\n\t\t\tif ( this.workerPool.length < this.workerLimit ) {\n\n\t\t\t\tconst worker = new Worker( this.workerSourceURL );\n\n\t\t\t\tworker._callbacks = {};\n\t\t\t\tworker._taskCosts = {};\n\t\t\t\tworker._taskLoad = 0;\n\n\t\t\t\tworker.postMessage( { type: 'init', decoderConfig: this.decoderConfig } );\n\n\t\t\t\tworker.onmessage = function ( e ) {\n\n\t\t\t\t\tconst message = e.data;\n\n\t\t\t\t\tswitch ( message.type ) {\n\n\t\t\t\t\t\tcase 'decode':\n\t\t\t\t\t\t\tworker._callbacks[ message.id ].resolve( message );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'error':\n\t\t\t\t\t\t\tworker._callbacks[ message.id ].reject( message );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.DRACOLoader: Unexpected message, \"' + message.type + '\"' );\n\n\t\t\t\t\t}\n\n\t\t\t\t};\n\n\t\t\t\tthis.workerPool.push( worker );\n\n\t\t\t} else {\n\n\t\t\t\tthis.workerPool.sort( function ( a, b ) {\n\n\t\t\t\t\treturn a._taskLoad > b._taskLoad ? - 1 : 1;\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tconst worker = this.workerPool[ this.workerPool.length - 1 ];\n\t\t\tworker._taskCosts[ taskID ] = taskCost;\n\t\t\tworker._taskLoad += taskCost;\n\t\t\treturn worker;\n\n\t\t} );\n\n\t}\n\n\t_releaseTask( worker, taskID ) {\n\n\t\tworker._taskLoad -= worker._taskCosts[ taskID ];\n\t\tdelete worker._callbacks[ taskID ];\n\t\tdelete worker._taskCosts[ taskID ];\n\n\t}\n\n\tdebug() {\n\n\t\tconsole.log( 'Task load: ', this.workerPool.map( ( worker ) => worker._taskLoad ) );\n\n\t}\n\n\tdispose() {\n\n\t\tfor ( let i = 0; i < this.workerPool.length; ++ i ) {\n\n\t\t\tthis.workerPool[ i ].terminate();\n\n\t\t}\n\n\t\tthis.workerPool.length = 0;\n\n\t\treturn this;\n\n\t}\n\n}\n\n/* WEB WORKER */\n\nfunction DRACOWorker() {\n\n\tlet decoderConfig;\n\tlet decoderPending;\n\n\tonmessage = function ( e ) {\n\n\t\tconst message = e.data;\n\n\t\tswitch ( message.type ) {\n\n\t\t\tcase 'init':\n\t\t\t\tdecoderConfig = message.decoderConfig;\n\t\t\t\tdecoderPending = new Promise( function ( resolve/*, reject*/ ) {\n\n\t\t\t\t\tdecoderConfig.onModuleLoaded = function ( draco ) {\n\n\t\t\t\t\t\t// Module is Promise-like. Wrap before resolving to avoid loop.\n\t\t\t\t\t\tresolve( { draco: draco } );\n\n\t\t\t\t\t};\n\n\t\t\t\t\tDracoDecoderModule( decoderConfig ); // eslint-disable-line no-undef\n\n\t\t\t\t} );\n\t\t\t\tbreak;\n\n\t\t\tcase 'decode':\n\t\t\t\tconst buffer = message.buffer;\n\t\t\t\tconst taskConfig = message.taskConfig;\n\t\t\t\tdecoderPending.then( ( module ) => {\n\n\t\t\t\t\tconst draco = module.draco;\n\t\t\t\t\tconst decoder = new draco.Decoder();\n\t\t\t\t\tconst decoderBuffer = new draco.DecoderBuffer();\n\t\t\t\t\tdecoderBuffer.Init( new Int8Array( buffer ), buffer.byteLength );\n\n\t\t\t\t\ttry {\n\n\t\t\t\t\t\tconst geometry = decodeGeometry( draco, decoder, decoderBuffer, taskConfig );\n\n\t\t\t\t\t\tconst buffers = geometry.attributes.map( ( attr ) => attr.array.buffer );\n\n\t\t\t\t\t\tif ( geometry.index ) buffers.push( geometry.index.array.buffer );\n\n\t\t\t\t\t\tself.postMessage( { type: 'decode', id: message.id, geometry }, buffers );\n\n\t\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\t\tconsole.error( error );\n\n\t\t\t\t\t\tself.postMessage( { type: 'error', id: message.id, error: error.message } );\n\n\t\t\t\t\t} finally {\n\n\t\t\t\t\t\tdraco.destroy( decoderBuffer );\n\t\t\t\t\t\tdraco.destroy( decoder );\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t};\n\n\tfunction decodeGeometry( draco, decoder, decoderBuffer, taskConfig ) {\n\n\t\tconst attributeIDs = taskConfig.attributeIDs;\n\t\tconst attributeTypes = taskConfig.attributeTypes;\n\n\t\tlet dracoGeometry;\n\t\tlet decodingStatus;\n\n\t\tconst geometryType = decoder.GetEncodedGeometryType( decoderBuffer );\n\n\t\tif ( geometryType === draco.TRIANGULAR_MESH ) {\n\n\t\t\tdracoGeometry = new draco.Mesh();\n\t\t\tdecodingStatus = decoder.DecodeBufferToMesh( decoderBuffer, dracoGeometry );\n\n\t\t} else if ( geometryType === draco.POINT_CLOUD ) {\n\n\t\t\tdracoGeometry = new draco.PointCloud();\n\t\t\tdecodingStatus = decoder.DecodeBufferToPointCloud( decoderBuffer, dracoGeometry );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.DRACOLoader: Unexpected geometry type.' );\n\n\t\t}\n\n\t\tif ( ! decodingStatus.ok() || dracoGeometry.ptr === 0 ) {\n\n\t\t\tthrow new Error( 'THREE.DRACOLoader: Decoding failed: ' + decodingStatus.error_msg() );\n\n\t\t}\n\n\t\tconst geometry = { index: null, attributes: [] };\n\n\t\t// Gather all vertex attributes.\n\t\tfor ( const attributeName in attributeIDs ) {\n\n\t\t\tconst attributeType = self[ attributeTypes[ attributeName ] ];\n\n\t\t\tlet attribute;\n\t\t\tlet attributeID;\n\n\t\t\t// A Draco file may be created with default vertex attributes, whose attribute IDs\n\t\t\t// are mapped 1:1 from their semantic name (POSITION, NORMAL, ...). Alternatively,\n\t\t\t// a Draco file may contain a custom set of attributes, identified by known unique\n\t\t\t// IDs. glTF files always do the latter, and `.drc` files typically do the former.\n\t\t\tif ( taskConfig.useUniqueIDs ) {\n\n\t\t\t\tattributeID = attributeIDs[ attributeName ];\n\t\t\t\tattribute = decoder.GetAttributeByUniqueId( dracoGeometry, attributeID );\n\n\t\t\t} else {\n\n\t\t\t\tattributeID = decoder.GetAttributeId( dracoGeometry, draco[ attributeIDs[ attributeName ] ] );\n\n\t\t\t\tif ( attributeID === - 1 ) continue;\n\n\t\t\t\tattribute = decoder.GetAttribute( dracoGeometry, attributeID );\n\n\t\t\t}\n\n\t\t\tgeometry.attributes.push( decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) );\n\n\t\t}\n\n\t\t// Add index.\n\t\tif ( geometryType === draco.TRIANGULAR_MESH ) {\n\n\t\t\tgeometry.index = decodeIndex( draco, decoder, dracoGeometry );\n\n\t\t}\n\n\t\tdraco.destroy( dracoGeometry );\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction decodeIndex( draco, decoder, dracoGeometry ) {\n\n\t\tconst numFaces = dracoGeometry.num_faces();\n\t\tconst numIndices = numFaces * 3;\n\t\tconst byteLength = numIndices * 4;\n\n\t\tconst ptr = draco._malloc( byteLength );\n\t\tdecoder.GetTrianglesUInt32Array( dracoGeometry, byteLength, ptr );\n\t\tconst index = new Uint32Array( draco.HEAPF32.buffer, ptr, numIndices ).slice();\n\t\tdraco._free( ptr );\n\n\t\treturn { array: index, itemSize: 1 };\n\n\t}\n\n\tfunction decodeAttribute( draco, decoder, dracoGeometry, attributeName, attributeType, attribute ) {\n\n\t\tconst numComponents = attribute.num_components();\n\t\tconst numPoints = dracoGeometry.num_points();\n\t\tconst numValues = numPoints * numComponents;\n\t\tconst byteLength = numValues * attributeType.BYTES_PER_ELEMENT;\n\t\tconst dataType = getDracoDataType( draco, attributeType );\n\n\t\tconst ptr = draco._malloc( byteLength );\n\t\tdecoder.GetAttributeDataArrayForAllPoints( dracoGeometry, attribute, dataType, byteLength, ptr );\n\t\tconst array = new attributeType( draco.HEAPF32.buffer, ptr, numValues ).slice();\n\t\tdraco._free( ptr );\n\n\t\treturn {\n\t\t\tname: attributeName,\n\t\t\tarray: array,\n\t\t\titemSize: numComponents\n\t\t};\n\n\t}\n\n\tfunction getDracoDataType( draco, attributeType ) {\n\n\t\tswitch ( attributeType ) {\n\n\t\t\tcase Float32Array: return draco.DT_FLOAT32;\n\t\t\tcase Int8Array: return draco.DT_INT8;\n\t\t\tcase Int16Array: return draco.DT_INT16;\n\t\t\tcase Int32Array: return draco.DT_INT32;\n\t\t\tcase Uint8Array: return draco.DT_UINT8;\n\t\t\tcase Uint16Array: return draco.DT_UINT16;\n\t\t\tcase Uint32Array: return draco.DT_UINT32;\n\n\t\t}\n\n\t}\n\n}\n\nexport { DRACOLoader };\n", "/**\n * @license\n * Copyright 2010-2022 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '139';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\nconst NoColorSpace = '';\nconst SRGBColorSpace = 'srgb';\nconst LinearSRGBColorSpace = 'srgb-linear';\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\nconst _SRGBAFormat = 1035; // fallback for WebGL 1\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\thasEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\tremoveEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range <a1, a2> to range <b1, b2>\nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from <low, high> interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from <low, high> interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize$1( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nvar MathUtils = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\tnormalize: normalize,\n\tdenormalize: denormalize$1\n});\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nVector2.prototype.isVector2 = true;\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nMatrix3.prototype.isMatrix3 = true;\n\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] > 65535 ) return true;\n\n\t}\n\n\treturn false;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\n// JavaScript RGB-to-RGB transforms, defined as\n// FN[InputColorSpace][OutputColorSpace] callback functions.\nconst FN = {\n\t[ SRGBColorSpace ]: { [ LinearSRGBColorSpace ]: SRGBToLinear },\n\t[ LinearSRGBColorSpace ]: { [ SRGBColorSpace ]: LinearToSRGB },\n};\n\nconst ColorManagement = {\n\n\tlegacyMode: true,\n\n\tget workingColorSpace() {\n\n\t\treturn LinearSRGBColorSpace;\n\n\t},\n\n\tset workingColorSpace( colorSpace ) {\n\n\t\tconsole.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' );\n\n\t},\n\n\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\tif ( this.legacyMode || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tif ( FN[ sourceColorSpace ] && FN[ sourceColorSpace ][ targetColorSpace ] !== undefined ) {\n\n\t\t\tconst fn = FN[ sourceColorSpace ][ targetColorSpace ];\n\n\t\t\tcolor.r = fn( color.r );\n\t\t\tcolor.g = fn( color.g );\n\t\t\tcolor.b = fn( color.b );\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tthrow new Error( 'Unsupported color space conversion.' );\n\n\t},\n\n\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\treturn this.convert( color, this.workingColorSpace, targetColorSpace );\n\n\t},\n\n\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\treturn this.convert( color, sourceColorSpace, this.workingColorSpace );\n\n\t},\n\n};\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _rgb = { r: 0, g: 0, b: 0 };\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction toComponents( source, target ) {\n\n\ttarget.r = source.r;\n\ttarget.g = source.g;\n\ttarget.b = source.b;\n\n\treturn target;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex, colorSpace = SRGBColorSpace ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b, colorSpace = LinearSRGBColorSpace ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l, colorSpace = LinearSRGBColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp( s, 0, 1 );\n\t\tl = clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style, colorSpace = SRGBColorSpace ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l, colorSpace );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style, colorSpace );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style, colorSpace = SRGBColorSpace ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex, colorSpace );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\treturn clamp( _rgb.r * 255, 0, 255 ) << 16 ^ clamp( _rgb.g * 255, 0, 255 ) << 8 ^ clamp( _rgb.b * 255, 0, 255 ) << 0;\n\n\t}\n\n\tgetHexString( colorSpace = SRGBColorSpace ) {\n\n\t\treturn ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target, colorSpace = LinearSRGBColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\tconst r = _rgb.r, g = _rgb.g, b = _rgb.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetRGB( target, colorSpace = LinearSRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\ttarget.r = _rgb.r;\n\t\ttarget.g = _rgb.g;\n\t\ttarget.b = _rgb.b;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( toComponents( this, _rgb ), colorSpace );\n\n\t\tif ( colorSpace !== SRGBColorSpace ) {\n\n\t\t\t// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).\n\t\t\treturn `color(${ colorSpace } ${ _rgb.r } ${ _rgb.g } ${ _rgb.b })`;\n\n\t\t}\n\n\t\treturn `rgb(${( _rgb.r * 255 ) | 0},${( _rgb.g * 255 ) | 0},${( _rgb.b * 255 ) | 0})`;\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\n\nColor.prototype.isColor = true;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nclass Source {\n\n\tconstructor( data = null ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.data = data;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nSource.prototype.isSource = true;\n\nlet textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.source = new Source( image );\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t\t//\n\t\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\t\tthis.encoding = encoding;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not\n\t\tthis.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)\n\n\t}\n\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value ) {\n\n\t\tthis.source.data = value;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.source = source.source;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\timage: this.source.toJSON( meta ).uuid,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) output.userData = this.userData;\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = null;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype.isTexture = true;\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t     ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t     ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t     ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t     ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\t\tyield this.w;\n\n\t}\n\n}\n\nVector4.prototype.isVector4 = true;\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass WebGLRenderTarget extends EventDispatcher {\n\n\tconstructor( width, height, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\tconst image = { width: width, height: height, depth: 1 };\n\n\t\tthis.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.flipY = false;\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\t\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\n\t\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n\t\tthis.samples = options.samples !== undefined ? options.samples : 0;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\t\t\tthis.texture.image.depth = depth;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\t// ensure image object is not shared, see #20328\n\n\t\tthis.texture.image = Object.assign( {}, source.texture.image );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nWebGLRenderTarget.prototype.isWebGLRenderTarget = true;\n\nclass DataArrayTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nDataArrayTexture.prototype.isDataArrayTexture = true;\n\nclass WebGLArrayRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, depth ) {\n\n\t\tsuper( width, height );\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new DataArrayTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nWebGLArrayRenderTarget.prototype.isWebGLArrayRenderTarget = true;\n\nclass Data3DTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nData3DTexture.prototype.isData3DTexture = true;\n\nclass WebGL3DRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, depth ) {\n\n\t\tsuper( width, height );\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new Data3DTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nWebGL3DRenderTarget.prototype.isWebGL3DRenderTarget = true;\n\nclass WebGLMultipleRenderTargets extends WebGLRenderTarget {\n\n\tconstructor( width, height, count, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tconst texture = this.texture;\n\n\t\tthis.texture = [];\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.texture[ i ] = texture.clone();\n\t\t\tthis.texture[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tfor ( let i = 0, il = this.texture.length; i < il; i ++ ) {\n\n\t\t\t\tthis.texture[ i ].image.width = width;\n\t\t\t\tthis.texture[ i ].image.height = height;\n\t\t\t\tthis.texture[ i ].image.depth = depth;\n\n\t\t\t}\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.dispose();\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.viewport.set( 0, 0, this.width, this.height );\n\t\tthis.scissor.set( 0, 0, this.width, this.height );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\tthis.texture.length = 0;\n\n\t\tfor ( let i = 0, il = source.texture.length; i < il; i ++ ) {\n\n\t\t\tthis.texture[ i ] = source.texture[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nWebGLMultipleRenderTargets.prototype.isWebGLMultipleRenderTargets = true;\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.' );\n\t\treturn qm.slerpQuaternions( qa, qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\trandom() {\n\n\t\t// Derived from http://planning.cs.uiuc.edu/node198.html\n\t\t// Note, this source uses w, x, y, z ordering,\n\t\t// so we swap the order below.\n\n\t\tconst u1 = Math.random();\n\t\tconst sqrt1u1 = Math.sqrt( 1 - u1 );\n\t\tconst sqrtu1 = Math.sqrt( u1 );\n\n\t\tconst u2 = 2 * Math.PI * Math.random();\n\n\t\tconst u3 = 2 * Math.PI * Math.random();\n\n\t\treturn this.set(\n\t\t\tsqrt1u1 * Math.cos( u2 ),\n\t\t\tsqrtu1 * Math.sin( u3 ),\n\t\t\tsqrtu1 * Math.cos( u3 ),\n\t\t\tsqrt1u1 * Math.sin( u2 ),\n\t\t);\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nQuaternion.prototype.isQuaternion = true;\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\trandomDirection() {\n\n\t\t// Derived from https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst u = ( Math.random() - 0.5 ) * 2;\n\t\tconst t = Math.random() * Math.PI * 2;\n\t\tconst f = Math.sqrt( 1 - u ** 2 );\n\n\t\tthis.x = f * Math.cos( t );\n\t\tthis.y = f * Math.sin( t );\n\t\tthis.z = u;\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nVector3.prototype.isVector3 = true;\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object, precise = false ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object, precise );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object, precise = false ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( precise && geometry.attributes != undefined && geometry.attributes.position !== undefined ) {\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tfor ( let i = 0, l = position.count; i < l; i ++ ) {\n\n\t\t\t\t\t_vector$b.fromBufferAttribute( position, i ).applyMatrix4( object.matrixWorld );\n\t\t\t\t\tthis.expandByPoint( _vector$b );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t\t}\n\n\t\t\t\t_box$3.copy( geometry.boundingBox );\n\t\t\t\t_box$3.applyMatrix4( object.matrixWorld );\n\n\t\t\t\tthis.union( _box$3 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ], precise );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$3.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$3, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$3 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$3, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$b.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox3.prototype.isBox3 = true;\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the separating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the separating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is separating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _toFarthestPoint = /*@__PURE__*/ new Vector3();\nconst _toPoint = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$2.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L649-L671\n\n\t\t_toPoint.subVectors( point, this.center );\n\n\t\tconst lengthSq = _toPoint.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\t\t\tconst missingRadiusHalf = ( length - this.radius ) * 0.5;\n\n\t\t\t// Nudge this sphere towards the target point. Add half the missing distance to radius,\n\t\t\t// and the other half to position. This gives a tighter enclosure, instead of if\n\t\t\t// the whole missing distance were just added to radius.\n\n\t\t\tthis.center.add( _toPoint.multiplyScalar( missingRadiusHalf / length ) );\n\t\t\tthis.radius += missingRadiusHalf;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\t// from https://github.com/juj/MathGeoLib/blob/2940b99b99cfe575dd45103ef20f4019dee15b54/src/Geometry/Sphere.cpp#L759-L769\n\n\t\t// To enclose another sphere into this sphere, we only need to enclose two points:\n\t\t// 1) Enclose the farthest point on the other sphere into this sphere.\n\t\t// 2) Enclose the opposite point of the farthest point into this sphere.\n\n\t\t if ( this.center.equals( sphere.center ) === true ) {\n\n\t\t\t _toFarthestPoint.set( 0, 0, 1 ).multiplyScalar( sphere.radius );\n\n\n\t\t} else {\n\n\t\t\t_toFarthestPoint.subVectors( sphere.center, this.center ).normalize().multiplyScalar( sphere.radius );\n\n\t\t}\n\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _toFarthestPoint ) );\n\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _toFarthestPoint ) );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$2.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$2.elements[ 0 ] *= invSX;\n\t\t_m1$2.elements[ 1 ] *= invSX;\n\t\t_m1$2.elements[ 2 ] *= invSX;\n\n\t\t_m1$2.elements[ 4 ] *= invSY;\n\t\t_m1$2.elements[ 5 ] *= invSY;\n\t\t_m1$2.elements[ 6 ] *= invSY;\n\n\t\t_m1$2.elements[ 8 ] *= invSZ;\n\t\t_m1$2.elements[ 9 ] *= invSZ;\n\t\t_m1$2.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$2 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nMatrix4.prototype.isMatrix4 = true;\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order = this._order, update = true ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$1.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$1, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.prototype.isEuler = true;\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = ( 1 << channel | 0 ) >>> 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n\tisEnabled( channel ) {\n\n\t\treturn ( this.mask & ( 1 << channel | 0 ) ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1$1 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$2 = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DefaultUp.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tonAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\t// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tthis.add( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast( /* raycaster, intersects */ ) {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {},\n\t\t\t\tnodes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\t\t\tconst nodes = extractFromCache( meta.nodes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\t\t\tif ( nodes.length > 0 ) output.nodes = nodes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype.isObject3D = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3$1 );\n\n\t\treturn ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3$1 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3$1.x );\n\t\ttarget.addScaledVector( uv2, _v3$1.y );\n\t\ttarget.addScaledVector( uv3, _v3$1.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAttributeAndIndices( attribute, i0, i1, i2 ) {\n\n\t\tthis.a.fromBufferAttribute( attribute, i0 );\n\t\tthis.b.fromBufferAttribute( attribute, i1 );\n\t\tthis.c.fromBufferAttribute( attribute, i2 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nlet materialId = 0;\n\nclass Material extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.fog = true;\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.transparent = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t\tthis._alphaTest = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this._alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this._alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._alphaTest = value;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatibility if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRootObject ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen !== undefined ) data.sheen = this.sheen;\n\t\tif ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();\n\t\tif ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\t\tdata.colorWrite = this.colorWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nMaterial.prototype.isMaterial = true;\n\nMaterial.fromType = function ( /*type*/ ) {\n\n\t// TODO: Behavior added in Materials.js\n\n\treturn null;\n\n};\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized === true;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tcopyColorsArray( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector2sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector3sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyVector4sArray( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\t\tif ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange;\n\n\t\treturn data;\n\n\t}\n\n}\n\nBufferAttribute.prototype.isBufferAttribute = true;\n\n//\n\nclass Int8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8ClampedArray( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float64BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float64Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nlet _id$1 = 0;\n\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box$1 = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'id', { value: _id$1 ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t}\n\n\tclearGroups() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t_m1.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$1.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$1.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$1.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$1.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$1.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$1.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$1.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$1.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeTangents() {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst indices = index.array;\n\t\tconst positions = attributes.position.array;\n\t\tconst normals = attributes.normal.array;\n\t\tconst uvs = attributes.uv.array;\n\n\t\tconst nVertices = positions.length / 3;\n\n\t\tif ( this.hasAttribute( 'tangent' ) === false ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );\n\n\t\t}\n\n\t\tconst tangents = this.getAttribute( 'tangent' ).array;\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < nVertices; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromArray( positions, a * 3 );\n\t\t\tvB.fromArray( positions, b * 3 );\n\t\t\tvC.fromArray( positions, c * 3 );\n\n\t\t\tuvA.fromArray( uvs, a * 2 );\n\t\t\tuvB.fromArray( uvs, b * 2 );\n\t\t\tuvC.fromArray( uvs, c * 2 );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: indices.length\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindices[ j + 0 ],\n\t\t\t\t\tindices[ j + 1 ],\n\t\t\t\t\tindices[ j + 2 ]\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromArray( normals, v * 3 );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangents[ v * 4 ] = tmp.x;\n\t\t\ttangents[ v * 4 + 1 ] = tmp.y;\n\t\t\ttangents[ v * 4 + 2 ] = tmp.z;\n\t\t\ttangents[ v * 4 + 3 ] = w;\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( indices[ j + 0 ] );\n\t\t\t\thandleVertex( indices[ j + 1 ] );\n\t\t\t\thandleVertex( indices[ j + 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tmerge( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\t return new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\t// geometry generator parameters\n\n\t\tif ( source.parameters !== undefined ) this.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nBufferGeometry.prototype.isBufferGeometry = true;\n\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _tempB = /*@__PURE__*/ new Vector3();\nconst _tempC = /*@__PURE__*/ new Vector3();\n\nconst _morphA = /*@__PURE__*/ new Vector3();\nconst _morphB = /*@__PURE__*/ new Vector3();\nconst _morphC = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray$2, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n}\n\nMesh.prototype.isMesh = true;\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA$1.fromBufferAttribute( position, a );\n\t_vB$1.fromBufferAttribute( position, b );\n\t_vC$1.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA$1 ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB$1 ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC$1 ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA$1.add( _morphA );\n\t\t_vB$1.add( _morphB );\n\t\t_vC$1.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh ) {\n\n\t\tobject.boneTransform( a, _vA$1 );\n\t\tobject.boneTransform( b, _vB$1 );\n\t\tobject.boneTransform( c, _vC$1 );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv2, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv2, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.extensions = {\n\t\t\tderivatives: false, // set to use derivatives\n\t\t\tfragDepth: false, // set to use fragment depth values\n\t\t\tdrawBuffers: false, // set to use draw buffers\n\t\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv2': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nCamera.prototype.isCamera = true;\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t *   +---+---+---+\n\t *   | A | B | C |\n\t *   +---+---+---+\n\t *   | D | E | F |\n\t *   +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t *   const w = 1920;\n\t *   const h = 1080;\n\t *   const fullWidth = w * 3;\n\t *   const fullHeight = h * 2;\n\t *\n\t *   --A--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t *   --B--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t *   --C--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t *   --D--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t *   --E--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t *   --F--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t *   Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nPerspectiveCamera.prototype.isPerspectiveCamera = true;\n\nconst fov = 90, aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.renderTarget = renderTarget;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tcameraPY.up.set( 0, 0, 1 );\n\t\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst renderTarget = this.renderTarget;\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst currentOutputEncoding = renderer.outputEncoding;\n\t\tconst currentToneMapping = renderer.toneMapping;\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\n\t\trenderer.outputEncoding = LinearEncoding;\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.outputEncoding = currentOutputEncoding;\n\t\trenderer.toneMapping = currentToneMapping;\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t\trenderTarget.texture.needsPMREMUpdate = true;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nCubeTexture.prototype.isCubeTexture = true;\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size, options = {} ) {\n\n\t\tsuper( size, size, options );\n\n\t\tconst image = { width: size, height: size, depth: 1 };\n\t\tconst images = [ image, image, image, image, image, image ];\n\n\t\tthis.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.encoding = texture.encoding;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include <begin_vertex>\n\t\t\t\t\t#include <project_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include <common>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nPlane.prototype.isPlane = true;\n\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$2.center.set( 0, 0, 0 );\n\t\t_sphere$2.radius = 0.7071067811865476;\n\t\t_sphere$2.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$2 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = 5121;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef USE_ALPHATEST\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n#endif\";\n\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 f0, const in float f90, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( V * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tfloat invAlpha = 1.0 / alpha;\\n\\tfloat cos2h = dotNH * dotNH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\\tfloat V = V_Neubelt( dotNV, dotNL );\\n\\treturn sheenColor * ( D * V );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 ) + 0.5;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\\n\\t\\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\\n\\t\\tuv.x *= CUBEUV_TEXEL_WIDTH;\\n\\t\\tuv.y *= CUBEUV_TEXEL_HEIGHT;\\n\\t\\t#ifdef texture2DGradEXT\\n\\t\\t\\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( envMap, uv ).rgb;\\n\\t\\t#endif\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, CUBEUV_MAX_MIP );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"vec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn vec3( texture2D( gradientMap, coord ).r );\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\treflectedLight.indirectDiffuse += lightMapIrradiance;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointLightInfo( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotLightInfo( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalLightInfo( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( - dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\\n\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\t#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t}\\n\\t\\treturn distanceFalloff;\\n\\t#else\\n\\t\\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\t\\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t\\t}\\n\\t\\treturn 1.0;\\n\\t#endif\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\\t\\tfloat dotNL = dot( normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#if defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec3 reflectVec = reflect( - viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\t#ifdef SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularColorFactor = specularColor;\\n\\t\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vUv ).a;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\t\\tspecularColorFactor *= texture2D( specularColorMap, vUv ).rgb;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularColorFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( ior - 1.0 ) / ( ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheenColor;\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tmaterial.sheenColor *= texture2D( sheenColorMap, vUv ).rgb;\\n\\t#endif\\n\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vUv ).a;\\n\\t#endif\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenColor;\\n\\t\\tfloat sheenRoughness;\\n\\t#endif\\n};\\nvec3 clearcoatSpecular = vec3( 0.0 );\\nvec3 sheenSpecular = vec3( 0.0 );\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat r2 = roughness * roughness;\\n\\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\tvec3 FssEss = specularColor * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3(    0, 1,    0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecular += ccIrradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\\n\\t#endif\\n\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef USE_CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotLightInfo( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalLightInfo( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometry.normal );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 sampledDiffuseColor = texture2D( map, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n\\t#endif\\n\\tdiffuseColor *= sampledDiffuseColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tdiffuseColor *= texture2D( map, uv );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphcolor_vertex = \"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\\n\\tvColor *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t#if defined( USE_COLOR_ALPHA )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t#elif defined( USE_COLOR )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\t\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\t\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\t\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t\\tuniform sampler2DArray morphTargetsTexture;\\n\\t\\tuniform ivec2 morphTargetsTextureSize;\\n\\t\\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\\t\\t\\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\\t\\t\\tint y = texelIndex / morphTargetsTextureSize.x;\\n\\t\\t\\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\t\\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\\t\\t\\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\\t\\t}\\n\\t#else\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t\\t#else\\n\\t\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\t\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\t\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\t\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * faceDirection;\\n\\t\\t\\tbitangent = bitangent * faceDirection;\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( - vViewPosition, normal, mapN, faceDirection );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normal_pars_fragment = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_pars_vertex = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_vertex = \"#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\\n\\t\\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar output_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= transmissionAlpha + 0.1;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t  f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t  f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3(  1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108,  1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605,  1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\\tfloat transmissionAlpha = 1.0;\\n\\tfloat transmissionFactor = transmission;\\n\\tfloat thicknessFactor = thickness;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmission = getIBLVolumeRefraction(\\n\\t\\tn, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\\n\\t\\tattenuationColor, attenuationDistance );\\n\\ttotalDiffuse = mix( totalDiffuse, transmission.rgb, transmissionFactor );\\n\\ttransmissionAlpha = mix( transmissionAlpha, transmission.a, transmissionFactor );\\n#endif\";\n\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\\n\\t\\tfloat framebufferLod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\t#ifdef texture2DLodEXT\\n\\t\\t\\treturn texture2DLodEXT( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( transmissionSamplerMap, fragCoord.xy, framebufferLod );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 applyVolumeAttenuation( const in vec3 radiance, const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tif ( attenuationDistance == 0.0 ) {\\n\\t\\t\\treturn radiance;\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance * radiance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\\n\\t\\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\\n\\t\\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\\n\\t\\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\trefractionCoords += 1.0;\\n\\t\\trefractionCoords /= 2.0;\\n\\t\\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\tvec3 attenuatedColor = applyVolumeAttenuation( transmittedLight.rgb, length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor * diffuseColor, transmittedLight.a );\\n\\t}\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nconst vertex$g = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nconst fragment$g = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tgl_FragColor = texture2D( t2D, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tgl_FragColor = vec4( mix( pow( gl_FragColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), gl_FragColor.rgb * 0.0773993808, vec3( lessThanEqual( gl_FragColor.rgb, vec3( 0.04045 ) ) ) ), gl_FragColor.w );\\n\\t#endif\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nconst vertex$f = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$f = \"#include <envmap_common_pars_fragment>\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include <cube_uv_reflection_fragment>\\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include <envmap_fragment>\\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nconst vertex$e = \"#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nconst fragment$e = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nconst vertex$d = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nconst fragment$d = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main () {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nconst vertex$c = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n}\";\n\nconst fragment$c = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n}\";\n\nconst vertex$b = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$b = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <color_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";\n\nconst vertex$a = \"#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinbase_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t\\t#include <defaultnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$a = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <fog_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include <aomap_fragment>\\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$9 = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <lights_lambert_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$9 = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <fog_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <emissivemap_fragment>\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include <lightmap_fragment>\\n\\treflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$8 = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <color_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nconst fragment$8 = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$7 = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$7 = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n\\t#ifdef OPAQUE\\n\\t\\tgl_FragColor.a = 1.0;\\n\\t#endif\\n}\";\n\nconst vertex$6 = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$6 = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_phong_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$5 = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\\tvarying vec3 vWorldPosition;\\n#endif\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n#ifdef USE_TRANSMISSION\\n\\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$5 = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n#ifdef SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\t#ifdef USE_SPECULARINTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n\\t#ifdef USE_SPECULARCOLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\t#ifdef USE_SHEENCOLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\t#ifdef USE_SHEENROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <bsdfs>\\n#include <cube_uv_reflection_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_physical_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_physical_pars_fragment>\\n#include <transmission_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <clearcoat_pars_fragment>\\n#include <roughnessmap_pars_fragment>\\n#include <metalnessmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <roughnessmap_fragment>\\n\\t#include <metalnessmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <clearcoat_normal_fragment_begin>\\n\\t#include <clearcoat_normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_physical_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\t#include <transmission_fragment>\\n\\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\\t#ifdef USE_SHEEN\\n\\t\\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\t\\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\\n\\t#endif\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$4 = \"#define TOON\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <uv2_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <uv2_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$4 = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <uv2_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_toon_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_toon_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$3 = \"uniform float size;\\nuniform float scale;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$3 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <map_particle_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_particle_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphatest_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";\n\nconst vertex$2 = \"#include <common>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\nvoid main() {\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$2 = \"uniform vec3 color;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\";\n\nconst vertex$1 = \"uniform float rotation;\\nuniform vec2 center;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$1 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <output_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <encodings_fragment>\\n\\t#include <fog_fragment>\\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\talphatest_pars_fragment: alphatest_pars_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphcolor_vertex: morphcolor_vertex,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormal_pars_fragment: normal_pars_fragment,\n\tnormal_pars_vertex: normal_pars_vertex,\n\tnormal_vertex: normal_vertex,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\toutput_fragment: output_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmission_fragment: transmission_fragment,\n\ttransmission_pars_fragment: transmission_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_vert: vertex$g,\n\tbackground_frag: fragment$g,\n\tcube_vert: vertex$f,\n\tcube_frag: fragment$f,\n\tdepth_vert: vertex$e,\n\tdepth_frag: fragment$e,\n\tdistanceRGBA_vert: vertex$d,\n\tdistanceRGBA_frag: fragment$d,\n\tequirect_vert: vertex$c,\n\tequirect_frag: fragment$c,\n\tlinedashed_vert: vertex$b,\n\tlinedashed_frag: fragment$b,\n\tmeshbasic_vert: vertex$a,\n\tmeshbasic_frag: fragment$a,\n\tmeshlambert_vert: vertex$9,\n\tmeshlambert_frag: fragment$9,\n\tmeshmatcap_vert: vertex$8,\n\tmeshmatcap_frag: fragment$8,\n\tmeshnormal_vert: vertex$7,\n\tmeshnormal_frag: fragment$7,\n\tmeshphong_vert: vertex$6,\n\tmeshphong_frag: fragment$6,\n\tmeshphysical_vert: vertex$5,\n\tmeshphysical_frag: fragment$5,\n\tmeshtoon_vert: vertex$4,\n\tmeshtoon_frag: fragment$4,\n\tpoints_vert: vertex$3,\n\tpoints_frag: fragment$3,\n\tshadow_vert: vertex$2,\n\tshadow_frag: fragment$2,\n\tsprite_vert: vertex$1,\n\tsprite_frag: fragment$1\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 }\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 }, // basic, lambert, phong\n\t\tior: { value: 1.5 }, // physical\n\t\trefractionRatio: { value: 0.98 } // basic, lambert, phong\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshnormal_vert,\n\t\tfragmentShader: ShaderChunk.meshnormal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: 0 },\n\t\t\tsheenColor: { value: new Color( 0x000000 ) },\n\t\t\tsheenColorMap: { value: null },\n\t\t\tsheenRoughness: { value: 1 },\n\t\t\tsheenRoughnessMap: { value: null },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\ttransmissionSamplerSize: { value: new Vector2() },\n\t\t\ttransmissionSamplerMap: { value: null },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tattenuationDistance: { value: 0 },\n\t\t\tattenuationColor: { value: new Color( 0x000000 ) },\n\t\t\tspecularIntensity: { value: 1 },\n\t\t\tspecularIntensityMap: { value: null },\n\t\t\tspecularColor: { value: new Color( 1, 1, 1 ) },\n\t\t\tspecularColorMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, alpha, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = alpha === true ? 0 : 1;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene ) {\n\n\t\tlet forceClear = false;\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\tlet forceUpdate = false;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers || forceUpdate ) {\n\n\t\t\tforceUpdate = false;\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tstride * bytesPerElement,\n\t\t\t\t\t\t\t\t( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tsize * bytesPerElement,\n\t\t\t\t\t\t\t\t( size / programAttribute.locationSize ) * i * bytesPerElement\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute.location, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\t\tforceUpdate = true;\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatibility\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' );\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tdrawBuffers: drawBuffers,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture && texture.isRenderTargetTexture === false ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nOrthographicCamera.prototype.isOrthographicCamera = true;\n\nconst LOD_MIN = 4;\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._lodMax = 0;\n\t\tthis._cubeSize = 0;\n\t\tthis._lodPlanes = [];\n\t\tthis._sizeLods = [];\n\t\tthis._sigmas = [];\n\n\t\tthis._blurMaterial = null;\n\t\tthis._cubemapMaterial = null;\n\t\tthis._equirectMaterial = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\n\t\tthis._setSize( 256 );\n\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\t\tcubeUVRenderTarget.depthBuffer = true;\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * or HDR. The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular, renderTarget = null ) {\n\n\t\treturn this._fromTexture( equirectangular, renderTarget );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * or HDR. The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap, renderTarget = null ) {\n\n\t\treturn this._fromTexture( cubemap, renderTarget );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\t\t\tthis._compileMaterial( this._cubemapMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\t\t\tthis._compileMaterial( this._equirectMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._dispose();\n\n\t\tif ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();\n\t\tif ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();\n\n\t}\n\n\t// private interface\n\n\t_setSize( cubeSize ) {\n\n\t\tthis._lodMax = Math.floor( Math.log2( cubeSize ) );\n\t\tthis._cubeSize = Math.pow( 2, this._lodMax );\n\n\t}\n\n\t_dispose() {\n\n\t\tif ( this._blurMaterial !== null ) this._blurMaterial.dispose();\n\n\t\tif ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();\n\n\t\tfor ( let i = 0; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tthis._lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture, renderTarget ) {\n\n\t\tif ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {\n\n\t\t\tthis._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );\n\n\t\t} else { // Equirectangular\n\n\t\t\tthis._setSize( texture.image.width / 4 );\n\n\t\t}\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\n\t\tconst cubeUVRenderTarget = renderTarget || this._allocateTargets();\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets() {\n\n\t\tconst width = 3 * Math.max( this._cubeSize, 16 * 7 );\n\t\tconst height = 4 * this._cubeSize - 32;\n\n\t\tconst params = {\n\t\t\tmagFilter: LinearFilter,\n\t\t\tminFilter: LinearFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: HalfFloatType,\n\t\t\tformat: RGBAFormat,\n\t\t\tencoding: LinearEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( width, height, params );\n\n\t\tif ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width ) {\n\n\t\t\tif ( this._pingPongRenderTarget !== null ) {\n\n\t\t\t\tthis._dispose();\n\n\t\t\t}\n\n\t\t\tthis._pingPongRenderTarget = _createRenderTarget( width, height, params );\n\n\t\t\tconst { _lodMax } = this;\n\t\t\t( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );\n\n\t\t\tthis._blurMaterial = _getBlurShader( _lodMax, width, height );\n\n\t\t}\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.autoClear = false;\n\n\t\tconst backgroundMaterial = new MeshBasicMaterial( {\n\t\t\tname: 'PMREM.Background',\n\t\t\tside: BackSide,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t} );\n\n\t\tconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background );\n\t\t\t\tscene.background = null;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor );\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\n\t\t\tif ( col === 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col === 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\tconst size = this._cubeSize;\n\n\t\t\t_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );\n\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\tbackgroundBox.geometry.dispose();\n\t\tbackgroundBox.material.dispose();\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.autoClear = originalAutoClear;\n\t\tscene.background = background;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tconst isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );\n\n\t\tif ( isCubeTexture ) {\n\n\t\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\n\t\t\t}\n\n\t\t\tthis._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t} else {\n\n\t\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;\n\t\tconst mesh = new Mesh( this._lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tconst size = this._cubeSize;\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = this._sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tconst { _lodMax } = this;\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = _lodMax - lodIn;\n\n\t\tconst outputSize = this._sizeLods[ lodOut ];\n\t\tconst x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );\n\t\tconst y = 4 * ( this._cubeSize - outputSize );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\n\n\nfunction _createPlanes( lodMax ) {\n\n\tconst lodPlanes = [];\n\tconst sizeLods = [];\n\tconst sigmas = [];\n\n\tlet lod = lodMax;\n\n\tconst totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n\tfor ( let i = 0; i < totalLods; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\tsizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > lodMax - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];\n\n\t\t} else if ( i === 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\tsigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\tlodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { lodPlanes, sizeLods, sigmas };\n\n}\n\nfunction _createRenderTarget( width, height, params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( lodMax, width, height ) {\n\n\tconst weights = new Float32Array( MAX_SAMPLES );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new ShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: {\n\t\t\t'n': MAX_SAMPLES,\n\t\t\t'CUBEUV_TEXEL_WIDTH': 1.0 / width,\n\t\t\t'CUBEUV_TEXEL_HEIGHT': 1.0 / height,\n\t\t\t'CUBEUV_MAX_MIP': `${lodMax}.0`,\n\t\t},\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCubemapMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'flipEnvMap': { value: - 1 }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction WebGLCubeUVMaps( renderer ) {\n\n\tlet cubeUVmaps = new WeakMap();\n\n\tlet pmremGenerator = null;\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tconst isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );\n\t\t\tconst isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );\n\n\t\t\t// equirect/cube map to cubeUV conversion\n\n\t\t\tif ( isEquirectMap || isCubeMap ) {\n\n\t\t\t\tif ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) {\n\n\t\t\t\t\ttexture.needsPMREMUpdate = false;\n\n\t\t\t\t\tlet renderTarget = cubeUVmaps.get( texture );\n\n\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );\n\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cubeUVmaps.has( texture ) ) {\n\n\t\t\t\t\t\treturn cubeUVmaps.get( texture ).texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\t\tif ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {\n\n\t\t\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\t\t\tconst renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );\n\t\t\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction isCubeTextureComplete( image ) {\n\n\t\tlet count = 0;\n\t\tconst length = 6;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tif ( image[ i ] !== undefined ) count ++;\n\n\t\t}\n\n\t\treturn count === length;\n\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemapUV = cubeUVmaps.get( texture );\n\n\t\tif ( cubemapUV !== undefined ) {\n\n\t\t\tcubeUVmaps.delete( texture );\n\t\t\tcubemapUV.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubeUVmaps = new WeakMap();\n\n\t\tif ( pmremGenerator !== null ) {\n\n\t\t\tpmremGenerator.dispose();\n\t\t\tpmremGenerator = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function ( capabilities ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\n\t\t\t} else {\n\n\t\t\t\tgetExtension( 'WEBGL_depth_texture' );\n\t\t\t\tgetExtension( 'OES_texture_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float' );\n\t\t\t\tgetExtension( 'OES_texture_half_float_linear' );\n\t\t\t\tgetExtension( 'OES_standard_derivatives' );\n\t\t\t\tgetExtension( 'OES_element_index_uint' );\n\t\t\t\tgetExtension( 'OES_vertex_array_object' );\n\t\t\t\tgetExtension( 'ANGLE_instanced_arrays' );\n\n\t\t\t}\n\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\t\t\tgetExtension( 'WEBGL_multisampled_render_to_texture' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction denormalize( morph, attribute ) {\n\n\tlet denominator = 1;\n\tconst array = attribute.isInterleavedBufferAttribute ? attribute.data.array : attribute.array;\n\n\tif ( array instanceof Int8Array ) denominator = 127;\n\telse if ( array instanceof Int16Array ) denominator = 32767;\n\telse if ( array instanceof Int32Array ) denominator = 2147483647;\n\telse console.error( 'THREE.WebGLMorphtargets: Unsupported morph attribute data type: ', array );\n\n\tmorph.divideScalar( denominator );\n\n}\n\nfunction WebGLMorphtargets( gl, capabilities, textures ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\tconst morphTextures = new WeakMap();\n\tconst morph = new Vector4();\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tif ( capabilities.isWebGL2 === true ) {\n\n\t\t\t// instead of using attributes, the WebGL 2 code path encodes morph targets\n\t\t\t// into an array of data textures. Each layer represents a single morph target.\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tlet entry = morphTextures.get( geometry );\n\n\t\t\tif ( entry === undefined || entry.count !== morphTargetsCount ) {\n\n\t\t\t\tif ( entry !== undefined ) entry.texture.dispose();\n\n\t\t\t\tconst hasMorphPosition = geometry.morphAttributes.position !== undefined;\n\t\t\t\tconst hasMorphNormals = geometry.morphAttributes.normal !== undefined;\n\t\t\t\tconst hasMorphColors = geometry.morphAttributes.color !== undefined;\n\n\t\t\t\tconst morphTargets = geometry.morphAttributes.position || [];\n\t\t\t\tconst morphNormals = geometry.morphAttributes.normal || [];\n\t\t\t\tconst morphColors = geometry.morphAttributes.color || [];\n\n\t\t\t\tlet vertexDataCount = 0;\n\n\t\t\t\tif ( hasMorphPosition === true ) vertexDataCount = 1;\n\t\t\t\tif ( hasMorphNormals === true ) vertexDataCount = 2;\n\t\t\t\tif ( hasMorphColors === true ) vertexDataCount = 3;\n\n\t\t\t\tlet width = geometry.attributes.position.count * vertexDataCount;\n\t\t\t\tlet height = 1;\n\n\t\t\t\tif ( width > capabilities.maxTextureSize ) {\n\n\t\t\t\t\theight = Math.ceil( width / capabilities.maxTextureSize );\n\t\t\t\t\twidth = capabilities.maxTextureSize;\n\n\t\t\t\t}\n\n\t\t\t\tconst buffer = new Float32Array( width * height * 4 * morphTargetsCount );\n\n\t\t\t\tconst texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );\n\t\t\t\ttexture.type = FloatType;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t// fill buffer\n\n\t\t\t\tconst vertexDataStride = vertexDataCount * 4;\n\n\t\t\t\tfor ( let i = 0; i < morphTargetsCount; i ++ ) {\n\n\t\t\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\t\t\tconst morphNormal = morphNormals[ i ];\n\t\t\t\t\tconst morphColor = morphColors[ i ];\n\n\t\t\t\t\tconst offset = width * height * 4 * i;\n\n\t\t\t\t\tfor ( let j = 0; j < morphTarget.count; j ++ ) {\n\n\t\t\t\t\t\tconst stride = j * vertexDataStride;\n\n\t\t\t\t\t\tif ( hasMorphPosition === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphTarget, j );\n\n\t\t\t\t\t\t\tif ( morphTarget.normalized === true ) denormalize( morph, morphTarget );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 0 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 1 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 2 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 3 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphNormals === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphNormal, j );\n\n\t\t\t\t\t\t\tif ( morphNormal.normalized === true ) denormalize( morph, morphNormal );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 4 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 5 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 6 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 7 ] = 0;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( hasMorphColors === true ) {\n\n\t\t\t\t\t\t\tmorph.fromBufferAttribute( morphColor, j );\n\n\t\t\t\t\t\t\tif ( morphColor.normalized === true ) denormalize( morph, morphColor );\n\n\t\t\t\t\t\t\tbuffer[ offset + stride + 8 ] = morph.x;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 9 ] = morph.y;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 10 ] = morph.z;\n\t\t\t\t\t\t\tbuffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tentry = {\n\t\t\t\t\tcount: morphTargetsCount,\n\t\t\t\t\ttexture: texture,\n\t\t\t\t\tsize: new Vector2( width, height )\n\t\t\t\t};\n\n\t\t\t\tmorphTextures.set( geometry, entry );\n\n\t\t\t\tfunction disposeTexture() {\n\n\t\t\t\t\ttexture.dispose();\n\n\t\t\t\t\tmorphTextures.delete( geometry );\n\n\t\t\t\t\tgeometry.removeEventListener( 'dispose', disposeTexture );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.addEventListener( 'dispose', disposeTexture );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );\n\n\n\t\t} else {\n\n\t\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\t\tlet influences = influencesList[ geometry.id ];\n\n\t\t\tif ( influences === undefined || influences.length !== length ) {\n\n\t\t\t\t// initialise list\n\n\t\t\t\tinfluences = [];\n\n\t\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t\t}\n\n\t\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t\t}\n\n\t\t\t// Collect influences\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tconst influence = influences[ i ];\n\n\t\t\t\tinfluence[ 0 ] = i;\n\t\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tinfluences.sort( absNumericalSort );\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t\t} else {\n\n\t\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tworkInfluences.sort( numericalSort );\n\n\t\t\tconst morphTargets = geometry.morphAttributes.position;\n\t\t\tconst morphNormals = geometry.morphAttributes.normal;\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\t\tconst influence = workInfluences[ i ];\n\t\t\t\tconst index = influence[ 0 ];\n\t\t\t\tconst value = influence[ 1 ];\n\n\t\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n *  \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with  name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyArrayTexture = new DataArrayTexture();\nconst empty3dTexture = new Data3DTexture();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4uiv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || empty3dTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyArrayTexture, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / 3D / Cube / 2DArray)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT3DArray( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT2DArrayArray( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );\n\n\t}\n\n}\n\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3DArray;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArrayArray;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n//  - followed by an optional right bracket (found when array index)\n//  - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction handleSource( string, errorLine ) {\n\n\tconst lines = string.split( '\\n' );\n\tconst lines2 = [];\n\n\tconst from = Math.max( errorLine - 6, 0 );\n\tconst to = Math.min( errorLine + 6, lines.length );\n\n\tfor ( let i = from; i < to; i ++ ) {\n\n\t\tlines2.push( ( i + 1 ) + ': ' + lines[ i ] );\n\n\t}\n\n\treturn lines2.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst errors = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && errors === '' ) return '';\n\n\tconst errorLine = parseInt( /ERROR: 0:(\\d+)/.exec( errors )[ 1 ] );\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\treturn type.toUpperCase() + '\\n\\n' + errors + '\\n\\n' + handleSource( gl.getShaderSource( shader ), errorLine );\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\tlet locationSize = 1;\n\t\tif ( info.type === 35674 ) locationSize = 2;\n\t\tif ( info.type === 35675 ) locationSize = 3;\n\t\tif ( info.type === 35676 ) locationSize = 4;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = {\n\t\t\ttype: info.type,\n\t\t\tlocation: gl.getAttribLocation( program, name ),\n\t\t\tlocationSize: locationSize\n\t\t};\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction generateCubeUVSize( parameters ) {\n\n\tconst imageHeight = parameters.envMapCubeUVHeight;\n\n\tif ( imageHeight === null ) return null;\n\n\tconst maxMip = Math.log2( imageHeight / 32 + 1 ) + 3;\n\n\tconst texelHeight = 1.0 / imageHeight;\n\n\tconst texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );\n\n\treturn { texelWidth, texelHeight, maxMip };\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\t// TODO Send this event to Three.js DevTools\n\t// console.log( 'WebGLProgram', cacheKey );\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\tconst envMapCubeUVSize = generateCubeUVSize( parameters );\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\t( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',\n\t\t\t( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoat ? '#define USE_CLEARCOAT' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULARINTENSITYMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULARCOLORMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaTest ? '#define USE_ALPHATEST' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEENCOLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEENROUGHNESSMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\t\t\tparameters.opaque ? '#define OPAQUE' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'precision mediump sampler2DArray;',\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error(\n\t\t\t\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\n\t\t\t\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, 35715 ) + '\\n\\n' +\n\t\t\t\t'Program Info Log: ' + programLog + '\\n' +\n\t\t\t\tvertexErrors + '\\n' +\n\t\t\t\tfragmentErrors\n\t\t\t);\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nlet _id = 0;\n\nclass WebGLShaderCache {\n\n\tconstructor() {\n\n\t\tthis.shaderCache = new Map();\n\t\tthis.materialCache = new Map();\n\n\t}\n\n\tupdate( material ) {\n\n\t\tconst vertexShader = material.vertexShader;\n\t\tconst fragmentShader = material.fragmentShader;\n\n\t\tconst vertexShaderStage = this._getShaderStage( vertexShader );\n\t\tconst fragmentShaderStage = this._getShaderStage( fragmentShader );\n\n\t\tconst materialShaders = this._getShaderCacheForMaterial( material );\n\n\t\tif ( materialShaders.has( vertexShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( vertexShaderStage );\n\t\t\tvertexShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\tif ( materialShaders.has( fragmentShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( fragmentShaderStage );\n\t\t\tfragmentShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( material ) {\n\n\t\tconst materialShaders = this.materialCache.get( material );\n\n\t\tfor ( const shaderStage of materialShaders ) {\n\n\t\t\tshaderStage.usedTimes --;\n\n\t\t\tif ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );\n\n\t\t}\n\n\t\tthis.materialCache.delete( material );\n\n\t\treturn this;\n\n\t}\n\n\tgetVertexShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.vertexShader ).id;\n\n\t}\n\n\tgetFragmentShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.fragmentShader ).id;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shaderCache.clear();\n\t\tthis.materialCache.clear();\n\n\t}\n\n\t_getShaderCacheForMaterial( material ) {\n\n\t\tconst cache = this.materialCache;\n\n\t\tif ( cache.has( material ) === false ) {\n\n\t\t\tcache.set( material, new Set() );\n\n\t\t}\n\n\t\treturn cache.get( material );\n\n\t}\n\n\t_getShaderStage( code ) {\n\n\t\tconst cache = this.shaderCache;\n\n\t\tif ( cache.has( code ) === false ) {\n\n\t\t\tconst stage = new WebGLShaderStage( code );\n\t\t\tcache.set( code, stage );\n\n\t\t}\n\n\t\treturn cache.get( code );\n\n\t}\n\n}\n\nclass WebGLShaderStage {\n\n\tconstructor( code ) {\n\n\t\tthis.id = _id ++;\n\n\t\tthis.code = code;\n\t\tthis.usedTimes = 0;\n\n\t}\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst _programLayers = new Layers();\n\tconst _customShaders = new WebGLShaderCache();\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t//  - leave some extra space for other uniforms\n\t\t\t//  - limit here is ANGLE's 254 max uniform vectors\n\t\t\t//    (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst geometry = object.geometry;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet morphTextureStride = 0;\n\n\t\tif ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;\n\t\tif ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;\n\t\tif ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;\n\n\t\t//\n\n\t\tlet vertexShader, fragmentShader;\n\t\tlet customVertexShaderID, customFragmentShaderID;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t\t_customShaders.update( material );\n\n\t\t\tcustomVertexShaderID = _customShaders.getVertexShaderID( material );\n\t\t\tcustomFragmentShaderID = _customShaders.getFragmentShaderID( material );\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst useAlphaTest = material.alphaTest > 0;\n\t\tconst useClearcoat = material.clearcoat > 0;\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tcustomVertexShaderID: customVertexShaderID,\n\t\t\tcustomFragmentShaderID: customFragmentShaderID,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget === null ) ? renderer.outputEncoding : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.encoding : LinearEncoding ),\n\t\t\tmap: !! material.map,\n\t\t\tmatcap: !! material.matcap,\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapCubeUVHeight: envMapCubeUVHeight,\n\t\t\tlightMap: !! material.lightMap,\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\n\t\t\tdecodeVideoTexture: !! material.map && ( material.map.isVideoTexture === true ) && ( material.map.encoding === sRGBEncoding ),\n\n\t\t\tclearcoat: useClearcoat,\n\t\t\tclearcoatMap: useClearcoat && !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: useClearcoat && !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: useClearcoat && !! material.clearcoatNormalMap,\n\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\tspecularIntensityMap: !! material.specularIntensityMap,\n\t\t\tspecularColorMap: !! material.specularColorMap,\n\n\t\t\topaque: material.transparent === false && material.blending === NormalBlending,\n\n\t\t\talphaMap: !! material.alphaMap,\n\t\t\talphaTest: useAlphaTest,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: material.sheen > 0,\n\t\t\tsheenColorMap: !! material.sheenColorMap,\n\t\t\tsheenRoughnessMap: !! material.sheenRoughnessMap,\n\n\t\t\ttransmission: material.transmission > 0,\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\t\t\tthicknessMap: !! material.thicknessMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( !! material.normalMap && !! geometry.attributes.tangent ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || !! material.sheenColorMap || !! material.sheenRoughnessMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || material.transmission > 0 || !! material.transmissionMap || !! material.thicknessMap || !! material.specularIntensityMap || !! material.specularColorMap || material.sheen > 0 || !! material.sheenColorMap || !! material.sheenRoughnessMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: !! material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: object.isSkinnedMesh === true && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: geometry.morphAttributes.position !== undefined,\n\t\t\tmorphNormals: geometry.morphAttributes.normal !== undefined,\n\t\t\tmorphColors: geometry.morphAttributes.color !== undefined,\n\t\t\tmorphTargetsCount: morphTargetsCount,\n\t\t\tmorphTextureStride: morphTextureStride,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.customVertexShaderID );\n\t\t\tarray.push( parameters.customFragmentShaderID );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tgetProgramCacheKeyParameters( array, parameters );\n\t\t\tgetProgramCacheKeyBooleans( array, parameters );\n\t\t\tarray.push( renderer.outputEncoding );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getProgramCacheKeyParameters( array, parameters ) {\n\n\t\tarray.push( parameters.precision );\n\t\tarray.push( parameters.outputEncoding );\n\t\tarray.push( parameters.envMapMode );\n\t\tarray.push( parameters.envMapCubeUVHeight );\n\t\tarray.push( parameters.combine );\n\t\tarray.push( parameters.vertexUvs );\n\t\tarray.push( parameters.fogExp2 );\n\t\tarray.push( parameters.sizeAttenuation );\n\t\tarray.push( parameters.maxBones );\n\t\tarray.push( parameters.morphTargetsCount );\n\t\tarray.push( parameters.morphAttributeCount );\n\t\tarray.push( parameters.numDirLights );\n\t\tarray.push( parameters.numPointLights );\n\t\tarray.push( parameters.numSpotLights );\n\t\tarray.push( parameters.numHemiLights );\n\t\tarray.push( parameters.numRectAreaLights );\n\t\tarray.push( parameters.numDirLightShadows );\n\t\tarray.push( parameters.numPointLightShadows );\n\t\tarray.push( parameters.numSpotLightShadows );\n\t\tarray.push( parameters.shadowMapType );\n\t\tarray.push( parameters.toneMapping );\n\t\tarray.push( parameters.numClippingPlanes );\n\t\tarray.push( parameters.numClipIntersection );\n\n\t}\n\n\tfunction getProgramCacheKeyBooleans( array, parameters ) {\n\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.isWebGL2 )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.supportsVertexTextures )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.instancing )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.instancingColor )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.map )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.matcap )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.envMap )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.lightMap )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.aoMap )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.emissiveMap )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.bumpMap )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.normalMap )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.objectSpaceNormalMap )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.tangentSpaceNormalMap )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.clearcoat )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.clearcoatMap )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.clearcoatRoughnessMap )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.clearcoatNormalMap )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.displacementMap )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.specularMap )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.roughnessMap )\n\t\t\t_programLayers.enable( 20 );\n\t\tif ( parameters.metalnessMap )\n\t\t\t_programLayers.enable( 21 );\n\t\tif ( parameters.gradientMap )\n\t\t\t_programLayers.enable( 22 );\n\t\tif ( parameters.alphaMap )\n\t\t\t_programLayers.enable( 23 );\n\t\tif ( parameters.alphaTest )\n\t\t\t_programLayers.enable( 24 );\n\t\tif ( parameters.vertexColors )\n\t\t\t_programLayers.enable( 25 );\n\t\tif ( parameters.vertexAlphas )\n\t\t\t_programLayers.enable( 26 );\n\t\tif ( parameters.vertexUvs )\n\t\t\t_programLayers.enable( 27 );\n\t\tif ( parameters.vertexTangents )\n\t\t\t_programLayers.enable( 28 );\n\t\tif ( parameters.uvsVertexOnly )\n\t\t\t_programLayers.enable( 29 );\n\t\tif ( parameters.fog )\n\t\t\t_programLayers.enable( 30 );\n\n\t\tarray.push( _programLayers.mask );\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.useFog )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.flatShading )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.logarithmicDepthBuffer )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.skinning )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.useVertexTexture )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.morphTargets )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.morphNormals )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.morphColors )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.premultipliedAlpha )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.shadowMapEnabled )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.physicallyCorrectLights )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.doubleSided )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.flipSided )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.depthPacking )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.dithering )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.specularIntensityMap )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.specularColorMap )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.transmission )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.transmissionMap )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.thicknessMap )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.sheen )\n\t\t\t_programLayers.enable( 20 );\n\t\tif ( parameters.sheenColorMap )\n\t\t\t_programLayers.enable( 21 );\n\t\tif ( parameters.sheenRoughnessMap )\n\t\t\t_programLayers.enable( 22 );\n\t\tif ( parameters.decodeVideoTexture )\n\t\t\t_programLayers.enable( 23 );\n\t\tif ( parameters.opaque )\n\t\t\t_programLayers.enable( 24 );\n\n\t\tarray.push( _programLayers.mask );\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\tfunction releaseShaderCache( material ) {\n\n\t\t_customShaders.remove( material );\n\n\t}\n\n\tfunction dispose() {\n\n\t\t_customShaders.dispose();\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\treleaseShaderCache: releaseShaderCache,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList() {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transmissive = [];\n\tconst transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransmissive.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.push( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.push( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.push( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.unshift( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.unshift( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.unshift( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransmissive: transmissive,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tlet list;\n\n\t\tif ( lists.has( scene ) === false ) {\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= lists.get( scene ).length ) {\n\n\t\t\t\tlist = new WebGLRenderList();\n\t\t\t\tlists.get( scene ).push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = lists.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights, physicallyCorrectLights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\t// artist-friendly light intensity scaling factor\n\t\tconst scaleFactor = ( physicallyCorrectLights !== true ) ? Math.PI : 1;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity * scaleFactor;\n\t\t\t\tg += color.g * intensity * scaleFactor;\n\t\t\t\tb += color.b * intensity * scaleFactor;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights( physicallyCorrectLights ) {\n\n\t\tlights.setup( lightsArray, physicallyCorrectLights );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.referencePosition = new Vector3();\n\t\tthis.nearDistance = 1;\n\t\tthis.farDistance = 1000;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.fog = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.referencePosition.copy( source.referencePosition );\n\t\tthis.nearDistance = source.nearDistance;\n\t\tthis.farDistance = source.farDistance;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nconst vertex = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nconst fragment = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include <packing>\\nvoid main() {\\n\\tconst float samples = float( VSM_SAMPLES );\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\\t\\tfloat uvOffset = uvStart + i * uvStride;\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean / samples;\\n\\tsquared_mean = squared_mean / samples;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),\n\t\t_distanceMaterial = new MeshDistanceMaterial(),\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\t\tdefines: {\n\t\t\tVSM_SAMPLES: 8\n\t\t},\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vertex,\n\t\tfragmentShader: fragment\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\tif ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {\n\n\t\t\tshadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;\n\t\t\tshadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;\n\n\t\t\tshadowMaterialVertical.needsUpdate = true;\n\t\t\tshadowMaterialHorizontal.needsUpdate = true;\n\n\t\t}\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterial( object, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tconst customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;\n\n\t\tif ( customMaterial !== undefined ) {\n\n\t\t\tresult = customMaterial;\n\n\t\t} else {\n\n\t\t\tresult = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;\n\n\t\t}\n\n\t\tif ( ( _renderer.localClippingEnabled && material.clipShadows === true && material.clippingPlanes.length !== 0 ) ||\n\t\t\t( material.displacementMap && material.displacementScale !== 0 ) ||\n\t\t\t( material.alphaMap && material.alphaTest > 0 ) ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.alphaMap = material.alphaMap;\n\t\tresult.alphaTest = material.alphaTest;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.displacementMap = material.displacementMap;\n\t\tresult.displacementScale = material.displacementScale;\n\t\tresult.displacementBias = material.displacementBias;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t     currentStencilRef !== stencilRef ||\n\t\t\t\t     currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t     currentStencilZFail !== stencilZFail ||\n\t\t\t\t     currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentBoundFramebuffers = {};\n\tlet currentDrawbuffers = new WeakMap();\n\tlet defaultDrawbuffers = [];\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst scissorParam = gl.getParameter( 3088 );\n\tconst viewportParam = gl.getParameter( 2978 );\n\n\tconst currentScissor = new Vector4().fromArray( scissorParam );\n\tconst currentViewport = new Vector4().fromArray( viewportParam );\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t// 36009 is equivalent to 36160\n\n\t\t\t\tif ( target === 36009 ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ 36160 ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t\tif ( target === 36160 ) {\n\n\t\t\t\t\tcurrentBoundFramebuffers[ 36009 ] = framebuffer;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction drawBuffers( renderTarget, framebuffer ) {\n\n\t\tlet drawBuffers = defaultDrawbuffers;\n\n\t\tlet needsUpdate = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tdrawBuffers = currentDrawbuffers.get( framebuffer );\n\n\t\t\tif ( drawBuffers === undefined ) {\n\n\t\t\t\tdrawBuffers = [];\n\t\t\t\tcurrentDrawbuffers.set( framebuffer, drawBuffers );\n\n\t\t\t}\n\n\t\t\tif ( renderTarget.isWebGLMultipleRenderTargets ) {\n\n\t\t\t\tconst textures = renderTarget.texture;\n\n\t\t\t\tif ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== 36064 ) {\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tdrawBuffers[ i ] = 36064 + i;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tdrawBuffers.length = textures.length;\n\n\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( drawBuffers[ 0 ] !== 36064 ) {\n\n\t\t\t\t\tdrawBuffers[ 0 ] = 36064;\n\n\t\t\t\t\tneedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( drawBuffers[ 0 ] !== 1029 ) {\n\n\t\t\t\tdrawBuffers[ 0 ] = 1029;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\tgl.drawBuffers( drawBuffers );\n\n\t\t\t} else {\n\n\t\t\t\textensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers );\n\n\t\t\t}\n\n\t\t}\n\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 769, 0, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 769, 0, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( 32926 )\n\t\t\t: disable( 32926 );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( 3042 );\n\t\tgl.disable( 2884 );\n\t\tgl.disable( 2929 );\n\t\tgl.disable( 32823 );\n\t\tgl.disable( 3089 );\n\t\tgl.disable( 2960 );\n\t\tgl.disable( 32926 );\n\n\t\tgl.blendEquation( 32774 );\n\t\tgl.blendFunc( 1, 0 );\n\t\tgl.blendFuncSeparate( 1, 0, 1, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( 513 );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( 519, 0, 0xffffffff );\n\t\tgl.stencilOp( 7680, 7680, 7680 );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( 1029 );\n\t\tgl.frontFace( 2305 );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( 33984 );\n\n\t\tgl.bindFramebuffer( 36160, null );\n\n\t\tif ( isWebGL2 === true ) {\n\n\t\t\tgl.bindFramebuffer( 36009, null );\n\t\t\tgl.bindFramebuffer( 36008, null );\n\n\t\t}\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentBoundFramebuffers = {};\n\t\tcurrentDrawbuffers = new WeakMap();\n\t\tdefaultDrawbuffers = [];\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tdrawBuffers: drawBuffers,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\ttexStorage2D: texStorage2D,\n\t\ttexStorage3D: texStorage3D,\n\t\ttexSubImage2D: texSubImage2D,\n\t\ttexSubImage3D: texSubImage3D,\n\t\tcompressedTexSubImage2D: compressedTexSubImage2D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\tconst multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;\n\tconst supportsInvalidateFramebuffer = /OculusBrowser/g.test( navigator.userAgent );\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\tconst _sources = new WeakMap(); // maps WebglTexture objects to instances of Source\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\tnew OffscreenCanvas( width, height ) : createElementNS( 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo$1( image ) {\n\n\t\treturn isPowerOfTwo( image.width ) && isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType, encoding, isVideoTexture = false ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 33319 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33328;\n\t\t\tif ( glType === 5131 ) internalFormat = 33327;\n\t\t\tif ( glType === 5121 ) internalFormat = 33323;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = ( encoding === sRGBEncoding && isVideoTexture === false ) ? 35907 : 32856;\n\t\t\tif ( glType === 32819 ) internalFormat = 32854;\n\t\t\tif ( glType === 32820 ) internalFormat = 32855;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 33327 || internalFormat === 33328 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\tfunction getMipLevels( texture, image, supportsMips ) {\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {\n\n\t\t\treturn Math.log2( Math.max( image.width, image.height ) ) + 1;\n\n\t\t} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {\n\n\t\t\t// user-defined mipmaps\n\n\t\t\treturn texture.mipmaps.length;\n\n\t\t} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {\n\n\t\t\treturn image.mipmaps.length;\n\n\t\t} else {\n\n\t\t\t// texture without mipmaps (only base level)\n\n\t\t\treturn 1;\n\n\t\t}\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t// check if it's necessary to remove the WebGLTexture object\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures ) {\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\t\t\twebglTexture.usedTimes --;\n\n\t\t\t// the WebGLTexture object is not used anymore, remove it\n\n\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\tdeleteTexture( texture );\n\n\t\t\t}\n\n\t\t\t// remove the weak map entry if no WebGLTexture uses the source anymore\n\n\t\t\tif ( Object.keys( webglTextures ).length === 0 ) {\n\n\t\t\t\t_sources.delete( source );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deleteTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\t\tdelete webglTextures[ textureProperties.__cacheKey ];\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t\tinfo.memory.textures --;\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLMultipleRenderTargets ) {\n\n\t\t\tfor ( let i = 0, il = texture.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachmentProperties = properties.get( texture[ i ] );\n\n\t\t\t\tif ( attachmentProperties.__webglTexture ) {\n\n\t\t\t\t\t_gl.deleteTexture( attachmentProperties.__webglTexture );\n\n\t\t\t\t\tinfo.memory.textures --;\n\n\t\t\t\t}\n\n\t\t\t\tproperties.remove( texture[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\tfunction getTextureCacheKey( texture ) {\n\n\t\tconst array = [];\n\n\t\tarray.push( texture.wrapS );\n\t\tarray.push( texture.wrapT );\n\t\tarray.push( texture.magFilter );\n\t\tarray.push( texture.minFilter );\n\t\tarray.push( texture.anisotropy );\n\t\tarray.push( texture.internalFormat );\n\t\tarray.push( texture.format );\n\t\tarray.push( texture.type );\n\t\tarray.push( texture.generateMipmaps );\n\t\tarray.push( texture.premultiplyAlpha );\n\t\tarray.push( texture.flipY );\n\t\tarray.push( texture.unpackAlignment );\n\t\tarray.push( texture.encoding );\n\n\t\treturn array.join();\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2\n\t\t\tif ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tlet forceUpload = false;\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t}\n\n\t\t// create Source <-> WebGLTextures mapping if necessary\n\n\t\tconst source = texture.source;\n\t\tlet webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures === undefined ) {\n\n\t\t\twebglTextures = {};\n\t\t\t_sources.set( source, webglTextures );\n\n\t\t}\n\n\t\t// check if there is already a WebGLTexture object for the given texture parameters\n\n\t\tconst textureCacheKey = getTextureCacheKey( texture );\n\n\t\tif ( textureCacheKey !== textureProperties.__cacheKey ) {\n\n\t\t\t// if not, create a new instance of WebGLTexture\n\n\t\t\tif ( webglTextures[ textureCacheKey ] === undefined ) {\n\n\t\t\t\t// create new entry\n\n\t\t\t\twebglTextures[ textureCacheKey ] = {\n\t\t\t\t\ttexture: _gl.createTexture(),\n\t\t\t\t\tusedTimes: 0\n\t\t\t\t};\n\n\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t// when a new instance of WebGLTexture was created, a texture upload is required\n\t\t\t\t// even if the image contents are identical\n\n\t\t\t\tforceUpload = true;\n\n\t\t\t}\n\n\t\t\twebglTextures[ textureCacheKey ].usedTimes ++;\n\n\t\t\t// every time the texture cache key changes, it's necessary to check if an instance of\n\t\t\t// WebGLTexture can be deleted in order to avoid a memory leak.\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\n\t\t\tif ( webglTexture !== undefined ) {\n\n\t\t\t\twebglTextures[ textureProperties.__cacheKey ].usedTimes --;\n\n\t\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\t\tdeleteTexture( texture );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// store references to cache key and WebGLTexture object\n\n\t\t\ttextureProperties.__cacheKey = textureCacheKey;\n\t\t\ttextureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;\n\n\t\t}\n\n\t\treturn forceUpload;\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataArrayTexture ) textureType = 35866;\n\t\tif ( texture.isData3DTexture ) textureType = 32879;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\tif ( source.version !== source.__currentVersion || forceUpload === true ) {\n\n\t\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;\n\t\t\tlet image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\t\t\timage = verifyColorSpace( texture, image );\n\n\t\t\tconst supportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.encoding );\n\n\t\t\tlet glType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding, texture.isVideoTexture );\n\n\t\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\t\tlet mipmap;\n\t\t\tconst mipmaps = texture.mipmaps;\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( textureProperties.__version === undefined );\n\t\t\tconst levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t\t// populate depth texture with dummy data\n\n\t\t\t\tglInternalFormat = 6402;\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// validation checks for WebGL 1\n\n\t\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( 3553, 1, glInternalFormat, image.width, image.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstate.texSubImage2D( 3553, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 3553, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataArrayTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( 35866, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.texSubImage3D( 35866, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( 32879, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.texSubImage3D( 32879, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isFramebufferTexture ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 3553, i, 0, 0, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( 3553, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tstate.texSubImage2D( 3553, 0, 0, 0, glFormat, glType, image );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( textureType );\n\n\t\t\t}\n\n\t\t\tsource.__currentVersion = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\tif ( source.version !== source.__currentVersion || forceUpload === true ) {\n\n\t\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( 37443, 0 );\n\n\t\t\tconst isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );\n\t\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tconst cubeImage = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tcubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );\n\n\t\t\t}\n\n\t\t\tconst image = cubeImage[ 0 ],\n\t\t\t\tsupportsMips = isPowerOfTwo$1( image ) || isWebGL2,\n\t\t\t\tglFormat = utils.convert( texture.format, texture.encoding ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\n\n\t\t\tconst useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( textureProperties.__version === undefined );\n\t\t\tlet levels = getMipLevels( texture, image, supportsMips );\n\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tlet mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( 34067, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( 34069 + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t// TODO: Uniformly handle mipmap definitions\n\t\t\t\t\t// Normal textures and compressed cube textures define base level + mips with their mipmap array\n\t\t\t\t\t// Uncompressed cube textures use their mipmap array only for mips (no base level)\n\n\t\t\t\t\tif ( mipmaps.length > 0 ) levels ++;\n\n\t\t\t\t\tstate.texStorage2D( 34067, levels, glInternalFormat, cubeImage[ 0 ].width, cubeImage[ 0 ].height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( 34069 + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( 34067 );\n\n\t\t\t}\n\n\t\t\tsource.__currentVersion = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget ) {\n\n\t\tconst glFormat = utils.convert( texture.format, texture.encoding );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( ! renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\tif ( textureTarget === 32879 || textureTarget === 35866 ) {\n\n\t\t\t\tstate.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );\n\n\t\t} else {\n\n\t\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample || useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\t// Use the first texture for MRT so far\n\t\t\tconst texture = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture[ 0 ] : renderTarget.texture;\n\n\t\t\tconst glFormat = utils.convert( texture.format, texture.encoding );\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\n\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 36096, 3553, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( 36160, 33306, 3553, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// rebind framebuffer with external textures\n\tfunction rebindTextures( renderTarget, colorTexture, depthTexture ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( colorTexture !== undefined ) {\n\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, 36064, 3553 );\n\n\t\t}\n\n\t\tif ( depthTexture !== undefined ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tif ( renderTarget.isWebGLMultipleRenderTargets !== true ) {\n\n\t\t\tif ( textureProperties.__webglTexture === undefined ) {\n\n\t\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tif ( capabilities.drawBuffers ) {\n\n\t\t\t\t\tconst textures = renderTarget.texture;\n\n\t\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\t\t\t\tif ( attachmentProperties.__webglTexture === undefined ) {\n\n\t\t\t\t\t\t\tattachmentProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );\n\n\t\t\t\t}\n\n\t\t\t} else if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\tconst glFormat = utils.convert( texture.format, texture.encoding );\n\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.encoding );\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\tstate.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( 36160, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067 );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else if ( isMultipleRenderTargets ) {\n\n\t\t\tconst textures = renderTarget.texture;\n\n\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachment = textures[ i ];\n\t\t\t\tconst attachmentProperties = properties.get( attachment );\n\n\t\t\t\tstate.bindTexture( 3553, attachmentProperties.__webglTexture );\n\t\t\t\tsetTextureParameters( 3553, attachment, supportsMips );\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, 36064 + i, 3553 );\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {\n\n\t\t\t\t\tgenerateMipmap( 3553 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else {\n\n\t\t\tlet glTextureType = 3553;\n\n\t\t\tif ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\tglTextureType = renderTarget.isWebGL3DRenderTarget ? 32879 : 35866;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, 36064, glTextureType );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( glTextureType );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;\n\n\t\tconst textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst texture = textures[ i ];\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t\tgenerateMipmap( target );\n\t\t\t\tstate.unbindTexture();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\tconst width = renderTarget.width;\n\t\t\tconst height = renderTarget.height;\n\t\t\tlet mask = 16384;\n\t\t\tconst invalidationArray = [ 36064 ];\n\t\t\tconst depthStyle = renderTarget.stencilBuffer ? 33306 : 36096;\n\n\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\tinvalidationArray.push( depthStyle );\n\n\t\t\t}\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\tconst ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false;\n\n\t\t\tif ( ignoreDepthValues === false ) {\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\tif ( ignoreDepthValues === true ) {\n\n\t\t\t\t_gl.invalidateFramebuffer( 36008, [ depthStyle ] );\n\t\t\t\t_gl.invalidateFramebuffer( 36009, [ depthStyle ] );\n\n\t\t\t}\n\n\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\tif ( supportsInvalidateFramebuffer ) {\n\n\t\t\t\t_gl.invalidateFramebuffer( 36008, invalidationArray );\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( 36008, null );\n\t\t\tstate.bindFramebuffer( 36009, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn Math.min( maxSamples, renderTarget.samples );\n\n\t}\n\n\tfunction useMultisampledRTT( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\treturn isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\tfunction verifyColorSpace( texture, image ) {\n\n\t\tconst encoding = texture.encoding;\n\t\tconst format = texture.format;\n\t\tconst type = texture.type;\n\n\t\tif ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image;\n\n\t\tif ( encoding !== LinearEncoding ) {\n\n\t\t\t// sRGB\n\n\t\t\tif ( encoding === sRGBEncoding ) {\n\n\t\t\t\tif ( isWebGL2 === false ) {\n\n\t\t\t\t\t// in WebGL 1, try to use EXT_sRGB extension and unsized formats\n\n\t\t\t\t\tif ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) {\n\n\t\t\t\t\t\ttexture.format = _SRGBAFormat;\n\n\t\t\t\t\t\t// it's not possible to generate mips in WebGL 1 with this extension\n\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\t\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// slow fallback (CPU decode)\n\n\t\t\t\t\t\timage = ImageUtils.sRGBToLinear( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format\n\n\t\t\t\t\tif ( format !== RGBAFormat || type !== UnsignedByteType ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.WebGLTextures: Unsupported texture encoding:', encoding );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.rebindTextures = rebindTextures;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\tthis.setupDepthRenderbuffer = setupDepthRenderbuffer;\n\tthis.setupFrameBufferTexture = setupFrameBufferTexture;\n\tthis.useMultisampledRTT = useMultisampledRTT;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p, encoding = null ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\tif ( p === RGBFormat ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: THREE.RGBFormat has been removed. Use THREE.RGBAFormat instead. https://github.com/mrdoob/three.js/pull/23228' );\n\t\t\treturn 6408;\n\n\t\t}\n\n\t\t// WebGL 1 sRGB fallback\n\n\t\tif ( p === _SRGBAFormat ) {\n\n\t\t\textension = extensions.get( 'EXT_sRGB' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.SRGB_ALPHA_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\t// S3TC\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\tif ( encoding === sRGBEncoding ) {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// PVRTC\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC1\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC2\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ASTC\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_ASTC_4x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x4_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x5_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x6_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x8_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x10_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x12_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// BPTC\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return ( encoding === sRGBEncoding ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nArrayCamera.prototype.isArrayCamera = true;\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nGroup.prototype.isGroup = true;\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t}\n\n\tgetTargetRaySpace() {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tupdate( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\t\t\t\t\t\t// ??\n\t\t\t\t\t\thand.add( joint );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst joint = hand.joints[ inputjoint.jointName ];\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps\t= false;\n\n\t}\n\n\n}\n\nDepthTexture.prototype.isDepthTexture = true;\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\n\t\tlet session = null;\n\t\tlet framebufferScaleFactor = 1.0;\n\n\t\tlet referenceSpace = null;\n\t\tlet referenceSpaceType = 'local-floor';\n\n\t\tlet pose = null;\n\t\tlet glBinding = null;\n\t\tlet glProjLayer = null;\n\t\tlet glBaseLayer = null;\n\t\tlet xrFrame = null;\n\t\tconst attributes = gl.getContextAttributes();\n\t\tlet initialRenderTarget = null;\n\t\tlet newRenderTarget = null;\n\n\t\tconst controllers = [];\n\t\tconst inputSourcesMap = new Map();\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraVR = new ArrayCamera();\n\t\tcameraVR.layers.enable( 1 );\n\t\tcameraVR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.cameraAutoUpdate = true;\n\t\tthis.enabled = false;\n\n\t\tthis.isPresenting = false;\n\n\t\tthis.getController = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getTargetRaySpace();\n\n\t\t};\n\n\t\tthis.getControllerGrip = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getGripSpace();\n\n\t\t};\n\n\t\tthis.getHand = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getHandSpace();\n\n\t\t};\n\n\t\t//\n\n\t\tfunction onSessionEvent( event ) {\n\n\t\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\t\tcontroller.disconnect( inputSource );\n\n\t\t\t} );\n\n\t\t\tinputSourcesMap.clear();\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\trenderer.setRenderTarget( initialRenderTarget );\n\n\t\t\tglBaseLayer = null;\n\t\t\tglProjLayer = null;\n\t\t\tglBinding = null;\n\t\t\tsession = null;\n\t\t\tnewRenderTarget = null;\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn referenceSpace;\n\n\t\t};\n\n\t\tthis.getBaseLayer = function () {\n\n\t\t\treturn glProjLayer !== null ? glProjLayer : glBaseLayer;\n\n\t\t};\n\n\t\tthis.getBinding = function () {\n\n\t\t\treturn glBinding;\n\n\t\t};\n\n\t\tthis.getFrame = function () {\n\n\t\t\treturn xrFrame;\n\n\t\t};\n\n\t\tthis.getSession = function () {\n\n\t\t\treturn session;\n\n\t\t};\n\n\t\tthis.setSession = async function ( value ) {\n\n\t\t\tsession = value;\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\tinitialRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t\t}\n\n\t\t\t\tif ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) {\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true,\n\t\t\t\t\t\talpha: attributes.alpha,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { baseLayer: glBaseLayer } );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglBaseLayer.framebufferWidth,\n\t\t\t\t\t\tglBaseLayer.framebufferHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tencoding: renderer.outputEncoding\n\t\t\t\t\t\t}\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet depthFormat = null;\n\t\t\t\t\tlet depthType = null;\n\t\t\t\t\tlet glDepthFormat = null;\n\n\t\t\t\t\tif ( attributes.depth ) {\n\n\t\t\t\t\t\tglDepthFormat = attributes.stencil ? 35056 : 33190;\n\t\t\t\t\t\tdepthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;\n\t\t\t\t\t\tdepthType = attributes.stencil ? UnsignedInt248Type : UnsignedShortType;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst projectionlayerInit = {\n\t\t\t\t\t\tcolorFormat: ( renderer.outputEncoding === sRGBEncoding ) ? 35907 : 32856,\n\t\t\t\t\t\tdepthFormat: glDepthFormat,\n\t\t\t\t\t\tscaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBinding = new XRWebGLBinding( session, gl );\n\n\t\t\t\t\tglProjLayer = glBinding.createProjectionLayer( projectionlayerInit );\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glProjLayer ] } );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglProjLayer.textureWidth,\n\t\t\t\t\t\tglProjLayer.textureHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tdepthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil,\n\t\t\t\t\t\t\tencoding: renderer.outputEncoding,\n\t\t\t\t\t\t\tsamples: attributes.antialias ? 4 : 0\n\t\t\t\t\t\t} );\n\n\t\t\t\t\tconst renderTargetProperties = renderer.properties.get( newRenderTarget );\n\t\t\t\t\trenderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues;\n\n\t\t\t\t}\n\n\t\t\t\tnewRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278\n\n\t\t\t\t// Set foveation to maximum.\n\t\t\t\tthis.setFoveation( 1.0 );\n\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\tconst inputSources = session.inputSources;\n\n\t\t\t// Assign inputSources to available controllers\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t\t}\n\n\t\t\t// Notify disconnected\n\n\t\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.removed[ i ];\n\t\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Notify connected\n\n\t\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.added[ i ];\n\t\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.updateCamera = function ( camera ) {\n\n\t\t\tif ( session === null ) return;\n\n\t\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\t\tdepthFar: cameraVR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraVR.cameras;\n\n\t\t\tupdateCamera( cameraVR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\tcameraVR.matrixWorld.decompose( cameraVR.position, cameraVR.quaternion, cameraVR.scale );\n\n\t\t\t// update user camera and its children\n\n\t\t\tcamera.position.copy( cameraVR.position );\n\t\t\tcamera.quaternion.copy( cameraVR.quaternion );\n\t\t\tcamera.scale.copy( cameraVR.scale );\n\t\t\tcamera.matrix.copy( cameraVR.matrix );\n\t\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\n\t\t\tconst children = camera.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getCamera = function () {\n\n\t\t\treturn cameraVR;\n\n\t\t};\n\n\t\tthis.getFoveation = function () {\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\treturn glProjLayer.fixedFoveation;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\treturn glBaseLayer.fixedFoveation;\n\n\t\t\t}\n\n\t\t\treturn undefined;\n\n\t\t};\n\n\t\tthis.setFoveation = function ( foveation ) {\n\n\t\t\t// 0 = no foveation = full resolution\n\t\t\t// 1 = maximum foveation = the edges render at lower resolution\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\tglProjLayer.fixedFoveation = foveation;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\n\n\t\t\t\tglBaseLayer.fixedFoveation = foveation;\n\n\t\t\t}\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time, frame ) {\n\n\t\t\tpose = frame.getViewerPose( referenceSpace );\n\t\t\txrFrame = frame;\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\n\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\trenderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );\n\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\n\t\t\t\t\tlet viewport = null;\n\n\t\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\t\tviewport = glBaseLayer.getViewport( view );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst glSubImage = glBinding.getViewSubImage( glProjLayer, view );\n\t\t\t\t\t\tviewport = glSubImage.viewport;\n\n\t\t\t\t\t\t// For side-by-side projection, we only produce a single texture for both eyes.\n\t\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\t\trenderer.setRenderTargetTextures(\n\t\t\t\t\t\t\t\tnewRenderTarget,\n\t\t\t\t\t\t\t\tglSubImage.colorTexture,\n\t\t\t\t\t\t\t\tglProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );\n\n\t\t\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst camera = cameras[ i ];\n\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst inputSources = session.inputSources;\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst controller = controllers[ i ];\n\t\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t\t}\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t\txrFrame = null;\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\n\t\t};\n\n\t\tthis.dispose = function () {};\n\n\t}\n\n}\n\nfunction WebGLMaterials( renderer, properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material, transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.ior.value = material.ior;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\n\t\t\t// artist-friendly light intensity scaling factor\n\t\t\tconst scaleFactor = ( renderer.physicallyCorrectLights !== true ) ? Math.PI : 1;\n\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\t\t// 13. specular intensity map\n\t\t// 14. specular tint map\n\t\t// 15. transmission map\n\t\t// 16. thickness map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t} else if ( material.specularIntensityMap ) {\n\n\t\t\tuvScaleMap = material.specularIntensityMap;\n\n\t\t} else if ( material.specularColorMap ) {\n\n\t\t\tuvScaleMap = material.specularColorMap;\n\n\t\t} else if ( material.transmissionMap ) {\n\n\t\t\tuvScaleMap = material.transmissionMap;\n\n\t\t} else if ( material.thicknessMap ) {\n\n\t\t\tuvScaleMap = material.thicknessMap;\n\n\t\t} else if ( material.sheenColorMap ) {\n\n\t\t\tuvScaleMap = material.sheenColorMap;\n\n\t\t} else if ( material.sheenRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.sheenRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {\n\n\t\tuniforms.ior.value = material.ior; // also part of uniforms common\n\n\t\tif ( material.sheen > 0 ) {\n\n\t\t\tuniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );\n\n\t\t\tuniforms.sheenRoughness.value = material.sheenRoughness;\n\n\t\t\tif ( material.sheenColorMap ) {\n\n\t\t\t\tuniforms.sheenColorMap.value = material.sheenColorMap;\n\n\t\t\t}\n\n\t\t\tif ( material.sheenRoughnessMap ) {\n\n\t\t\t\tuniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.clearcoat > 0 ) {\n\n\t\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\n\t\t\tif ( material.clearcoatMap ) {\n\n\t\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.transmission > 0 ) {\n\n\t\t\tuniforms.transmission.value = material.transmission;\n\t\t\tuniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n\t\t\tuniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );\n\n\t\t\tif ( material.transmissionMap ) {\n\n\t\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t\t}\n\n\t\t\tuniforms.thickness.value = material.thickness;\n\n\t\t\tif ( material.thicknessMap ) {\n\n\t\t\t\tuniforms.thicknessMap.value = material.thicknessMap;\n\n\t\t\t}\n\n\t\t\tuniforms.attenuationDistance.value = material.attenuationDistance;\n\t\t\tuniforms.attenuationColor.value.copy( material.attenuationColor );\n\n\t\t}\n\n\t\tuniforms.specularIntensity.value = material.specularIntensity;\n\t\tuniforms.specularColor.value.copy( material.specularColor );\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\n\n\t\t}\n\n\t\tif ( material.specularColorMap ) {\n\n\t\t\tuniforms.specularColorMap.value = material.specularColorMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters = {} ) {\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet _alpha;\n\n\tif ( parameters.context !== undefined ) {\n\n\t\t_alpha = _context.getContextAttributes().alpha;\n\n\t} else {\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false;\n\n\t}\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\tconst renderListStack = [];\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// transmission\n\n\tlet _transmissionRenderTarget = null;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector2 = new Vector2();\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: true,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// OffscreenCanvas does not have setAttribute, see #22811\n\t\tif ( 'setAttribute' in _canvas ) _canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\textensions.init( capabilities );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tcubeuvmaps = new WebGLCubeUVMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl, capabilities, textures );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( _this, properties );\n\t\trenderLists = new WebGLRenderLists();\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _alpha, _premultipliedAlpha );\n\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.shadowMap = shadowMap;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color = true, depth = true, stencil = true ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color ) bits |= 16384;\n\t\tif ( depth ) bits |= 256;\n\t\tif ( stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tcubeuvmaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\t\tprogramCache.dispose();\n\n\t\txr.dispose();\n\n\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\tif ( _transmissionRenderTarget ) {\n\n\t\t\t_transmissionRenderTarget.dispose();\n\t\t\t_transmissionRenderTarget = null;\n\n\t\t}\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tconst infoAutoReset = info.autoReset;\n\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\tconst shadowMapType = shadowMap.type;\n\n\t\tinitGLContext();\n\n\t\tinfo.autoReset = infoAutoReset;\n\t\tshadowMap.enabled = shadowMapEnabled;\n\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\tshadowMap.type = shadowMapType;\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReferences( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\tconst programs = properties.get( material ).programs;\n\n\t\tif ( programs !== undefined ) {\n\n\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t} );\n\n\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\tprogramCache.releaseShaderCache( material );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, geometry, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights( _this.physicallyCorrectLights );\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tgetProgram( material2, scene, object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\trenderStateStack.pop();\n\t\tcurrentRenderState = null;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tfunction onXRSessionStart() {\n\n\t\tanimation.stop();\n\n\t}\n\n\tfunction onXRSessionEnd() {\n\n\t\tanimation.start();\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof self !== 'undefined' ) animation.setContext( self );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\n\n\t\t\tcamera = xr.getCamera(); // use XR camera for rendering\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\tcurrentRenderList.init();\n\n\t\trenderListStack.push( currentRenderList );\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene );\n\n\t\t// render scene\n\n\t\tcurrentRenderState.setupLights( _this.physicallyCorrectLights );\n\n\t\tif ( camera.isArrayCamera ) {\n\n\t\t\tconst cameras = camera.cameras;\n\n\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderScene( currentRenderList, scene, camera );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t// _gl.finish();\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\trenderStateStack.pop();\n\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\trenderListStack.pop();\n\n\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderList = null;\n\n\t\t}\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderScene( currentRenderList, scene, camera, viewport ) {\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, scene, camera );\n\n\t\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t}\n\n\tfunction renderTransmissionPass( opaqueObjects, scene, camera ) {\n\n\t\tconst isWebGL2 = capabilities.isWebGL2;\n\n\t\tif ( _transmissionRenderTarget === null ) {\n\n\t\t\t_transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {\n\t\t\t\tgenerateMipmaps: true,\n\t\t\t\ttype: utils.convert( HalfFloatType ) !== null ? HalfFloatType : UnsignedByteType,\n\t\t\t\tminFilter: LinearMipmapLinearFilter,\n\t\t\t\tsamples: ( isWebGL2 && _antialias === true ) ? 4 : 0\n\t\t\t} );\n\n\t\t}\n\n\t\t_this.getDrawingBufferSize( _vector2 );\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\t_transmissionRenderTarget.setSize( _vector2.x, _vector2.y );\n\n\t\t} else {\n\n\t\t\t_transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );\n\n\t\t}\n\n\t\t//\n\n\t\tconst currentRenderTarget = _this.getRenderTarget();\n\t\t_this.setRenderTarget( _transmissionRenderTarget );\n\t\t_this.clear();\n\n\t\t// Turn off the features which can affect the frag color for opaque objects pass.\n\t\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\n\t\tconst currentToneMapping = _this.toneMapping;\n\t\t_this.toneMapping = NoToneMapping;\n\n\t\trenderObjects( opaqueObjects, scene, camera );\n\n\t\t_this.toneMapping = currentToneMapping;\n\n\t\ttextures.updateMultisampleRenderTarget( _transmissionRenderTarget );\n\t\ttextures.updateRenderTargetMipmap( _transmissionRenderTarget );\n\n\t\t_this.setRenderTarget( currentRenderTarget );\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( object.layers.test( camera.layers ) ) {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tmaterial.onBeforeRender( _this, scene, camera, geometry, object, group );\n\n\t\tif ( material.transparent === true && material.side === DoubleSide ) {\n\n\t\t\tmaterial.side = BackSide;\n\t\t\tmaterial.needsUpdate = true;\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\tmaterial.side = FrontSide;\n\t\t\tmaterial.needsUpdate = true;\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\tmaterial.side = DoubleSide;\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction getProgram( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet programs = materialProperties.programs;\n\n\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\n\n\t\tif ( programs === undefined ) {\n\n\t\t\t// new material\n\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tprograms = new Map();\n\t\t\tmaterialProperties.programs = programs;\n\n\t\t}\n\n\t\tlet program = programs.get( programCacheKey );\n\n\t\tif ( program !== undefined ) {\n\n\t\t\t// early out if program and light state is identical\n\n\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\treturn program;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBuild( object, parameters, _this );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.currentProgram = program;\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t\treturn program;\n\n\t}\n\n\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\t\tmaterialProperties.instancing = parameters.instancing;\n\t\tmaterialProperties.skinning = parameters.skinning;\n\t\tmaterialProperties.morphTargets = parameters.morphTargets;\n\t\tmaterialProperties.morphNormals = parameters.morphNormals;\n\t\tmaterialProperties.morphColors = parameters.morphColors;\n\t\tmaterialProperties.morphTargetsCount = parameters.morphTargetsCount;\n\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\t\tmaterialProperties.vertexTangents = parameters.vertexTangents;\n\t\tmaterialProperties.toneMapping = parameters.toneMapping;\n\n\t}\n\n\tfunction setProgram( camera, scene, geometry, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.encoding : LinearEncoding );\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;\n\t\tconst vertexTangents = !! material.normalMap && !! geometry.attributes.tangent;\n\t\tconst morphTargets = !! geometry.morphAttributes.position;\n\t\tconst morphNormals = !! geometry.morphAttributes.normal;\n\t\tconst morphColors = !! geometry.morphAttributes.color;\n\t\tconst toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping;\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tlet needsProgramChange = false;\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphTargets !== morphTargets ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphNormals !== morphNormals ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.morphColors !== morphColors ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( materialProperties.toneMapping !== toneMapping ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t} else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {\n\n\t\t\t\tneedsProgramChange = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tneedsProgramChange = true;\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\t//\n\n\t\tlet program = materialProperties.currentProgram;\n\n\t\tif ( needsProgramChange === true ) {\n\n\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst p_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tobject.isSkinnedMesh ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning and morph target uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone and morph texture must go before other textures\n\t\t// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tif ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {\n\n\t\tproperties.get( renderTarget.texture ).__webglTexture = colorTexture;\n\t\tproperties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\trenderTargetProperties.__hasExternalTextures = true;\n\n\t\tif ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\trenderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;\n\n\t\t\tif ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\t\t// The multisample_render_to_texture extension doesn't work properly if there\n\t\t\t\t// are midframe flushes and an external depth buffer. Disable use of the extension.\n\t\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );\n\t\t\t\t\trenderTargetProperties.__useRenderToTexture = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\trenderTargetProperties.__webglFramebuffer = defaultFramebuffer;\n\t\trenderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tlet useDefaultFramebuffer = true;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\tif ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {\n\n\t\t\t\t// We need to make sure to rebind the framebuffer.\n\t\t\t\tstate.bindFramebuffer( 36160, null );\n\t\t\t\tuseDefaultFramebuffer = false;\n\n\t\t\t} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {\n\n\t\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t\t} else if ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\t\t// Color and depth texture must be rebound in order for the swapchain to update.\n\t\t\t\ttextures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet framebuffer = null;\n\t\tlet isCube = false;\n\t\tlet isRenderTarget3D = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst texture = renderTarget.texture;\n\n\t\t\tif ( texture.isData3DTexture || texture.isDataArrayTexture ) {\n\n\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t}\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tconst framebufferBound = state.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {\n\n\t\t\tstate.drawBuffers( renderTarget, framebuffer );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t_gl.framebufferTextureLayer( 36160, 36064, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t}\n\n\t\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! halfFloatSupportedByExt ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\tstate.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tif ( texture.isFramebufferTexture !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: copyFramebufferToTexture() can only be used with FramebufferTexture.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexSubImage2D( 3553, level, 0, 0, position.x, position.y, width, height );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tif ( _this.isWebGL1Renderer ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst width = sourceBox.max.x - sourceBox.min.x + 1;\n\t\tconst height = sourceBox.max.y - sourceBox.min.y + 1;\n\t\tconst depth = sourceBox.max.z - sourceBox.min.z + 1;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\t\tlet glTarget;\n\n\t\tif ( dstTexture.isData3DTexture ) {\n\n\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\tglTarget = 32879;\n\n\t\t} else if ( dstTexture.isDataArrayTexture ) {\n\n\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\tglTarget = 35866;\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tconst unpackRowLen = _gl.getParameter( 3314 );\n\t\tconst unpackImageHeight = _gl.getParameter( 32878 );\n\t\tconst unpackSkipPixels = _gl.getParameter( 3316 );\n\t\tconst unpackSkipRows = _gl.getParameter( 3315 );\n\t\tconst unpackSkipImages = _gl.getParameter( 32877 );\n\n\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image;\n\n\t\t_gl.pixelStorei( 3314, image.width );\n\t\t_gl.pixelStorei( 32878, image.height );\n\t\t_gl.pixelStorei( 3316, sourceBox.min.x );\n\t\t_gl.pixelStorei( 3315, sourceBox.min.y );\n\t\t_gl.pixelStorei( 32877, sourceBox.min.z );\n\n\t\tif ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {\n\n\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );\n\t\t\t\t_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.pixelStorei( 3314, unpackRowLen );\n\t\t_gl.pixelStorei( 32878, unpackImageHeight );\n\t\t_gl.pixelStorei( 3316, unpackSkipPixels );\n\t\t_gl.pixelStorei( 3315, unpackSkipRows );\n\t\t_gl.pixelStorei( 32877, unpackSkipImages );\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\t_currentActiveCubeFace = 0;\n\t\t_currentActiveMipmapLevel = 0;\n\t\t_currentRenderTarget = null;\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t}\n\n}\n\nWebGLRenderer.prototype.isWebGLRenderer = true;\n\nclass WebGL1Renderer extends WebGLRenderer {}\n\nWebGL1Renderer.prototype.isWebGL1Renderer = true;\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nFogExp2.prototype.isFogExp2 = true;\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nFog.prototype.isFog = true;\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nScene.prototype.isScene = true;\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.updateRange = { offset: 0, count: - 1 };\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = generateUUID();\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new this.constructor( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n}\n\nInterleavedBuffer.prototype.isInterleavedBuffer = true;\n\nconst _vector$6 = /*@__PURE__*/ new Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized = false ) {\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized === true;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t}\n\n\tgetY( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t}\n\n\tgetZ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t}\n\n\tgetW( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n}\n\nInterleavedBufferAttribute.prototype.isInterleavedBufferAttribute = true;\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSprite.prototype.isSprite = true;\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = /*@__PURE__*/ new Vector3();\n\nconst _skinIndex = /*@__PURE__*/ new Vector4();\nconst _skinWeight = /*@__PURE__*/ new Vector4();\n\nconst _vector$5 = /*@__PURE__*/ new Vector3();\nconst _matrix = /*@__PURE__*/ new Matrix4();\n\nclass SkinnedMesh extends Mesh {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkinnedMesh';\n\n\t\tthis.bindMode = 'attached';\n\t\tthis.bindMatrix = new Matrix4();\n\t\tthis.bindMatrixInverse = new Matrix4();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t}\n\n\tbind( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t}\n\n\tpose() {\n\n\t\tthis.skeleton.pose();\n\n\t}\n\n\tnormalizeSkinWeights() {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.fromBufferAttribute( skinWeight, i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t}\n\n\tboneTransform( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.copy( target ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$5.copy( _basePosition ).applyMatrix4( _matrix ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n}\n\nSkinnedMesh.prototype.isSkinnedMesh = true;\n\nclass Bone extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'Bone';\n\n\t}\n\n}\n\nBone.prototype.isBone = true;\n\nclass DataTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { data: data, width: width, height: height };\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\t\tthis.boneTextureSize = 0;\n\n\t\tthis.frame = - 1;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tcomputeBoneTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)\n\t\t//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)\n\t\t//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)\n\t\t//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = ceilPowerOfTwo( size );\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tboneMatrices.set( this.boneMatrices ); // copy current values\n\n\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\t\tboneTexture.needsUpdate = true;\n\n\t\tthis.boneMatrices = boneMatrices;\n\t\tthis.boneTexture = boneTexture;\n\t\tthis.boneTextureSize = size;\n\n\t\treturn this;\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InstancedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized, meshPerAttribute = 1 ) {\n\n\t\tif ( typeof normalized === 'number' ) {\n\n\t\t\tmeshPerAttribute = normalized;\n\n\t\t\tnormalized = false;\n\n\t\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t\t}\n\n\t\tsuper( array, itemSize, normalized );\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nInstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;\n\nconst _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();\nconst _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = /*@__PURE__*/ new Mesh();\n\nclass InstancedMesh extends Mesh {\n\n\tconstructor( geometry, material, count ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );\n\t\tthis.instanceColor = null;\n\n\t\tthis.count = count;\n\n\t\tthis.frustumCulled = false;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tgetMatrixAt( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t}\n\n\tsetColorAt( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tsetMatrixAt( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nInstancedMesh.prototype.isInstancedMesh = true;\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nconst _start$1 = /*@__PURE__*/ new Vector3();\nconst _end$1 = /*@__PURE__*/ new Vector3();\nconst _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _ray$1 = /*@__PURE__*/ new Ray();\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\n\nclass Line extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Line';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nLine.prototype.isLine = true;\n\nconst _start = /*@__PURE__*/ new Vector3();\nconst _end = /*@__PURE__*/ new Vector3();\n\nclass LineSegments extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'LineSegments';\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconsole.error( 'THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineSegments.prototype.isLineSegments = true;\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nLineLoop.prototype.isLineLoop = true;\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nconst _inverseMatrix = /*@__PURE__*/ new Matrix4();\nconst _ray = /*@__PURE__*/ new Ray();\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _position$2 = /*@__PURE__*/ new Vector3();\n\nclass Points extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Points';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nPoints.prototype.isPoints = true;\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nVideoTexture.prototype.isVideoTexture = true;\n\nclass FramebufferTexture extends Texture {\n\n\tconstructor( width, height, format ) {\n\n\t\tsuper( { width, height } );\n\n\t\tthis.format = format;\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nFramebufferTexture.prototype.isFramebufferTexture = true;\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nCanvasTexture.prototype.isCanvasTexture = true;\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nclass Curve {\n\n\tconstructor() {\n\n\t\tthis.type = 'Curve';\n\n\t\tthis.arcLengthDivisions = 200;\n\n\t}\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t}\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t}\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get total curve arc length\n\n\tgetLength() {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t}\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths( divisions = this.arcLengthDivisions ) {\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t}\n\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t}\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t}\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t}\n\n\tcomputeFrenetFrames( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst point = optionalTarget || new Vector2();\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t *   p(0) = x0, p(1) = x1\n\t *  and\n\t *   p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\n/**\n * Bezier Curves formulas obtained from\n * https://en.wikipedia.org/wiki/B%C3%A9zier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst tangent = optionalTarget || new Vector2();\n\n\t\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineCurve.prototype.isLineCurve = true;\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineCurve3';\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nSplineCurve.prototype.isSplineCurve = true;\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n *  curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u, optionalTarget );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 <d\n\n\t}\n\n\t// We cannot use the default THREE.Curve getPoint() with getLength() because in\n\t// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath\n\t// getPoint() depends on getLength\n\n\tgetLength() {\n\n\t\tconst lens = this.getCurveLengths();\n\t\treturn lens[ lens.length - 1 ];\n\n\t}\n\n\t// cacheLengths must be recalculated.\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.cacheLengths = null;\n\t\tthis.getCurveLengths();\n\n\t}\n\n\t// Compute lengths and cache them\n\t// We cannot overwrite getLengths() because UtoT mapping uses it.\n\n\tgetCurveLengths() {\n\n\t\t// We use cache values if curves and cache array are same length\n\n\t\tif ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {\n\n\t\t\treturn this.cacheLengths;\n\n\t\t}\n\n\t\t// Get length of sub-curve\n\t\t// Push sums into cached array\n\n\t\tconst lengths = [];\n\t\tlet sums = 0;\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tsums += this.curves[ i ].getLength();\n\t\t\tlengths.push( sums );\n\n\t\t}\n\n\t\tthis.cacheLengths = lengths;\n\n\t\treturn lengths;\n\n\t}\n\n\tgetSpacedPoints( divisions = 40 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let i = 0; i <= divisions; i ++ ) {\n\n\t\t\tpoints.push( this.getPoint( i / divisions ) );\n\n\t\t}\n\n\t\tif ( this.autoClose ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tgetPoints( divisions = 12 ) {\n\n\t\tconst points = [];\n\t\tlet last;\n\n\t\tfor ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {\n\n\t\t\tconst curve = curves[ i ];\n\t\t\tconst resolution = curve.isEllipseCurve ? divisions * 2\n\t\t\t\t: ( curve.isLineCurve || curve.isLineCurve3 ) ? 1\n\t\t\t\t\t: curve.isSplineCurve ? divisions * curve.points.length\n\t\t\t\t\t\t: divisions;\n\n\t\t\tconst pts = curve.getPoints( resolution );\n\n\t\t\tfor ( let j = 0; j < pts.length; j ++ ) {\n\n\t\t\t\tconst point = pts[ j ];\n\n\t\t\t\tif ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates\n\n\t\t\t\tpoints.push( point );\n\t\t\t\tlast = point;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points = [ new Vector2( 0, 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, - 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\t\tconst initNormals = [];\n\t\tconst normals = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tconst normal = new Vector3();\n\t\tconst curNormal = new Vector3();\n\t\tconst prevNormal = new Vector3();\n\t\tlet dx = 0;\n\t\tlet dy = 0;\n\n\t\t// pre-compute normals for initial \"meridian\"\n\n\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\tswitch ( j ) {\n\n\t\t\t\tcase 0:\t\t\t\t// special handling for 1st vertex on path\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tprevNormal.copy( normal );\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ( points.length - 1 ):\t// special handling for last Vertex on path\n\n\t\t\t\t\tinitNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\t\t\t// default handling for all vertices in between\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tcurNormal.copy( normal );\n\n\t\t\t\t\tnormal.x += prevNormal.x;\n\t\t\t\t\tnormal.y += prevNormal.y;\n\t\t\t\t\tnormal.z += prevNormal.z;\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tprevNormal.copy( curNormal );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices, uvs and normals\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// normal\n\n\t\t\t\tconst x = initNormals[ 3 * j + 0 ] * sin;\n\t\t\t\tconst y = initNormals[ 3 * j + 1 ];\n\t\t\t\tconst z = initNormals[ 3 * j + 0 ] * cos;\n\n\t\t\t\tnormals.push( x, y, z );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( c, d, b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );\n\n\t}\n\n}\n\nclass CapsuleGeometry extends LatheGeometry {\n\n\tconstructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {\n\n\t\tconst path = new Path();\n\t\tpath.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );\n\t\tpath.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );\n\n\t\tsuper( path.getPoints( capSegments ), radialSegments );\n\n\t\tthis.type = 'CapsuleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: length,\n\t\t\tcapSegments: capSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );\n\n\t}\n\n}\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices = [], indices = [], radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (\u00B11, \u00B11, \u00B11)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, \u00B11/\u03C6, \u00B1\u03C6)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (\u00B11/\u03C6, \u00B1\u03C6, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (\u00B1\u03C6, 0, \u00B11/\u03C6)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new DodecahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nconst _v0 = new Vector3();\nconst _v1$1 = new Vector3();\nconst _normal = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null, thresholdAngle = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry,\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\tconst precisionPoints = 4;\n\t\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\t\tconst thresholdDot = Math.cos( DEG2RAD * thresholdAngle );\n\n\t\t\tconst indexAttr = geometry.getIndex();\n\t\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\t\tconst indexArr = [ 0, 0, 0 ];\n\t\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\t\tconst hashes = new Array( 3 );\n\n\t\t\tconst edgeData = {};\n\t\t\tconst vertices = [];\n\t\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\t\tif ( indexAttr ) {\n\n\t\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t\t}\n\n\t\t\t\tconst { a, b, c } = _triangle;\n\t\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t\t// create hashes for the edge from the vertices\n\t\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t\t// skip degenerate triangles\n\t\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// iterate over every edge\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\t\tfor ( const key in edgeData ) {\n\n\t\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim = 2 ) {\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // doesn't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nclass ShapeUtils {\n\n\t// calculate area of the contour polygon\n\n\tstatic area( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t}\n\n\tstatic isClockWise( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t}\n\n\tstatic triangulateShape( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n}\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n *  curveSegments: <int>, // number of points on the curves\n *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n *  depth: <float>, // Depth to extrude the shape\n *\n *  bevelEnabled: <bool>, // turn on bevel\n *  bevelThickness: <float>, // how deep into the original shape bevel goes\n *  bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel\n *  bevelOffset: <float>, // how far from shape outline does bevel start\n *  bevelSegments: <int>, // number of bevel layers\n *\n *  extrudePath: <THREE.Curve> // curve to extrude shape along\n *\n *  UVGenerator: <Object> // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 1;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t//   shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t//  adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t//  but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t//  (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t//  (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t/////  Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\tconst extrudePath = data.options.extrudePath;\n\n\t\tif ( extrudePath !== undefined ) {\n\n\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t}\n\n\t\treturn new ExtrudeGeometry( geometryShapes, data.options );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new IcosahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new OctahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\treturn new ShapeGeometry( geometryShapes, data.curveSegments );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TetrahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segment\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectors, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\treturn new TubeGeometry(\n\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\tdata.tubularSegments,\n\t\t\tdata.radius,\n\t\t\tdata.radialSegments,\n\t\t\tdata.closed\n\t\t);\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\t// buffer\n\n\t\t\tconst vertices = [];\n\t\t\tconst edges = new Set();\n\n\t\t\t// helper variables\n\n\t\t\tconst start = new Vector3();\n\t\t\tconst end = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst groupStart = group.start;\n\t\t\t\t\tconst groupCount = group.count;\n\n\t\t\t\t\tfor ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst index1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst index2 = indices.getX( i + ( j + 1 ) % 3 );\n\n\t\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\n\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// build geometry\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n}\n\nfunction isUniqueEdge( start, end, edges ) {\n\n\tconst hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;\n\tconst hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge\n\n\tif ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {\n\n\t\treturn false;\n\n\t} else {\n\n\t\tedges.add( hash1 );\n\t\tedges.add( hash2 );\n\t\treturn true;\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxGeometry,\n\tCapsuleGeometry: CapsuleGeometry,\n\tCapsuleBufferGeometry: CapsuleGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\treturn this;\n\n\t}\n\n}\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\nclass MeshStandardMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.type = 'MeshStandardMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.roughness = 1.0;\n\t\tthis.metalness = 0.0;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.roughnessMap = null;\n\n\t\tthis.metalnessMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapIntensity = 1.0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.color.copy( source.color );\n\t\tthis.roughness = source.roughness;\n\t\tthis.metalness = source.metalness;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.roughnessMap = source.roughnessMap;\n\n\t\tthis.metalnessMap = source.metalnessMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapIntensity = source.envMapIntensity;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.type = 'MeshPhysicalMaterial';\n\n\t\tthis.clearcoatMap = null;\n\t\tthis.clearcoatRoughness = 0.0;\n\t\tthis.clearcoatRoughnessMap = null;\n\t\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\t\tthis.clearcoatNormalMap = null;\n\n\t\tthis.ior = 1.5;\n\n\t\tObject.defineProperty( this, 'reflectivity', {\n\t\t\tget: function () {\n\n\t\t\t\treturn ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );\n\n\t\t\t},\n\t\t\tset: function ( reflectivity ) {\n\n\t\t\t\tthis.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );\n\n\t\t\t}\n\t\t} );\n\n\t\tthis.sheenColor = new Color( 0x000000 );\n\t\tthis.sheenColorMap = null;\n\t\tthis.sheenRoughness = 1.0;\n\t\tthis.sheenRoughnessMap = null;\n\n\t\tthis.transmissionMap = null;\n\n\t\tthis.thickness = 0;\n\t\tthis.thicknessMap = null;\n\t\tthis.attenuationDistance = 0.0;\n\t\tthis.attenuationColor = new Color( 1, 1, 1 );\n\n\t\tthis.specularIntensity = 1.0;\n\t\tthis.specularIntensityMap = null;\n\t\tthis.specularColor = new Color( 1, 1, 1 );\n\t\tthis.specularColorMap = null;\n\n\t\tthis._sheen = 0.0;\n\t\tthis._clearcoat = 0;\n\t\tthis._transmission = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tget sheen() {\n\n\t\treturn this._sheen;\n\n\t}\n\n\tset sheen( value ) {\n\n\t\tif ( this._sheen > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._sheen = value;\n\n\t}\n\n\tget clearcoat() {\n\n\t\treturn this._clearcoat;\n\n\t}\n\n\tset clearcoat( value ) {\n\n\t\tif ( this._clearcoat > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._clearcoat = value;\n\n\t}\n\n\tget transmission() {\n\n\t\treturn this._transmission;\n\n\t}\n\n\tset transmission( value ) {\n\n\t\tif ( this._transmission > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._transmission = value;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.clearcoat = source.clearcoat;\n\t\tthis.clearcoatMap = source.clearcoatMap;\n\t\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\t\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\t\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\t\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\t\tthis.ior = source.ior;\n\n\t\tthis.sheen = source.sheen;\n\t\tthis.sheenColor.copy( source.sheenColor );\n\t\tthis.sheenColorMap = source.sheenColorMap;\n\t\tthis.sheenRoughness = source.sheenRoughness;\n\t\tthis.sheenRoughnessMap = source.sheenRoughnessMap;\n\n\t\tthis.transmission = source.transmission;\n\t\tthis.transmissionMap = source.transmissionMap;\n\n\t\tthis.thickness = source.thickness;\n\t\tthis.thicknessMap = source.thicknessMap;\n\t\tthis.attenuationDistance = source.attenuationDistance;\n\t\tthis.attenuationColor.copy( source.attenuationColor );\n\n\t\tthis.specularIntensity = source.specularIntensity;\n\t\tthis.specularIntensityMap = source.specularIntensityMap;\n\t\tthis.specularColor.copy( source.specularColor );\n\t\tthis.specularColorMap = source.specularColorMap;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nconst materialLib = {\n\tShadowMaterial,\n\tSpriteMaterial,\n\tRawShaderMaterial,\n\tShaderMaterial,\n\tPointsMaterial,\n\tMeshPhysicalMaterial,\n\tMeshStandardMaterial,\n\tMeshPhongMaterial,\n\tMeshToonMaterial,\n\tMeshNormalMaterial,\n\tMeshLambertMaterial,\n\tMeshDepthMaterial,\n\tMeshDistanceMaterial,\n\tMeshBasicMaterial,\n\tMeshMatcapMaterial,\n\tLineDashedMaterial,\n\tLineBasicMaterial,\n\tMaterial\n};\n\nMaterial.fromType = function ( type ) {\n\n\treturn new materialLib[ type ]();\n\n};\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nclass Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tthis.parameterPositions = parameterPositions;\n\t\tthis._cachedIndex = 0;\n\n\t\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\t\tthis.sampleValues = sampleValues;\n\t\tthis.valueSize = sampleSize;\n\n\t\tthis.settings = null;\n\t\tthis.DefaultSettings_ = {};\n\n\t}\n\n\tevaluate( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t}\n\n\tgetSettings_() {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\t// Template methods for derived classes:\n\n\tinterpolate_( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t}\n\n\tintervalChanged_( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n}\n\n// ALIAS DEFINITIONS\n\nInterpolant.prototype.beforeStart_ = Interpolant.prototype.copySampleValue_;\nInterpolant.prototype.afterEnd_ = Interpolant.prototype.copySampleValue_;\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nclass CubicInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t\tthis._weightPrev = - 0;\n\t\tthis._offsetPrev = - 0;\n\t\tthis._weightNext = - 0;\n\t\tthis._offsetNext = - 0;\n\n\t\tthis.DefaultSettings_ = {\n\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\n\t\t};\n\n\t}\n\n\tintervalChanged_( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nclass LinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceding\n * the parameter.\n */\n\nclass DiscreteInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n}\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\t\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nclass QuaternionLinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * fps;\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nclass LoadingManager {\n\n\tconstructor( onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet isLoading = false;\n\t\tlet itemsLoaded = 0;\n\t\tlet itemsTotal = 0;\n\t\tlet urlModifier = undefined;\n\t\tconst handlers = [];\n\n\t\t// Refer to #5689 for the reason why we don't set .onStart\n\t\t// in the constructor\n\n\t\tthis.onStart = undefined;\n\t\tthis.onLoad = onLoad;\n\t\tthis.onProgress = onProgress;\n\t\tthis.onError = onError;\n\n\t\tthis.itemStart = function ( url ) {\n\n\t\t\titemsTotal ++;\n\n\t\t\tif ( isLoading === false ) {\n\n\t\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tisLoading = true;\n\n\t\t};\n\n\t\tthis.itemEnd = function ( url ) {\n\n\t\t\titemsLoaded ++;\n\n\t\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\t\tisLoading = false;\n\n\t\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\t\tscope.onLoad();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.itemError = function ( url ) {\n\n\t\t\tif ( scope.onError !== undefined ) {\n\n\t\t\t\tscope.onError( url );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.resolveURL = function ( url ) {\n\n\t\t\tif ( urlModifier ) {\n\n\t\t\t\treturn urlModifier( url );\n\n\t\t\t}\n\n\t\t\treturn url;\n\n\t\t};\n\n\t\tthis.setURLModifier = function ( transform ) {\n\n\t\t\turlModifier = transform;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.addHandler = function ( regex, loader ) {\n\n\t\t\thandlers.push( regex, loader );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.removeHandler = function ( regex ) {\n\n\t\t\tconst index = handlers.indexOf( regex );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\thandlers.splice( index, 2 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.getHandler = function ( file ) {\n\n\t\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\t\tconst regex = handlers[ i ];\n\t\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\t\treturn loader;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t};\n\n\t}\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nclass Loader {\n\n\tconstructor( manager ) {\n\n\t\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t\tthis.crossOrigin = 'anonymous';\n\t\tthis.withCredentials = false;\n\t\tthis.path = '';\n\t\tthis.resourcePath = '';\n\t\tthis.requestHeader = {};\n\n\t}\n\n\tload( /* url, onLoad, onProgress, onError */ ) {}\n\n\tloadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t}\n\n\tparse( /* data */ ) {}\n\n\tsetCrossOrigin( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t}\n\n\tsetWithCredentials( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t}\n\n\tsetPath( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t}\n\n\tsetResourcePath( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n\tsetRequestHeader( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n}\n\nconst loading = {};\n\nclass FileLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tsetTimeout( () => {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Initialise array for duplicate requests\n\t\tloading[ url ] = [];\n\n\t\tloading[ url ].push( {\n\t\t\tonLoad: onLoad,\n\t\t\tonProgress: onProgress,\n\t\t\tonError: onError,\n\t\t} );\n\n\t\t// create request\n\t\tconst req = new Request( url, {\n\t\t\theaders: new Headers( this.requestHeader ),\n\t\t\tcredentials: this.withCredentials ? 'include' : 'same-origin',\n\t\t\t// An abort controller could be added within a future PR\n\t\t} );\n\n\t\t// record states ( avoid data race )\n\t\tconst mimeType = this.mimeType;\n\t\tconst responseType = this.responseType;\n\n\t\t// start the fetch\n\t\tfetch( req )\n\t\t\t.then( response => {\n\n\t\t\t\tif ( response.status === 200 || response.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( response.status === 0 ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Workaround: Checking if response.body === undefined for Alipay browser #23548\n\n\t\t\t\t\tif ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {\n\n\t\t\t\t\t\treturn response;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\t\tconst reader = response.body.getReader();\n\t\t\t\t\tconst contentLength = response.headers.get( 'Content-Length' );\n\t\t\t\t\tconst total = contentLength ? parseInt( contentLength ) : 0;\n\t\t\t\t\tconst lengthComputable = total !== 0;\n\t\t\t\t\tlet loaded = 0;\n\n\t\t\t\t\t// periodically read data into the new stream tracking while download progress\n\t\t\t\t\tconst stream = new ReadableStream( {\n\t\t\t\t\t\tstart( controller ) {\n\n\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\tfunction readData() {\n\n\t\t\t\t\t\t\t\treader.read().then( ( { done, value } ) => {\n\n\t\t\t\t\t\t\t\t\tif ( done ) {\n\n\t\t\t\t\t\t\t\t\t\tcontroller.close();\n\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\tloaded += value.byteLength;\n\n\t\t\t\t\t\t\t\t\t\tconst event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );\n\t\t\t\t\t\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\t\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tcontroller.enqueue( value );\n\t\t\t\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn new Response( stream );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow Error( `fetch for \"${response.url}\" responded with ${response.status}: ${response.statusText}` );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( response => {\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\n\t\t\t\t\t\treturn response.arrayBuffer();\n\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\treturn response.blob();\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\treturn response.text()\n\t\t\t\t\t\t\t.then( text => {\n\n\t\t\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\t\t\treturn parser.parseFromString( text, mimeType );\n\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\treturn response.json();\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( mimeType === undefined ) {\n\n\t\t\t\t\t\t\treturn response.text();\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// sniff encoding\n\t\t\t\t\t\t\tconst re = /charset=\"?([^;\"\\s]*)\"?/i;\n\t\t\t\t\t\t\tconst exec = re.exec( mimeType );\n\t\t\t\t\t\t\tconst label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;\n\t\t\t\t\t\t\tconst decoder = new TextDecoder( label );\n\t\t\t\t\t\t\treturn response.arrayBuffer().then( ab => decoder.decode( ab ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( data => {\n\n\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\tCache.add( url, data );\n\n\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( data );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.catch( err => {\n\n\t\t\t\t// Abort errors and other errors are handled the same\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tif ( callbacks === undefined ) {\n\n\t\t\t\t\t// When onLoad was called and url was deleted in `loading`\n\t\t\t\t\tthis.manager.itemError( url );\n\t\t\t\t\tthrow err;\n\n\t\t\t\t}\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( err );\n\n\t\t\t\t}\n\n\t\t\t\tthis.manager.itemError( url );\n\n\t\t\t} )\n\t\t\t.finally( () => {\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\tthis.manager.itemStart( url );\n\n\t}\n\n\tsetResponseType( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t}\n\n\tsetMimeType( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass CompressedTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = createElementNS( 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction removeEventListeners() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.slice( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass DataTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.encoding !== undefined ) {\n\n\t\t\t\ttexture.encoding = texData.encoding;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass TextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLight.prototype.isLight = true;\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nHemisphereLight.prototype.isHemisphereLight = true;\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\t\tthis.blurSamples = 8;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLightShadow.prototype.isSpotLightShadow = true;\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// by convention for a spotlight, luminous power (lm) = \u03C0 * luminous intensity (cd)\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nSpotLight.prototype.isSpotLight = true;\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t//  xzXZ\n\t\t\t//   y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nPointLightShadow.prototype.isPointLightShadow = true;\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 1 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay; // for physically correct lights, should be 2.\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// for an isotropic light source, luminous power (lm) = 4 \u03C0 luminous intensity (cd)\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nPointLight.prototype.isPointLight = true;\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t}\n\n}\n\nDirectionalLightShadow.prototype.isDirectionalLightShadow = true;\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DefaultUp );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nDirectionalLight.prototype.isDirectionalLight = true;\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nAmbientLight.prototype.isAmbientLight = true;\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in nits)\n\t\treturn this.intensity * this.width * this.height * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in nits) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( this.width * this.height * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\nRectAreaLight.prototype.isRectAreaLight = true;\n\n/**\n * Primary reference:\n *   https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n *   https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // \u03C0 * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * \u03C0 / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( \u03C0 / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( \u03C0 / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( \u03C0 / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nSphericalHarmonics3.prototype.isSphericalHarmonics3 = true;\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nLightProbe.prototype.isLightProbe = true;\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = Material.fromType( json.type );\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = json.sheen;\n\t\tif ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );\n\t\tif ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;\n\t\tif ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.thickness !== undefined ) material.thickness = json.thickness;\n\t\tif ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;\n\t\tif ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\t\tif ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );\n\t\tif ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\t\tif ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );\n\n\t\tif ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );\n\t\tif ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n}\n\nclass LoaderUtils {\n\n\tstatic decodeText( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t}\n\n\tstatic extractUrlBase( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.slice( 0, index + 1 );\n\n\t}\n\n\tstatic resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n}\n\nclass InstancedBufferGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'InstancedBufferGeometry';\n\t\tthis.instanceCount = Infinity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nInstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tif ( attribute.updateRange !== undefined ) {\n\n\t\t\t\tbufferAttribute.updateRange.offset = attribute.updateRange.offset;\n\t\t\t\tbufferAttribute.updateRange.count = attribute.updateRange.count;\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tasync loadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tconst text = await loader.loadAsync( url, onProgress );\n\n\t\tconst json = JSON.parse( text );\n\n\t\tconst metadata = json.metadata;\n\n\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\tthrow new Error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\n\t\t}\n\n\t\treturn await scope.parseAsync( json );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tasync parseAsync( json ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = await this.parseImagesAsync( json.images );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: The legacy Geometry type is no longer supported.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( data.type in Geometries ) {\n\n\t\t\t\t\t\t\tgeometry = Geometries[ data.type ].fromJSON( data, shapes );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( `THREE.ObjectLoader: Unsupported geometry type \"${ data.type }\"` );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tasync parseImagesAsync( json ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tasync function deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn await loader.loadAsync( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tloader = new ImageLoader( this.manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = await deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = await deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tconst source = images[ data.image ];\n\t\t\t\tconst image = source.data;\n\n\t\t\t\tlet texture;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture();\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture();\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.source = source;\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\tif ( data.userData !== undefined ) texture.userData = data.userData;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, textures, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tfunction getTexture( uuid ) {\n\n\t\t\tif ( textures[ uuid ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined texture', uuid );\n\n\t\t\t}\n\n\t\t\treturn textures[ uuid ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tobject.background = getTexture( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.environment !== undefined ) {\n\n\t\t\t\t\tobject.environment = getTexture( data.environment );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nclass ImageBitmapLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t\t}\n\n\t\tif ( typeof fetch === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t\t}\n\n\t\tthis.options = { premultiplyAlpha: 'none' };\n\n\t}\n\n\tsetOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n}\n\nImageBitmapLoader.prototype.isImageBitmapLoader = true;\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n}\n\nclass HemisphereLightProbe extends LightProbe {\n\n\tconstructor( skyColor, groundColor, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( skyColor );\n\t\tconst color2 = new Color().set( groundColor );\n\n\t\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\t\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\t\tconst c0 = Math.sqrt( Math.PI );\n\t\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\t\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\t\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n\t}\n\n}\n\nHemisphereLightProbe.prototype.isHemisphereLightProbe = true;\n\nclass AmbientLightProbe extends LightProbe {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tconst color1 = new Color().set( color );\n\n\t\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\t\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n\t}\n\n}\n\nAmbientLightProbe.prototype.isAmbientLightProbe = true;\n\nconst _eyeRight = /*@__PURE__*/ new Matrix4();\nconst _eyeLeft = /*@__PURE__*/ new Matrix4();\nconst _projectionMatrix = /*@__PURE__*/ new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\t_projectionMatrix.copy( camera.projectionMatrix );\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( _projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( _projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart = true ) {\n\n\t\tthis.autoStart = autoStart;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tdisconnect() {\n\n\t\tsuper.disconnect();\n\n\t\tthis.panner.disconnect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu<i>'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu<i>' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nclass Composite {\n\n\tconstructor( targetGroup, path, optionalParsedPath ) {\n\n\t\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis._targetGroup = targetGroup;\n\t\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n\t}\n\n\tgetValue( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t}\n\n\tsetValue( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t}\n\n\tbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t}\n\n\tunbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n}\n\n// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\nclass PropertyBinding {\n\n\tconstructor( rootNode, path, parsedPath ) {\n\n\t\tthis.path = path;\n\t\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\t\tthis.rootNode = rootNode;\n\n\t\t// initial state of these methods that calls 'bind'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n\n\tstatic create( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tstatic sanitizeNodeName( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t}\n\n\tstatic parseTrackName( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( matches === null ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t}\n\n\tstatic findNode( root, nodeName ) {\n\n\t\tif ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable() {}\n\t_setValue_unavailable() {}\n\n\t// Getters\n\n\t_getValue_direct( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.targetObject[ this.propertyName ];\n\n\t}\n\n\t_getValue_array( buffer, offset ) {\n\n\t\tconst source = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t}\n\n\t}\n\n\t_getValue_arrayElement( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t}\n\n\t_getValue_toArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t}\n\n\t// Direct\n\n\t_setValue_direct( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// EntireArray\n\n\t_setValue_array( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t}\n\n\t_setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// ArrayElement\n\n\t_setValue_arrayElement( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// HasToFromArray\n\n\t_setValue_fromArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t}\n\n\t_setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t_getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t}\n\n\t_setValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t}\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind() {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t}\n\n\tunbind() {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n}\n\nPropertyBinding.Composite = Composite;\n\nPropertyBinding.prototype.BindingType = {\n\tDirect: 0,\n\tEntireArray: 1,\n\tArrayElement: 2,\n\tHasFromToArray: 3\n};\n\nPropertyBinding.prototype.Versioning = {\n\tNone: 0,\n\tNeedsUpdate: 1,\n\tMatrixWorldNeedsUpdate: 2\n};\n\nPropertyBinding.prototype.GetterByBindingType = [\n\n\tPropertyBinding.prototype._getValue_direct,\n\tPropertyBinding.prototype._getValue_array,\n\tPropertyBinding.prototype._getValue_arrayElement,\n\tPropertyBinding.prototype._getValue_toArray,\n\n];\n\nPropertyBinding.prototype.SetterByBindingTypeAndVersioning = [\n\n\t[\n\t\t// Direct\n\t\tPropertyBinding.prototype._setValue_direct,\n\t\tPropertyBinding.prototype._setValue_direct_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// EntireArray\n\n\t\tPropertyBinding.prototype._setValue_array,\n\t\tPropertyBinding.prototype._setValue_array_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// ArrayElement\n\t\tPropertyBinding.prototype._setValue_arrayElement,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// HasToFromArray\n\t\tPropertyBinding.prototype._setValue_fromArray,\n\t\tPropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,\n\n\t]\n\n];\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n *  - Add objects you would otherwise pass as 'root' to the\n *    constructor or the .clipAction method of AnimationMixer.\n *\n *  - Instead pass this object as 'root'.\n *\n *  - You can also add and remove objects later when the mixer\n *    is running.\n *\n * Note:\n *\n *    Objects of this class appear as one object to the mixer,\n *    so cache control of the individual objects must be done\n *    on the group.\n *\n * Limitation:\n *\n *  - The animated properties must be compatible among the\n *    all objects in the group.\n *\n *  - A single property can either be controlled through a\n *    target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nAnimationObjectGroup.prototype.isAnimationObjectGroup = true;\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions |  inactive actions  ]\n\t\t// [  active actions >| inactive actions ]\n\t\t//                 s        a\n\t\t//                  <-swap->\n\t\t//                 a        s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [  active actions  | inactive actions ]\n\t\t// [ active actions |< inactive actions  ]\n\t\t//        a        s\n\t\t//         <-swap->\n\t\t//        s        a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nAnimationMixer.prototype._controlInterpolantsResultBuffer = new Float32Array( 1 );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nclass InstancedInterleavedBuffer extends InterleavedBuffer {\n\n\tconstructor( array, stride, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, stride );\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tconst ib = super.clone( data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tconst json = super.toJSON( data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n}\n\nInstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;\n\nclass GLBufferAttribute {\n\n\tconstructor( buffer, type, itemSize, elementSize, count ) {\n\n\t\tthis.buffer = buffer;\n\t\tthis.type = type;\n\t\tthis.itemSize = itemSize;\n\t\tthis.elementSize = elementSize;\n\t\tthis.count = count;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetBuffer( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t}\n\n\tsetType( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetItemSize( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetCount( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t}\n\n}\n\nGLBufferAttribute.prototype.isGLBufferAttribute = true;\n\nclass Raycaster {\n\n\tconstructor( origin, direction, near = 0, far = Infinity ) {\n\n\t\tthis.ray = new Ray( origin, direction );\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.camera = null;\n\t\tthis.layers = new Layers();\n\n\t\tthis.params = {\n\t\t\tMesh: {},\n\t\t\tLine: { threshold: 1 },\n\t\t\tLOD: {},\n\t\t\tPoints: { threshold: 1 },\n\t\t\tSprite: {}\n\t\t};\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t}\n\n\tsetFromCamera( coords, camera ) {\n\n\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t}\n\n\tintersectObject( object, recursive = true, intersects = [] ) {\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n\tintersectObjects( objects, recursive = true, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be between EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$4.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nBox2.prototype.isBox2 = true;\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object.isBone === true ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttps://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n\tsetColors( xAxisColor, yAxisColor, zAxisColor ) {\n\n\t\tconst color = new Color();\n\t\tconst array = this.geometry.attributes.color.array;\n\n\t\tcolor.set( xAxisColor );\n\t\tcolor.toArray( array, 0 );\n\t\tcolor.toArray( array, 3 );\n\n\t\tcolor.set( yAxisColor );\n\t\tcolor.toArray( array, 6 );\n\t\tcolor.toArray( array, 9 );\n\n\t\tcolor.set( zAxisColor );\n\t\tcolor.toArray( array, 12 );\n\t\tcolor.toArray( array, 15 );\n\n\t\tthis.geometry.attributes.color.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success    or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t//  with the horizontal line through inPt, left of inPt\n\t\t\t//  not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tlet toChange = 0;\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange ++;\n\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( toChange > 0 && ambiguous === false ) {\n\n\t\t\t\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\n// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf\n\nclass DataUtils {\n\n\t// float32 to float16\n\n\tstatic toHalfFloat( val ) {\n\n\t\tif ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );\n\n\t\tval = clamp( val, - 65504, 65504 );\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst f = _uint32View[ 0 ];\n\t\tconst e = ( f >> 23 ) & 0x1ff;\n\t\treturn _baseTable[ e ] + ( ( f & 0x007fffff ) >> _shiftTable[ e ] );\n\n\t}\n\n\t// float16 to float32\n\n\tstatic fromHalfFloat( val ) {\n\n\t\tconst m = val >> 10;\n\t\t_uint32View[ 0 ] = _mantissaTable[ _offsetTable[ m ] + ( val & 0x3ff ) ] + _exponentTable[ m ];\n\t\treturn _floatView[ 0 ];\n\n\t}\n\n}\n\n// float32 to float16 helpers\n\nconst _buffer = new ArrayBuffer( 4 );\nconst _floatView = new Float32Array( _buffer );\nconst _uint32View = new Uint32Array( _buffer );\n\nconst _baseTable = new Uint32Array( 512 );\nconst _shiftTable = new Uint32Array( 512 );\n\nfor ( let i = 0; i < 256; ++ i ) {\n\n\tconst e = i - 127;\n\n\t// very small number (0, -0)\n\n\tif ( e < - 27 ) {\n\n\t\t_baseTable[ i ] = 0x0000;\n\t\t_baseTable[ i | 0x100 ] = 0x8000;\n\t\t_shiftTable[ i ] = 24;\n\t\t_shiftTable[ i | 0x100 ] = 24;\n\n\t\t// small number (denorm)\n\n\t} else if ( e < - 14 ) {\n\n\t\t_baseTable[ i ] = 0x0400 >> ( - e - 14 );\n\t\t_baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;\n\t\t_shiftTable[ i ] = - e - 1;\n\t\t_shiftTable[ i | 0x100 ] = - e - 1;\n\n\t\t// normal number\n\n\t} else if ( e <= 15 ) {\n\n\t\t_baseTable[ i ] = ( e + 15 ) << 10;\n\t\t_baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;\n\t\t_shiftTable[ i ] = 13;\n\t\t_shiftTable[ i | 0x100 ] = 13;\n\n\t\t// large number (Infinity, -Infinity)\n\n\t} else if ( e < 128 ) {\n\n\t\t_baseTable[ i ] = 0x7c00;\n\t\t_baseTable[ i | 0x100 ] = 0xfc00;\n\t\t_shiftTable[ i ] = 24;\n\t\t_shiftTable[ i | 0x100 ] = 24;\n\n\t\t// stay (NaN, Infinity, -Infinity)\n\n\t} else {\n\n\t\t_baseTable[ i ] = 0x7c00;\n\t\t_baseTable[ i | 0x100 ] = 0xfc00;\n\t\t_shiftTable[ i ] = 13;\n\t\t_shiftTable[ i | 0x100 ] = 13;\n\n\t}\n\n}\n\n// float16 to float32 helpers\n\nconst _mantissaTable = new Uint32Array( 2048 );\nconst _exponentTable = new Uint32Array( 64 );\nconst _offsetTable = new Uint32Array( 64 );\n\nfor ( let i = 1; i < 1024; ++ i ) {\n\n\tlet m = i << 13; // zero pad mantissa bits\n\tlet e = 0; // zero exponent\n\n\t// normalized\n\twhile ( ( m & 0x00800000 ) === 0 ) {\n\n\t\tm <<= 1;\n\t\te -= 0x00800000; // decrement exponent\n\n\t}\n\n\tm &= ~ 0x00800000; // clear leading 1 bit\n\te += 0x38800000; // adjust bias\n\n\t_mantissaTable[ i ] = m | e;\n\n}\n\nfor ( let i = 1024; i < 2048; ++ i ) {\n\n\t_mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );\n\n}\n\nfor ( let i = 1; i < 31; ++ i ) {\n\n\t_exponentTable[ i ] = i << 23;\n\n}\n\n_exponentTable[ 31 ] = 0x47800000;\n_exponentTable[ 32 ] = 0x80000000;\nfor ( let i = 33; i < 63; ++ i ) {\n\n\t_exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );\n\n}\n\n_exponentTable[ 63 ] = 0xc7800000;\n\nfor ( let i = 1; i < 64; ++ i ) {\n\n\tif ( i !== 32 ) {\n\n\t\t_offsetTable[ i ] = 1024;\n\n\t}\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nclass PointCloud extends Points {\n\n\tconstructor( geometry, material ) {\n\n\t\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\t\tsuper( geometry, material );\n\n\t}\n\n}\n\nclass Particle extends Sprite {\n\n\tconstructor( material ) {\n\n\t\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\t\tsuper( material );\n\n\t}\n\n}\n\nclass ParticleSystem extends Points {\n\n\tconstructor( geometry, material ) {\n\n\t\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\t\tsuper( geometry, material );\n\n\t}\n\n}\n\nclass PointCloudMaterial extends PointsMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\t\tsuper( parameters );\n\n\t}\n\n}\n\nclass ParticleBasicMaterial extends PointsMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\t\tsuper( parameters );\n\n\t}\n\n}\n\nclass ParticleSystemMaterial extends PointsMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\t\tsuper( parameters );\n\n\t}\n\n}\n\nclass Vertex extends Vector3 {\n\n\tconstructor( x, y, z ) {\n\n\t\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\t\tsuper( x, y, z );\n\n\t}\n\n}\n\n//\n\nclass DynamicBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize ) {\n\n\t\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\t\tsuper( array, itemSize );\n\t\tthis.setUsage( DynamicDrawUsage );\n\n\t}\n\n}\n\nclass Int8Attribute extends Int8BufferAttribute {\n\n\tconstructor( array, itemSize ) {\n\n\t\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\t\tsuper( array, itemSize );\n\n\t}\n\n}\n\nclass Uint8Attribute extends Uint8BufferAttribute {\n\n\tconstructor( array, itemSize ) {\n\n\t\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\t\tsuper( array, itemSize );\n\n\t}\n\n}\n\nclass Uint8ClampedAttribute extends Uint8ClampedBufferAttribute {\n\n\tconstructor( array, itemSize ) {\n\n\t\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\t\tsuper( array, itemSize );\n\n\t}\n\n}\n\nclass Int16Attribute extends Int16BufferAttribute {\n\n\tconstructor( array, itemSize ) {\n\n\t\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\t\tsuper( array, itemSize );\n\n\t}\n\n}\n\nclass Uint16Attribute extends Uint16BufferAttribute {\n\n\tconstructor( array, itemSize ) {\n\n\t\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\t\tsuper( array, itemSize );\n\n\t}\n\n}\n\nclass Int32Attribute extends Int32BufferAttribute {\n\n\tconstructor( array, itemSize ) {\n\n\t\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\t\tsuper( array, itemSize );\n\n\t}\n\n}\n\nclass Uint32Attribute extends Uint32BufferAttribute {\n\n\tconstructor( array, itemSize ) {\n\n\t\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\t\tsuper( array, itemSize );\n\n\t}\n\n}\n\nclass Float32Attribute extends Float32BufferAttribute {\n\n\tconstructor( array, itemSize ) {\n\n\t\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\t\tsuper( array, itemSize );\n\n\t}\n\n}\n\nclass Float64Attribute extends Float64BufferAttribute {\n\n\tconstructor( array, itemSize ) {\n\n\t\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\t\tsuper( array, itemSize );\n\n\t}\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nPath.prototype.fromPoints = function ( points ) {\n\n\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\treturn this.setFromPoints( points );\n\n};\n\n//\n\nclass AxisHelper extends AxesHelper {\n\n\tconstructor( size ) {\n\n\t\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\t\tsuper( size );\n\n\t}\n\n}\n\nclass BoundingBoxHelper extends BoxHelper {\n\n\tconstructor( object, color ) {\n\n\t\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\t\tsuper( object, color );\n\n\t}\n\n}\n\nclass EdgesHelper extends LineSegments {\n\n\tconstructor( object, hex ) {\n\n\t\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\t\tsuper( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n\t}\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nclass WireframeHelper extends LineSegments {\n\n\tconstructor( object, hex ) {\n\n\t\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\t\tsuper( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n\t}\n\n}\n\n//\n\nLoader.prototype.extractUrlBase = function ( url ) {\n\n\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\treturn LoaderUtils.extractUrlBase( url );\n\n};\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nclass XHRLoader extends FileLoader {\n\n\tconstructor( manager ) {\n\n\t\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\t\tsuper( manager );\n\n\t}\n\n}\n\nclass BinaryTextureLoader extends DataTextureLoader {\n\n\tconstructor( manager ) {\n\n\t\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\t\tsuper( manager );\n\n\t}\n\n}\n\n//\n\nBox2.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox2.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox2.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox2.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nBox3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nBox3.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\nBox3.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nBox3.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\nBox3.prototype.size = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\treturn this.getSize( optionalTarget );\n\n};\n\n//\n\nEuler.prototype.toVector3 = function () {\n\n\tconsole.error( 'THREE.Euler: .toVector3() has been removed. Use Vector3.setFromEuler() instead' );\n\n};\n\n\n//\n\nSphere.prototype.empty = function () {\n\n\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\treturn this.isEmpty();\n\n};\n\n//\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\n//\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\n//\n\nMatrix3.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix3.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\treturn vector.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\treturn attribute.applyMatrix3( this );\n\n};\n\nMatrix3.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix3.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nMatrix4.prototype.extractPosition = function ( m ) {\n\n\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\treturn this.copyPosition( m );\n\n};\n\nMatrix4.prototype.flattenToArrayOffset = function ( array, offset ) {\n\n\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\treturn this.toArray( array, offset );\n\n};\n\nMatrix4.prototype.getPosition = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n};\n\nMatrix4.prototype.setRotationFromQuaternion = function ( q ) {\n\n\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\treturn this.makeRotationFromQuaternion( q );\n\n};\n\nMatrix4.prototype.multiplyToArray = function () {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n};\n\nMatrix4.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector4 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.multiplyVector3Array = function ( /* a */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateAxis = function ( v ) {\n\n\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\tv.transformDirection( this );\n\n};\n\nMatrix4.prototype.crossVector = function ( vector ) {\n\n\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\treturn vector.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.translate = function () {\n\n\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateX = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateY = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateZ = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n};\n\nMatrix4.prototype.rotateByAxis = function () {\n\n\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n};\n\nMatrix4.prototype.applyToBufferAttribute = function ( attribute ) {\n\n\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\treturn attribute.applyMatrix4( this );\n\n};\n\nMatrix4.prototype.applyToVector3Array = function ( /* array, offset, length */ ) {\n\n\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n};\n\nMatrix4.prototype.makeFrustum = function ( left, right, bottom, top, near, far ) {\n\n\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n};\n\nMatrix4.prototype.getInverse = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\treturn this.copy( matrix ).invert();\n\n};\n\n//\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\n//\n\nQuaternion.prototype.multiplyVector3 = function ( vector ) {\n\n\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\treturn vector.applyQuaternion( this );\n\n};\n\nQuaternion.prototype.inverse = function ( ) {\n\n\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\treturn this.invert();\n\n};\n\n//\n\nRay.prototype.isIntersectionBox = function ( box ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\treturn this.intersectsBox( box );\n\n};\n\nRay.prototype.isIntersectionPlane = function ( plane ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\treturn this.intersectsPlane( plane );\n\n};\n\nRay.prototype.isIntersectionSphere = function ( sphere ) {\n\n\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\treturn this.intersectsSphere( sphere );\n\n};\n\n//\n\nTriangle.prototype.area = function () {\n\n\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\treturn this.getArea();\n\n};\n\nTriangle.prototype.barycoordFromPoint = function ( point, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn this.getBarycoord( point, target );\n\n};\n\nTriangle.prototype.midpoint = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\treturn this.getMidpoint( target );\n\n};\n\nTriangle.prototypenormal = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn this.getNormal( target );\n\n};\n\nTriangle.prototype.plane = function ( target ) {\n\n\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\treturn this.getPlane( target );\n\n};\n\nTriangle.barycoordFromPoint = function ( point, a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n};\n\nTriangle.normal = function ( a, b, c, target ) {\n\n\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\treturn Triangle.getNormal( a, b, c, target );\n\n};\n\n//\n\nShape.prototype.extractAllPoints = function ( divisions ) {\n\n\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\treturn this.extractPoints( divisions );\n\n};\n\nShape.prototype.extrude = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\treturn new ExtrudeGeometry( this, options );\n\n};\n\nShape.prototype.makeGeometry = function ( options ) {\n\n\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\treturn new ShapeGeometry( this, options );\n\n};\n\n//\n\nVector2.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector2.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector2.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector3.prototype.setEulerFromRotationMatrix = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n};\n\nVector3.prototype.setEulerFromQuaternion = function () {\n\n\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n};\n\nVector3.prototype.getPositionFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\treturn this.setFromMatrixPosition( m );\n\n};\n\nVector3.prototype.getScaleFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\treturn this.setFromMatrixScale( m );\n\n};\n\nVector3.prototype.getColumnFromMatrix = function ( index, matrix ) {\n\n\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\treturn this.setFromMatrixColumn( matrix, index );\n\n};\n\nVector3.prototype.applyProjection = function ( m ) {\n\n\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\treturn this.applyMatrix4( m );\n\n};\n\nVector3.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector3.prototype.distanceToManhattan = function ( v ) {\n\n\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\treturn this.manhattanDistanceTo( v );\n\n};\n\nVector3.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nVector4.prototype.fromAttribute = function ( attribute, index, offset ) {\n\n\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\treturn this.fromBufferAttribute( attribute, index, offset );\n\n};\n\nVector4.prototype.lengthManhattan = function () {\n\n\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\treturn this.manhattanLength();\n\n};\n\n//\n\nObject3D.prototype.getChildByName = function ( name ) {\n\n\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\treturn this.getObjectByName( name );\n\n};\n\nObject3D.prototype.renderDepth = function () {\n\n\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n};\n\nObject3D.prototype.translate = function ( distance, axis ) {\n\n\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\treturn this.translateOnAxis( axis, distance );\n\n};\n\nObject3D.prototype.getWorldRotation = function () {\n\n\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n};\n\nObject3D.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nMesh.prototype.setDrawMode = function () {\n\n\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n};\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nBufferAttribute.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nBufferAttribute.prototype.copyIndicesArray = function ( /* indices */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n},\n\nBufferAttribute.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nBufferGeometry.prototype.addIndex = function ( index ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\tthis.setIndex( index );\n\n};\n\nBufferGeometry.prototype.addAttribute = function ( name, attribute ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t}\n\n\tif ( name === 'index' ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\tthis.setIndex( attribute );\n\n\t\treturn this;\n\n\t}\n\n\treturn this.setAttribute( name, attribute );\n\n};\n\nBufferGeometry.prototype.addDrawCall = function ( start, count, indexOffset ) {\n\n\tif ( indexOffset !== undefined ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t}\n\n\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\tthis.addGroup( start, count );\n\n};\n\nBufferGeometry.prototype.clearDrawCalls = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\tthis.clearGroups();\n\n};\n\nBufferGeometry.prototype.computeOffsets = function () {\n\n\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n};\n\nBufferGeometry.prototype.removeAttribute = function ( name ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\treturn this.deleteAttribute( name );\n\n};\n\nBufferGeometry.prototype.applyMatrix = function ( matrix ) {\n\n\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\treturn this.applyMatrix4( matrix );\n\n};\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nInterleavedBuffer.prototype.setDynamic = function ( value ) {\n\n\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\treturn this;\n\n};\n\nInterleavedBuffer.prototype.setArray = function ( /* array */ ) {\n\n\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n};\n\n//\n\nExtrudeGeometry.prototype.getArrays = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .getArrays() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShapeList = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShapeList() has been removed.' );\n\n};\n\nExtrudeGeometry.prototype.addShape = function () {\n\n\tconsole.error( 'THREE.ExtrudeGeometry: .addShape() has been removed.' );\n\n};\n\n//\n\nScene.prototype.dispose = function () {\n\n\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n};\n\n//\n\nUniform.prototype.onUpdate = function () {\n\n\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\treturn this;\n\n};\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t},\n\n\tvertexTangents: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .vertexTangents has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .vertexTangents has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nWebGLRenderer.prototype.clearTarget = function ( renderTarget, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\tthis.setRenderTarget( renderTarget );\n\tthis.clear( color, depth, stencil );\n\n};\n\nWebGLRenderer.prototype.animate = function ( callback ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\tthis.setAnimationLoop( callback );\n\n};\n\nWebGLRenderer.prototype.getCurrentRenderTarget = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\treturn this.getRenderTarget();\n\n};\n\nWebGLRenderer.prototype.getMaxAnisotropy = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\treturn this.capabilities.getMaxAnisotropy();\n\n};\n\nWebGLRenderer.prototype.getPrecision = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\treturn this.capabilities.precision;\n\n};\n\nWebGLRenderer.prototype.resetGLState = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\treturn this.state.reset();\n\n};\n\nWebGLRenderer.prototype.supportsFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_float' );\n\n};\n\nWebGLRenderer.prototype.supportsHalfFloatTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\treturn this.extensions.get( 'OES_texture_half_float' );\n\n};\n\nWebGLRenderer.prototype.supportsStandardDerivatives = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTextureS3TC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n};\n\nWebGLRenderer.prototype.supportsCompressedTexturePVRTC = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n};\n\nWebGLRenderer.prototype.supportsBlendMinMax = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n};\n\nWebGLRenderer.prototype.supportsVertexTextures = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\treturn this.capabilities.vertexTextures;\n\n};\n\nWebGLRenderer.prototype.supportsInstancedArrays = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n};\n\nWebGLRenderer.prototype.enableScissorTest = function ( boolean ) {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\tthis.setScissorTest( boolean );\n\n};\n\nWebGLRenderer.prototype.initMaterial = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPrePlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.addPostPlugin = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.updateShadowMap = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setFaceCulling = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.allocTextureUnit = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTexture2D = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.setTextureCube = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n};\n\nWebGLRenderer.prototype.getActiveMipMapLevel = function () {\n\n\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\treturn this.getActiveMipmapLevel();\n\n};\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\tgammaFactor: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaFactor has been removed.' );\n\t\t\treturn 2;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaFactor has been removed.' );\n\n\t\t}\n\t}\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nclass WebGLRenderTargetCube extends WebGLCubeRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\t\tsuper( width, options );\n\n\t}\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nAudio.prototype.load = function ( file ) {\n\n\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\tconst scope = this;\n\tconst audioLoader = new AudioLoader();\n\taudioLoader.load( file, function ( buffer ) {\n\n\t\tscope.setBuffer( buffer );\n\n\t} );\n\treturn this;\n\n};\n\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\n//\n\nclass ParametricGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tconsole.error( 'THREE.ParametricGeometry has been moved to /examples/jsm/geometries/ParametricGeometry.js' );\n\t\tsuper();\n\n\t}\n\n}\n\nclass TextGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tconsole.error( 'THREE.TextGeometry has been moved to /examples/jsm/geometries/TextGeometry.js' );\n\t\tsuper();\n\n\t}\n\n}\n\nfunction FontLoader() {\n\n\tconsole.error( 'THREE.FontLoader has been moved to /examples/jsm/loaders/FontLoader.js' );\n\n}\n\nfunction Font() {\n\n\tconsole.error( 'THREE.Font has been moved to /examples/jsm/loaders/FontLoader.js' );\n\n}\n\nfunction ImmediateRenderObject() {\n\n\tconsole.error( 'THREE.ImmediateRenderObject has been removed.' );\n\n}\n\nclass WebGLMultisampleRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width, height, options ) {\n\n\t\tconsole.error( 'THREE.WebGLMultisampleRenderTarget has been removed. Use a normal render target and set the \"samples\" property to greater 0 to enable multisampling.' );\n\t\tsuper( width, height, options );\n\t\tthis.samples = 4;\n\n\t}\n\n}\n\nclass DataTexture2DArray extends DataArrayTexture {\n\n\tconstructor( data, width, height, depth ) {\n\n\t\tconsole.warn( 'THREE.DataTexture2DArray has been renamed to DataArrayTexture.' );\n\t\tsuper( data, width, height, depth );\n\n\t}\n\n}\n\nclass DataTexture3D extends Data3DTexture {\n\n\tconstructor( data, width, height, depth ) {\n\n\t\tconsole.warn( 'THREE.DataTexture3D has been renamed to Data3DTexture.' );\n\t\tsuper( data, width, height, depth );\n\n\t}\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxGeometry as BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CapsuleGeometry as CapsuleBufferGeometry, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry as CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedTexture, CompressedTextureLoader, ConeGeometry as ConeBufferGeometry, ConeGeometry, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry as CylinderBufferGeometry, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry as DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry as ExtrudeBufferGeometry, ExtrudeGeometry, FaceColors, FileLoader, FlatShading, Float16BufferAttribute, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FramebufferTexture, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronGeometry as IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry as LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, 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Mt(r,n){for(var t={},e=r.length-22;$(r,e)!=101010256;--e)(!e||r.length-e>65558)&&c(13);var i=W(r,e+8);if(!i)return{};var a=$(r,e+16),o=a==4294967295||i==65535;if(o){var s=$(r,e-12);o=$(r,s)==101075792,o&&(i=$(r,s+32),a=$(r,s+48))}for(var l=n&&n.filter,f=0;f<i;++f){var h=nt(r,a,o),u=h[0],v=h[1],M=h[2],m=h[3],x=h[4],g=h[5],z=_r(r,g);a=x,(!l||l({name:m,size:v,originalSize:M,compression:u}))&&(u?u==8?t[m]=Dn(r.subarray(z,z+v),{out:new S(M)}):c(14,\"unknown compression type \"+u):t[m]=X(r,z,z+v))}return t}export{Wr as AsyncCompress,ft as AsyncDecompress,Rr as AsyncDeflate,jr as AsyncGunzip,Wr as AsyncGzip,vr as AsyncInflate,zt as AsyncUnzipInflate,Kr as AsyncUnzlib,gt as AsyncZipDeflate,ot as AsyncZlib,Jn as Compress,lt as DecodeUTF8,yr as Decompress,b as Deflate,vt as EncodeUTF8,it as FlateErrorCode,Qn as Gunzip,Jn as Gzip,j as Inflate,xt as Unzip,mt as UnzipInflate,tt as UnzipPassThrough,Xn as Unzlib,pt as Zip,ct as ZipDeflate,Ln as ZipPassThrough,gr as Zlib,Yr as compress,Kn as compressSync,ht as decompress,ut as decompressSync,kr as deflate,qn as deflateSync,Jr as gunzip,Vn as gunzipSync,Yr as gzip,Kn as gzipSync,cr as inflate,Dn as inflateSync,zr as strFromU8,sn as strToU8,At as unzip,Mt as unzipSync,Qr as unzlib,dn as unzlibSync,yt as zip,wt as zipSync,st as zlib,pr as zlibSync};export default null;\n", "import*as THREE from\"https://cdn.jsdelivr.net/npm/three@0.139.2/build/three.module.js\";import{BufferAttribute,BufferGeometry,ClampToEdgeWrapping,FileLoader,Group,// NoColorSpace,\nLoader,Mesh,MeshPhysicalMaterial,MirroredRepeatWrapping,RepeatWrapping,// SRGBColorSpace,\nTextureLoader,Object3D,Vector2}from\"https://cdn.jsdelivr.net/npm/three@0.139.2/build/three.module.js\";import*as fflate from\"https://cdn.skypack.dev/fflate@0.8.2?min\";class USDAParser{parse(text){const data={};const lines=text.split(\"\\n\");let string=null;let target=data;const stack=[data];// debugger;\nfor(const line of lines){// console.log( line );\nif(line.includes(\"=\")){const assignment=line.split(\"=\");const lhs=assignment[0].trim();const rhs=assignment[1].trim();if(rhs.endsWith(\"{\")){const group={};stack.push(group);target[lhs]=group;target=group;}else if(rhs.endsWith(\"(\")){// see #28631\nconst values=rhs.slice(0,-1);target[lhs]=values;const meta={};stack.push(meta);target=meta;}else{target[lhs]=rhs;}}else if(line.endsWith(\"{\")){const group=target[string]||{};stack.push(group);target[string]=group;target=group;}else if(line.endsWith(\"}\")){stack.pop();if(stack.length===0)continue;target=stack[stack.length-1];}else if(line.endsWith(\"(\")){const meta={};stack.push(meta);string=line.split(\"(\")[0].trim()||string;target[string]=meta;target=meta;}else if(line.endsWith(\")\")){stack.pop();target=stack[stack.length-1];}else{string=line.trim();}}return data;}}class USDZLoader extends Loader{load(url,onLoad,onProgress,onError){const scope=this;const loader=new FileLoader(scope.manager);loader.setPath(scope.path);loader.setResponseType(\"arraybuffer\");loader.setRequestHeader(scope.requestHeader);loader.setWithCredentials(scope.withCredentials);loader.load(url,function(text){try{onLoad(scope.parse(text));}catch(e){if(onError){onError(e);}else{console.error(e);}scope.manager.itemError(url);}},onProgress,onError);}parse(buffer){const parser=new USDAParser;function parseAssets(zip){const data={};const loader=new FileLoader;loader.setResponseType(\"arraybuffer\");for(const filename in zip){if(filename.endsWith(\"png\")){const blob=new Blob([zip[filename]],{type:{type:\"image/png\"}});data[filename]=URL.createObjectURL(blob);}if(filename.endsWith(\"usd\")||filename.endsWith(\"usda\")){if(isCrateFile(zip[filename])){throw Error(\"THREE.USDZLoader: Crate files (.usdc or binary .usd) are not supported.\");}const text=fflate.strFromU8(zip[filename]);data[filename]=parser.parse(text);}}return data;}function isCrateFile(buffer){// Check if this a crate file. First 7 bytes of a crate file are \"PXR-USDC\".\nconst fileHeader=buffer.slice(0,7);const crateHeader=new Uint8Array([80,88,82,45,85,83,68,67]);// If this is not a crate file, we assume it is a plain USDA file.\nreturn fileHeader.every((value,index)=>value===crateHeader[index]);}function findUSD(zip){if(zip.length<1)return undefined;const firstFileName=Object.keys(zip)[0];let isCrate=false;// As per the USD specification, the first entry in the zip archive is used as the main file (\"UsdStage\").\n// ASCII files can end in either .usda or .usd.\n// See https://openusd.org/release/spec_usdz.html#layout\nif(firstFileName.endsWith(\"usda\"))return zip[firstFileName];if(firstFileName.endsWith(\"usdc\")){isCrate=true;}else if(firstFileName.endsWith(\"usd\")){// If this is not a crate file, we assume it is a plain USDA file.\nif(!isCrateFile(zip[firstFileName])){return zip[firstFileName];}else{isCrate=true;}}if(isCrate){throw Error(\"THREE.USDZLoader: Crate files (.usdc or binary .usd) are not supported.\");}}const zip=fflate.unzipSync(new Uint8Array(buffer));// console.log( zip );\nconst assets=parseAssets(zip);// console.log( assets )\nconst file=findUSD(zip);// Parse file\nconst text=fflate.strFromU8(file);const root=parser.parse(text);// Build scene\nfunction findMeshGeometry(data){if(!data)return undefined;if(\"prepend references\"in data){const reference=data[\"prepend references\"];const parts=reference.split(\"@\");const path=parts[1].replace(/^.\\//,\"\");const id=parts[2].replace(/^<\\//,\"\").replace(/>$/,\"\");return findGeometry(assets[path],id);}return findGeometry(data);}function findGeometry(data,id){if(!data)return undefined;if(id!==undefined){const def=`def Mesh \"${id}\"`;if(def in data){return data[def];}}for(const name in data){const object=data[name];if(name.startsWith(\"def Mesh\")){return object;}if(typeof object===\"object\"){const geometry=findGeometry(object);if(geometry)return geometry;}}}function buildGeometry(data){if(!data)return undefined;const geometry=new BufferGeometry;let indices=null;let counts=null;let uvs=null;let positionsLength=-1;// index\nif(\"int[] faceVertexIndices\"in data){indices=JSON.parse(data[\"int[] faceVertexIndices\"]);}// face count\nif(\"int[] faceVertexCounts\"in data){counts=JSON.parse(data[\"int[] faceVertexCounts\"]);indices=toTriangleIndices(indices,counts);}// position\nif(\"point3f[] points\"in data){const positions=JSON.parse(data[\"point3f[] points\"].replace(/[()]*/g,\"\"));positionsLength=positions.length;let attribute=new BufferAttribute(new Float32Array(positions),3);if(indices!==null)attribute=toFlatBufferAttribute(attribute,indices);geometry.setAttribute(\"position\",attribute);}// uv\nif(\"float2[] primvars:st\"in data){data[\"texCoord2f[] primvars:st\"]=data[\"float2[] primvars:st\"];}if(\"texCoord2f[] primvars:st\"in data){uvs=JSON.parse(data[\"texCoord2f[] primvars:st\"].replace(/[()]*/g,\"\"));let attribute=new BufferAttribute(new Float32Array(uvs),2);if(indices!==null)attribute=toFlatBufferAttribute(attribute,indices);geometry.setAttribute(\"uv\",attribute);}if(\"int[] primvars:st:indices\"in data&&uvs!==null){// custom uv index, overwrite uvs with new data\nconst attribute=new BufferAttribute(new Float32Array(uvs),2);let indices=JSON.parse(data[\"int[] primvars:st:indices\"]);indices=toTriangleIndices(indices,counts);geometry.setAttribute(\"uv\",toFlatBufferAttribute(attribute,indices));}// normal\nif(\"normal3f[] normals\"in data){const normals=JSON.parse(data[\"normal3f[] normals\"].replace(/[()]*/g,\"\"));let attribute=new BufferAttribute(new Float32Array(normals),3);// normals require a special treatment in USD\nif(normals.length===positionsLength){// raw normal and position data have equal length (like produced by USDZExporter)\nif(indices!==null)attribute=toFlatBufferAttribute(attribute,indices);}else{// unequal length, normals are independent of faceVertexIndices\nlet indices=Array.from(Array(normals.length/3).keys())// [ 0, 1, 2, 3 ... ]\n;indices=toTriangleIndices(indices,counts);attribute=toFlatBufferAttribute(attribute,indices);}geometry.setAttribute(\"normal\",attribute);}else{// compute flat vertex normals\ngeometry.computeVertexNormals();}return geometry;}function toTriangleIndices(rawIndices,counts){const indices=[];for(let i=0;i<counts.length;i++){const count=counts[i];const stride=i*count;if(count===3){const a=rawIndices[stride+0];const b=rawIndices[stride+1];const c=rawIndices[stride+2];indices.push(a,b,c);}else if(count===4){const a=rawIndices[stride+0];const b=rawIndices[stride+1];const c=rawIndices[stride+2];const d=rawIndices[stride+3];indices.push(a,b,c);indices.push(a,c,d);}else{console.warn(\"THREE.USDZLoader: Face vertex count of %s unsupported.\",count);}}return indices;}function toFlatBufferAttribute(attribute,indices){const array=attribute.array;const itemSize=attribute.itemSize;const array2=new array.constructor(indices.length*itemSize);let index=0,index2=0;for(let i=0,l=indices.length;i<l;i++){index=indices[i]*itemSize;for(let j=0;j<itemSize;j++){array2[index2++]=array[index++];}}return new BufferAttribute(array2,itemSize);}function findMeshMaterial(data){if(!data)return undefined;if(\"rel material:binding\"in data){const reference=data[\"rel material:binding\"];const id=reference.replace(/^<\\//,\"\").replace(/>$/,\"\");const parts=id.split(\"/\");return findMaterial(root,` \"${parts[1]}\"`);}return findMaterial(data);}function findMaterial(data,id=\"\"){for(const name in data){const object=data[name];if(name.startsWith(\"def Material\"+id)){return object;}if(typeof object===\"object\"){const material=findMaterial(object,id);if(material)return material;}}}function setTextureParams(map,data_value){// rotation, scale and translation\nif(data_value[\"float inputs:rotation\"]){map.rotation=parseFloat(data_value[\"float inputs:rotation\"]);}if(data_value[\"float2 inputs:scale\"]){map.repeat=new Vector2().fromArray(JSON.parse(\"[\"+data_value[\"float2 inputs:scale\"].replace(/[()]*/g,\"\")+\"]\"));}if(data_value[\"float2 inputs:translation\"]){map.offset=new Vector2().fromArray(JSON.parse(\"[\"+data_value[\"float2 inputs:translation\"].replace(/[()]*/g,\"\")+\"]\"));}}function buildMaterial(data){const material=new MeshPhysicalMaterial;if(data!==undefined){const surfaceConnection=data[\"token outputs:surface.connect\"];const surfaceName=/(\\w+).output/.exec(surfaceConnection)[1];const surface=data[`def Shader \"${surfaceName}\"`];if(surface!==undefined){if(\"color3f inputs:diffuseColor.connect\"in surface){const path=surface[\"color3f inputs:diffuseColor.connect\"];const sampler=findTexture(root,/(\\w+).output/.exec(path)[1]);material.map=buildTexture(sampler);material.map.encoding=THREE.sRGBEncoding//.colorSpace = SRGBColorSpace;\n;if('def Shader \"Transform2d_diffuse\"'in data){setTextureParams(material.map,data['def Shader \"Transform2d_diffuse\"']);}}else if(\"color3f inputs:diffuseColor\"in surface){const color=surface[\"color3f inputs:diffuseColor\"].replace(/[()]*/g,\"\");material.color.fromArray(JSON.parse(\"[\"+color+\"]\"));}if(\"color3f inputs:emissiveColor.connect\"in surface){const path=surface[\"color3f inputs:emissiveColor.connect\"];const sampler=findTexture(root,/(\\w+).output/.exec(path)[1]);material.emissiveMap=buildTexture(sampler);material.emissiveMap.encoding=THREE.sRGBEncoding//.colorSpace = SRGBColorSpace;\n;material.emissive.set(16777215);if('def Shader \"Transform2d_emissive\"'in data){setTextureParams(material.emissiveMap,data['def Shader \"Transform2d_emissive\"']);}}else if(\"color3f inputs:emissiveColor\"in surface){const color=surface[\"color3f inputs:emissiveColor\"].replace(/[()]*/g,\"\");material.emissive.fromArray(JSON.parse(\"[\"+color+\"]\"));}if(\"normal3f inputs:normal.connect\"in surface){const path=surface[\"normal3f inputs:normal.connect\"];const sampler=findTexture(root,/(\\w+).output/.exec(path)[1]);material.normalMap=buildTexture(sampler);material.normalMap.encoding=THREE.LinearEncoding//colorSpace = NoColorSpace;\n;if('def Shader \"Transform2d_normal\"'in data){setTextureParams(material.normalMap,data['def Shader \"Transform2d_normal\"']);}}if(\"float inputs:roughness.connect\"in surface){const path=surface[\"float inputs:roughness.connect\"];const sampler=findTexture(root,/(\\w+).output/.exec(path)[1]);material.roughness=1;material.roughnessMap=buildTexture(sampler);material.roughnessMap.encoding=THREE.LinearEncoding//.colorSpace = NoColorSpace;\n;if('def Shader \"Transform2d_roughness\"'in data){setTextureParams(material.roughnessMap,data['def Shader \"Transform2d_roughness\"']);}}else if(\"float inputs:roughness\"in surface){material.roughness=parseFloat(surface[\"float inputs:roughness\"]);}if(\"float inputs:metallic.connect\"in surface){const path=surface[\"float inputs:metallic.connect\"];const sampler=findTexture(root,/(\\w+).output/.exec(path)[1]);material.metalness=1;material.metalnessMap=buildTexture(sampler);material.metalnessMap.encoding=THREE.LinearEncoding//.colorSpace = NoColorSpace;\n;if('def Shader \"Transform2d_metallic\"'in data){setTextureParams(material.metalnessMap,data['def Shader \"Transform2d_metallic\"']);}}else if(\"float inputs:metallic\"in surface){material.metalness=parseFloat(surface[\"float inputs:metallic\"]);}if(\"float inputs:clearcoat.connect\"in surface){const path=surface[\"float inputs:clearcoat.connect\"];const sampler=findTexture(root,/(\\w+).output/.exec(path)[1]);material.clearcoat=1;material.clearcoatMap=buildTexture(sampler);material.clearcoatMap.encoding=THREE.LinearEncoding//.colorSpace = NoColorSpace;\n;if('def Shader \"Transform2d_clearcoat\"'in data){setTextureParams(material.clearcoatMap,data['def Shader \"Transform2d_clearcoat\"']);}}else if(\"float inputs:clearcoat\"in surface){material.clearcoat=parseFloat(surface[\"float inputs:clearcoat\"]);}if(\"float inputs:clearcoatRoughness.connect\"in surface){const path=surface[\"float inputs:clearcoatRoughness.connect\"];const sampler=findTexture(root,/(\\w+).output/.exec(path)[1]);material.clearcoatRoughness=1;material.clearcoatRoughnessMap=buildTexture(sampler);material.clearcoatRoughnessMap.encoding=THREE.LinearEncoding//.colorSpace = NoColorSpace;\n;if('def Shader \"Transform2d_clearcoatRoughness\"'in data){setTextureParams(material.clearcoatRoughnessMap,data['def Shader \"Transform2d_clearcoatRoughness\"']);}}else if(\"float inputs:clearcoatRoughness\"in surface){material.clearcoatRoughness=parseFloat(surface[\"float inputs:clearcoatRoughness\"]);}if(\"float inputs:ior\"in surface){material.ior=parseFloat(surface[\"float inputs:ior\"]);}if(\"float inputs:occlusion.connect\"in surface){const path=surface[\"float inputs:occlusion.connect\"];const sampler=findTexture(root,/(\\w+).output/.exec(path)[1]);material.aoMap=buildTexture(sampler);material.aoMap.encoding=THREE.LinearEncoding//.colorSpace = NoColorSpace;\n;if('def Shader \"Transform2d_occlusion\"'in data){setTextureParams(material.aoMap,data['def Shader \"Transform2d_occlusion\"']);}}}}return material;}function findTexture(data,id){for(const name in data){const object=data[name];if(name.startsWith(`def Shader \"${id}\"`)){return object;}if(typeof object===\"object\"){const texture=findTexture(object,id);if(texture)return texture;}}}function buildTexture(data){if(\"asset inputs:file\"in data){const path=data[\"asset inputs:file\"].replace(/@*/g,\"\").trim();const loader=new TextureLoader;const texture=loader.load(assets[path]);const map={'\"clamp\"':ClampToEdgeWrapping,'\"mirror\"':MirroredRepeatWrapping,'\"repeat\"':RepeatWrapping};if(\"token inputs:wrapS\"in data){texture.wrapS=map[data[\"token inputs:wrapS\"]];}if(\"token inputs:wrapT\"in data){texture.wrapT=map[data[\"token inputs:wrapT\"]];}return texture;}return null;}function buildObject(data){const geometry=buildGeometry(findMeshGeometry(data));const material=buildMaterial(findMeshMaterial(data));const mesh=geometry?new Mesh(geometry,material):new Object3D;if(\"matrix4d xformOp:transform\"in data){const array=JSON.parse(\"[\"+data[\"matrix4d xformOp:transform\"].replace(/[()]*/g,\"\")+\"]\");mesh.matrix.fromArray(array);mesh.matrix.decompose(mesh.position,mesh.quaternion,mesh.scale);}return mesh;}function buildHierarchy(data,group){for(const name in data){if(name.startsWith(\"def Scope\")){buildHierarchy(data[name],group);}else if(name.startsWith(\"def Xform\")){const mesh=buildObject(data[name]);if(/def Xform \"(\\w+)\"/.test(name)){mesh.name=/def Xform \"(\\w+)\"/.exec(name)[1];}group.add(mesh);buildHierarchy(data[name],mesh);}}}const group=new Group;buildHierarchy(root,group);return group;}constructor(manager){super(manager);}}export{USDZLoader};\nexport const 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r(e.length>>>2<<3));for(var c,f,u=0,l=0,d=0,w=0,h=0,m=0,p=0,y=0,v=0;0==u;)if(u=n(e,v,1),l=n(e,v+1,2),v+=3,0!=l){if(s&&(t=F(t,y+(1<<17))),1==l&&(c=H.flmap,f=H.fdmap,m=511,p=31),2==l){d=o(e,v,5)+257,w=o(e,v+5,5)+1,h=o(e,v+10,4)+4,v+=14;for(var g=0;g<38;g+=2)H.itree[g]=0,H.itree[g+1]=0;var b=1;for(g=0;g<h;g++){var z=o(e,v+3*g,3);H.itree[1+(H.ordr[g]<<1)]=z,z>b&&(b=z)}v+=3*h,N(H.itree,b),R(H.itree,b,H.imap),c=H.lmap,f=H.dmap,v=i(H.imap,(1<<b)-1,d+w,e,v,H.ttree);var L=W(H.ttree,0,d,H.ltree);m=(1<<L)-1;var E=W(H.ttree,d,w,H.dtree);p=(1<<E)-1,N(H.ltree,L),R(H.ltree,L,c),N(H.dtree,E),R(H.dtree,E,f)}for(;;){var x=c[a(e,v)&m];v+=15&x;var A=x>>>4;if(A>>>8==0)t[y++]=A;else{if(256==A)break;var k=y+A-254;if(A>264){var B=H.ldef[A-257];k=y+(B>>>3)+o(e,v,7&B),v+=7&B}var S=f[a(e,v)&p];v+=15&S;var U=S>>>4,$=H.ddef[U],T=($>>>4)+n(e,v,15&$);for(v+=15&$,s&&(t=F(t,y+(1<<17)));y<k;)t[y]=t[y++-T],t[y]=t[y++-T],t[y]=t[y++-T],t[y]=t[y++-T];y=k}}}else{7&v&&(v+=8-(7&v));var O=4+(v>>>3),D=e[O-4]|e[O-3]<<8;s&&(t=F(t,y+D)),t.set(new r(e.buffer,e.byteOffset+O,D),y),v=O+D<<3,y+=D}return t.length==y?t:t.slice(0,y)}(e,t)}const J={numWorkers:1,workerURL:\"\",useWorkers:!1};let X=0,K=0,Q=!0;const V=[],Y=[],Z=[],ee=new Map;function te(e){oe(e.target);const{id:t,error:r,data:n}=e.data,o=ee.get(t);ee.delete(t),r?o.reject(r):o.resolve(n)}function re(e){return new Promise(((t,r)=>{const n=new Worker(e);n.onmessage=e=>{\"start\"===e.data?(n.onerror=void 0,n.onmessage=void 0,t(n)):r(new Error(`unexpected message: ${e.data}`))},n.onerror=r}))}const ne=function(){if(U){const{Worker:r}=(e=module,t=\"worker_threads\",e.require?e.require(t):{});return{createWorker:async e=>new r(e),addEventListener(e,t){e.on(\"message\",(r=>{t({target:e,data:r})}))},async terminate(e){await e.terminate()}}}return{async createWorker(e){try{return await re(e)}catch(t){console.warn(\"could not load worker:\",e)}let t;try{const r=await fetch(e,{mode:\"cors\"});if(!r.ok)throw new Error(`could not 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oe(e);const{id:t,src:r,uncompressedSize:n,type:o,resolve:i,reject:a}=Z.shift();ee.set(t,{id:t,resolve:i,reject:a});const s=[];e.postMessage({type:\"inflate\",data:{id:t,type:o,src:r,uncompressedSize:n}},s)}return}}for(;Z.length;){const{src:e,uncompressedSize:t,type:r,resolve:n}=Z.shift();let o=e;B(e)&&(o=await k(e)),ie(o,t,r,n)}}}function se(e,t,r){return new Promise(((n,o)=>{Z.push({src:e,uncompressedSize:t,type:r,resolve:n,reject:o,id:X++}),ae()}))}function ce(e){e.splice(0,e.length)}class fe{constructor(e,t){var r,n;this._reader=e,this._rawEntry=t,this.name=t.name,this.nameBytes=t.nameBytes,this.size=t.uncompressedSize,this.compressedSize=t.compressedSize,this.comment=t.comment,this.commentBytes=t.commentBytes,this.compressionMethod=t.compressionMethod,this.lastModDate=(r=t.lastModFileDate,n=t.lastModFileTime,new Date(1980+(r>>9&127),(r>>5&15)-1,31&r,n>>11&31,n>>5&63,2*(31&n),0)),this.isDirectory=0===t.uncompressedSize&&t.name.endsWith(\"/\"),this.encrypted=!!(1&t.generalPurposeBitFlag),this.externalFileAttributes=t.externalFileAttributes,this.versionMadeBy=t.versionMadeBy}async blob(e=\"application/octet-stream\"){return await async function(e,t,r){const{decompress:n,fileDataStart:o}=await Le(e,t);if(!n){const n=await le(e,o,t.compressedSize,r);return B(n)?n:new Blob([S(n.buffer)?new Uint8Array(n):n],{type:r})}const i=await le(e,o,t.compressedSize),a=await se(i,t.uncompressedSize,r);return a}(this._reader,this._rawEntry,e)}async arrayBuffer(){return await async function(e,t){const{decompress:r,fileDataStart:n}=await Le(e,t);if(!r){const r=await ue(e,n,t.compressedSize);return 0===(o=r).byteOffset&&o.byteLength===o.buffer.byteLength?r.buffer:r.slice().buffer}var o;const i=await le(e,n,t.compressedSize);return await se(i,t.uncompressedSize)}(this._reader,this._rawEntry)}async text(){const e=await this.arrayBuffer();return ye(new Uint8Array(e))}async json(){const e=await this.text();return JSON.parse(e)}}async function ue(e,t,r){return await e.read(t,r)}async function le(e,t,r,n){return e.sliceAsBlob?await e.sliceAsBlob(t,r,n):await e.read(t,r)}const de={unsigned:()=>0};function we(e,t){return e[t]+256*e[t+1]}function he(e,t){return e[t]+256*e[t+1]+65536*e[t+2]+16777216*e[t+3]}function me(e,t){return he(e,t)+4294967296*he(e,t+4)}const pe=new TextDecoder;function ye(e,t){return S(e.buffer)&&(e=new Uint8Array(e)),pe.decode(e)}const ve=117853008;async function ge(e,t,r,n){const o=t-20,i=await ue(e,o,20);if(he(i,0)!==ve)throw new Error(\"invalid zip64 end of central directory locator signature\");const a=me(i,8),s=await ue(e,a,56);if(101075792!==he(s,0))throw new Error(\"invalid zip64 end of central directory record signature\");const c=me(s,32),f=me(s,40);return ze(e,me(s,48),f,c,r,n)}const be=33639248;async function ze(e,t,r,n,o,i){let a=0;const s=await ue(e,t,r),c=[];for(let e=0;e<n;++e){const e=s.subarray(a,a+46),t=he(e,0);if(t!==be)throw new Error(`invalid central directory file header signature: 0x${t.toString(16)}`);const r={versionMadeBy:we(e,4),versionNeededToExtract:we(e,6),generalPurposeBitFlag:we(e,8),compressionMethod:we(e,10),lastModFileTime:we(e,12),lastModFileDate:we(e,14),crc32:he(e,16),compressedSize:he(e,20),uncompressedSize:he(e,24),fileNameLength:we(e,28),extraFieldLength:we(e,30),fileCommentLength:we(e,32),internalFileAttributes:we(e,36),externalFileAttributes:he(e,38),relativeOffsetOfLocalHeader:he(e,42)};if(64&r.generalPurposeBitFlag)throw new Error(\"strong encryption is not supported\");a+=46;const n=s.subarray(a,a+r.fileNameLength+r.extraFieldLength+r.fileCommentLength);r.nameBytes=n.slice(0,r.fileNameLength),r.name=ye(r.nameBytes);const o=r.fileNameLength+r.extraFieldLength,i=n.slice(r.fileNameLength,o);r.extraFields=[];let f=0;for(;f<i.length-3;){const e=we(i,f+0),t=f+4,n=t+we(i,f+2);if(n>i.length)throw new Error(\"extra field length exceeds extra field buffer size\");r.extraFields.push({id:e,data:i.slice(t,n)}),f=n}if(r.commentBytes=n.slice(o,o+r.fileCommentLength),r.comment=ye(r.commentBytes),a+=n.length,4294967295===r.uncompressedSize||4294967295===r.compressedSize||4294967295===r.relativeOffsetOfLocalHeader){const e=r.extraFields.find((e=>1===e.id));if(!e)throw new Error(\"expected zip64 extended information extra field\");const t=e.data;let n=0;if(4294967295===r.uncompressedSize){if(n+8>t.length)throw new Error(\"zip64 extended information extra field does not include uncompressed size\");r.uncompressedSize=me(t,n),n+=8}if(4294967295===r.compressedSize){if(n+8>t.length)throw new Error(\"zip64 extended information extra field does not include compressed size\");r.compressedSize=me(t,n),n+=8}if(4294967295===r.relativeOffsetOfLocalHeader){if(n+8>t.length)throw new Error(\"zip64 extended information extra field does not include relative header offset\");r.relativeOffsetOfLocalHeader=me(t,n),n+=8}}const u=r.extraFields.find((e=>28789===e.id&&e.data.length>=6&&1===e.data[0]&&he(e.data,1)),de.unsigned(r.nameBytes));if(u&&(r.fileName=ye(u.data.slice(5))),0===r.compressionMethod){let e=r.uncompressedSize;if(1&r.generalPurposeBitFlag&&(e+=12),r.compressedSize!==e)throw new Error(`compressed size mismatch for stored file: ${r.compressedSize} != ${e}`)}c.push(r)}return{zip:{comment:o,commentBytes:i},entries:c.map((t=>new fe(e,t)))}}async function Le(e,t){if(1&t.generalPurposeBitFlag)throw new Error(\"encrypted entries not supported\");const r=await ue(e,t.relativeOffsetOfLocalHeader,30),n=await e.getLength(),o=he(r,0);if(67324752!==o)throw new Error(`invalid local file header signature: 0x${o.toString(16)}`);const i=we(r,26),a=we(r,28),s=t.relativeOffsetOfLocalHeader+r.length+i+a;let c;if(0===t.compressionMethod)c=!1;else{if(8!==t.compressionMethod)throw new Error(`unsupported compression method: ${t.compressionMethod}`);c=!0}const f=s,u=f+t.compressedSize;if(0!==t.compressedSize&&u>n)throw new Error(`file data overflows file bounds: ${f} +  ${t.compressedSize}  > ${n}`);return{decompress:c,fileDataStart:f}}function Ee(e){!function(e){J.workerURL=e.workerURL||J.workerURL,e.workerURL&&(J.useWorkers=!0),J.useWorkers=void 0!==e.useWorkers?e.useWorkers:J.useWorkers,J.numWorkers=e.numWorkers||J.numWorkers}(e)}async function xe(e){let t;if(\"undefined\"!=typeof Blob&&e instanceof Blob)t=new T(e);else if(e instanceof ArrayBuffer||e&&e.buffer&&e.buffer instanceof ArrayBuffer)t=new $(e);else if(S(e)||S(e.buffer))t=new $(e);else if(\"string\"==typeof e){const r=await fetch(e);if(!r.ok)throw new Error(`failed http request ${e}, status: ${r.status}: ${r.statusText}`);const n=await r.blob();t=new T(n)}else{if(\"function\"!=typeof e.getLength||\"function\"!=typeof e.read)throw new Error(\"unsupported source type\");t=e}const r=await t.getLength();if(r>Number.MAX_SAFE_INTEGER)throw new Error(`file too large. size: ${r}. Only file sizes up 4503599627370496 bytes are supported`);return await async function(e,t){const r=Math.min(65557,t),n=t-r,o=await ue(e,n,r);for(let t=r-22;t>=0;--t){if(101010256!==he(o,t))continue;const r=new Uint8Array(o.buffer,o.byteOffset+t,o.byteLength-t),i=we(r,4);if(0!==i)throw new Error(`multi-volume zip files are not supported. This is volume: ${i}`);const a=we(r,10),s=he(r,12),c=he(r,16),f=we(r,20),u=r.length-22;if(f!==u)throw new Error(`invalid comment length. expected: ${u}, actual: ${f}`);const l=new Uint8Array(r.buffer,r.byteOffset+22,f),d=ye(l);return 65535===a||4294967295===c?await ge(e,n+t,d,l):await ze(e,c,s,a,d,l)}throw new Error(\"could not find end of central directory. maybe not zip file\")}(t,r)}async function Ae(e){const{zip:t,entries:r}=await xe(e);return{zip:t,entries:Object.fromEntries(r.map((e=>[e.name,e])))}}function ke(){!async function(){for(const e of V)await ne.terminate(e);ce(V),ce(Y),ce(Z),ee.clear(),K=0,Q=!0}()}export{O as HTTPRangeReader,ke as cleanup,Ee as setOptions,Ae as unzip,xe as unzipRaw};export default null;\n//# sourceMappingURL=/sm/ba716b3b35fd928c016dbfcdc535d0fa52c82f18974ce81b04b445db0ff0da14.map", "/**\n * Full-screen textured quad shader\n */\n\nvar CopyShader = {\n\n\tuniforms: {\n\n\t\t'tDiffuse': { value: null },\n\t\t'opacity': { value: 1.0 }\n\n\t},\n\n\tvertexShader: /* glsl */`\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}`,\n\n\tfragmentShader: /* glsl */`\n\n\t\tuniform float opacity;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor = opacity * texel;\n\n\t\t}`\n\n};\n\nexport { CopyShader };\n", "import {\n\tBufferGeometry,\n\tFloat32BufferAttribute,\n\tOrthographicCamera,\n\tMesh\n} from 'three';\n\nclass Pass {\n\n\tconstructor() {\n\n\t\t// if set to true, the pass is processed by the composer\n\t\tthis.enabled = true;\n\n\t\t// if set to true, the pass indicates to swap read and write buffer after rendering\n\t\tthis.needsSwap = true;\n\n\t\t// if set to true, the pass clears its buffer before rendering\n\t\tthis.clear = false;\n\n\t\t// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n\t\tthis.renderToScreen = false;\n\n\t}\n\n\tsetSize( /* width, height */ ) {}\n\n\trender( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {\n\n\t\tconsole.error( 'THREE.Pass: .render() must be implemented in derived pass.' );\n\n\t}\n\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\n\nconst _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );\n\n// https://github.com/mrdoob/three.js/pull/21358\n\nconst _geometry = new BufferGeometry();\n_geometry.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );\n_geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );\n\nclass FullScreenQuad {\n\n\tconstructor( material ) {\n\n\t\tthis._mesh = new Mesh( _geometry, material );\n\n\t}\n\n\tdispose() {\n\n\t\tthis._mesh.geometry.dispose();\n\n\t}\n\n\trender( renderer ) {\n\n\t\trenderer.render( this._mesh, _camera );\n\n\t}\n\n\tget material() {\n\n\t\treturn this._mesh.material;\n\n\t}\n\n\tset material( value ) {\n\n\t\tthis._mesh.material = value;\n\n\t}\n\n}\n\nexport { Pass, FullScreenQuad };\n", "import {\n\tShaderMaterial,\n\tUniformsUtils\n} from 'three';\nimport { Pass, FullScreenQuad } from '../postprocessing/Pass.js';\n\nclass ShaderPass extends Pass {\n\n\tconstructor( shader, textureID ) {\n\n\t\tsuper();\n\n\t\tthis.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';\n\n\t\tif ( shader instanceof ShaderMaterial ) {\n\n\t\t\tthis.uniforms = shader.uniforms;\n\n\t\t\tthis.material = shader;\n\n\t\t} else if ( shader ) {\n\n\t\t\tthis.uniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t\tthis.material = new ShaderMaterial( {\n\n\t\t\t\tdefines: Object.assign( {}, shader.defines ),\n\t\t\t\tuniforms: this.uniforms,\n\t\t\t\tvertexShader: shader.vertexShader,\n\t\t\t\tfragmentShader: shader.fragmentShader\n\n\t\t\t} );\n\n\t\t}\n\n\t\tthis.fsQuad = new FullScreenQuad( this.material );\n\n\t}\n\n\trender( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {\n\n\t\tif ( this.uniforms[ this.textureID ] ) {\n\n\t\t\tthis.uniforms[ this.textureID ].value = readBuffer.texture;\n\n\t\t}\n\n\t\tthis.fsQuad.material = this.material;\n\n\t\tif ( this.renderToScreen ) {\n\n\t\t\trenderer.setRenderTarget( null );\n\t\t\tthis.fsQuad.render( renderer );\n\n\t\t} else {\n\n\t\t\trenderer.setRenderTarget( writeBuffer );\n\t\t\t// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n\t\t\tif ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\t\t\tthis.fsQuad.render( renderer );\n\n\t\t}\n\n\t}\n\n}\n\nexport { ShaderPass };\n", "import { Pass } from '../postprocessing/Pass.js';\n\nclass MaskPass extends Pass {\n\n\tconstructor( scene, camera ) {\n\n\t\tsuper();\n\n\t\tthis.scene = scene;\n\t\tthis.camera = camera;\n\n\t\tthis.clear = true;\n\t\tthis.needsSwap = false;\n\n\t\tthis.inverse = false;\n\n\t}\n\n\trender( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {\n\n\t\tconst context = renderer.getContext();\n\t\tconst state = renderer.state;\n\n\t\t// don't update color or depth\n\n\t\tstate.buffers.color.setMask( false );\n\t\tstate.buffers.depth.setMask( false );\n\n\t\t// lock buffers\n\n\t\tstate.buffers.color.setLocked( true );\n\t\tstate.buffers.depth.setLocked( true );\n\n\t\t// set up stencil\n\n\t\tlet writeValue, clearValue;\n\n\t\tif ( this.inverse ) {\n\n\t\t\twriteValue = 0;\n\t\t\tclearValue = 1;\n\n\t\t} else {\n\n\t\t\twriteValue = 1;\n\t\t\tclearValue = 0;\n\n\t\t}\n\n\t\tstate.buffers.stencil.setTest( true );\n\t\tstate.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );\n\t\tstate.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );\n\t\tstate.buffers.stencil.setClear( clearValue );\n\t\tstate.buffers.stencil.setLocked( true );\n\n\t\t// draw into the stencil buffer\n\n\t\trenderer.setRenderTarget( readBuffer );\n\t\tif ( this.clear ) renderer.clear();\n\t\trenderer.render( this.scene, this.camera );\n\n\t\trenderer.setRenderTarget( writeBuffer );\n\t\tif ( this.clear ) renderer.clear();\n\t\trenderer.render( this.scene, this.camera );\n\n\t\t// unlock color and depth buffer for subsequent rendering\n\n\t\tstate.buffers.color.setLocked( false );\n\t\tstate.buffers.depth.setLocked( false );\n\n\t\t// only render where stencil is set to 1\n\n\t\tstate.buffers.stencil.setLocked( false );\n\t\tstate.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1\n\t\tstate.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );\n\t\tstate.buffers.stencil.setLocked( true );\n\n\t}\n\n}\n\nclass ClearMaskPass extends Pass {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.needsSwap = false;\n\n\t}\n\n\trender( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {\n\n\t\trenderer.state.buffers.stencil.setLocked( false );\n\t\trenderer.state.buffers.stencil.setTest( false );\n\n\t}\n\n}\n\nexport { MaskPass, ClearMaskPass };\n", "import {\n\tBufferGeometry,\n\tClock,\n\tFloat32BufferAttribute,\n\tLinearFilter,\n\tMesh,\n\tOrthographicCamera,\n\tRGBAFormat,\n\tVector2,\n\tWebGLRenderTarget\n} from 'three';\nimport { CopyShader } from '../shaders/CopyShader.js';\nimport { ShaderPass } from '../postprocessing/ShaderPass.js';\nimport { MaskPass } from '../postprocessing/MaskPass.js';\nimport { ClearMaskPass } from '../postprocessing/MaskPass.js';\n\nclass EffectComposer {\n\n\tconstructor( renderer, renderTarget ) {\n\n\t\tthis.renderer = renderer;\n\n\t\tif ( renderTarget === undefined ) {\n\n\t\t\tconst parameters = {\n\t\t\t\tminFilter: LinearFilter,\n\t\t\t\tmagFilter: LinearFilter,\n\t\t\t\tformat: RGBAFormat\n\t\t\t};\n\n\t\t\tconst size = renderer.getSize( new Vector2() );\n\t\t\tthis._pixelRatio = renderer.getPixelRatio();\n\t\t\tthis._width = size.width;\n\t\t\tthis._height = size.height;\n\n\t\t\trenderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, parameters );\n\t\t\trenderTarget.texture.name = 'EffectComposer.rt1';\n\n\t\t} else {\n\n\t\t\tthis._pixelRatio = 1;\n\t\t\tthis._width = renderTarget.width;\n\t\t\tthis._height = renderTarget.height;\n\n\t\t}\n\n\t\tthis.renderTarget1 = renderTarget;\n\t\tthis.renderTarget2 = renderTarget.clone();\n\t\tthis.renderTarget2.texture.name = 'EffectComposer.rt2';\n\n\t\tthis.writeBuffer = this.renderTarget1;\n\t\tthis.readBuffer = this.renderTarget2;\n\n\t\tthis.renderToScreen = true;\n\n\t\tthis.passes = [];\n\n\t\t// dependencies\n\n\t\tif ( CopyShader === undefined ) {\n\n\t\t\tconsole.error( 'THREE.EffectComposer relies on CopyShader' );\n\n\t\t}\n\n\t\tif ( ShaderPass === undefined ) {\n\n\t\t\tconsole.error( 'THREE.EffectComposer relies on ShaderPass' );\n\n\t\t}\n\n\t\tthis.copyPass = new ShaderPass( CopyShader );\n\n\t\tthis.clock = new Clock();\n\n\t}\n\n\tswapBuffers() {\n\n\t\tconst tmp = this.readBuffer;\n\t\tthis.readBuffer = this.writeBuffer;\n\t\tthis.writeBuffer = tmp;\n\n\t}\n\n\taddPass( pass ) {\n\n\t\tthis.passes.push( pass );\n\t\tpass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );\n\n\t}\n\n\tinsertPass( pass, index ) {\n\n\t\tthis.passes.splice( index, 0, pass );\n\t\tpass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );\n\n\t}\n\n\tremovePass( pass ) {\n\n\t\tconst index = this.passes.indexOf( pass );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tthis.passes.splice( index, 1 );\n\n\t\t}\n\n\t}\n\n\tisLastEnabledPass( passIndex ) {\n\n\t\tfor ( let i = passIndex + 1; i < this.passes.length; i ++ ) {\n\n\t\t\tif ( this.passes[ i ].enabled ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\trender( deltaTime ) {\n\n\t\t// deltaTime value is in seconds\n\n\t\tif ( deltaTime === undefined ) {\n\n\t\t\tdeltaTime = this.clock.getDelta();\n\n\t\t}\n\n\t\tconst currentRenderTarget = this.renderer.getRenderTarget();\n\n\t\tlet maskActive = false;\n\n\t\tfor ( let i = 0, il = this.passes.length; i < il; i ++ ) {\n\n\t\t\tconst pass = this.passes[ i ];\n\n\t\t\tif ( pass.enabled === false ) continue;\n\n\t\t\tpass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );\n\t\t\tpass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );\n\n\t\t\tif ( pass.needsSwap ) {\n\n\t\t\t\tif ( maskActive ) {\n\n\t\t\t\t\tconst context = this.renderer.getContext();\n\t\t\t\t\tconst stencil = this.renderer.state.buffers.stencil;\n\n\t\t\t\t\t//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );\n\t\t\t\t\tstencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );\n\n\t\t\t\t\tthis.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );\n\n\t\t\t\t\t//context.stencilFunc( context.EQUAL, 1, 0xffffffff );\n\t\t\t\t\tstencil.setFunc( context.EQUAL, 1, 0xffffffff );\n\n\t\t\t\t}\n\n\t\t\t\tthis.swapBuffers();\n\n\t\t\t}\n\n\t\t\tif ( MaskPass !== undefined ) {\n\n\t\t\t\tif ( pass instanceof MaskPass ) {\n\n\t\t\t\t\tmaskActive = true;\n\n\t\t\t\t} else if ( pass instanceof ClearMaskPass ) {\n\n\t\t\t\t\tmaskActive = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.renderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n\treset( renderTarget ) {\n\n\t\tif ( renderTarget === undefined ) {\n\n\t\t\tconst size = this.renderer.getSize( new Vector2() );\n\t\t\tthis._pixelRatio = this.renderer.getPixelRatio();\n\t\t\tthis._width = size.width;\n\t\t\tthis._height = size.height;\n\n\t\t\trenderTarget = this.renderTarget1.clone();\n\t\t\trenderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );\n\n\t\t}\n\n\t\tthis.renderTarget1.dispose();\n\t\tthis.renderTarget2.dispose();\n\t\tthis.renderTarget1 = renderTarget;\n\t\tthis.renderTarget2 = renderTarget.clone();\n\n\t\tthis.writeBuffer = this.renderTarget1;\n\t\tthis.readBuffer = this.renderTarget2;\n\n\t}\n\n\tsetSize( width, height ) {\n\n\t\tthis._width = width;\n\t\tthis._height = height;\n\n\t\tconst effectiveWidth = this._width * this._pixelRatio;\n\t\tconst effectiveHeight = this._height * this._pixelRatio;\n\n\t\tthis.renderTarget1.setSize( effectiveWidth, effectiveHeight );\n\t\tthis.renderTarget2.setSize( effectiveWidth, effectiveHeight );\n\n\t\tfor ( let i = 0; i < this.passes.length; i ++ ) {\n\n\t\t\tthis.passes[ i ].setSize( effectiveWidth, effectiveHeight );\n\n\t\t}\n\n\t}\n\n\tsetPixelRatio( pixelRatio ) {\n\n\t\tthis._pixelRatio = pixelRatio;\n\n\t\tthis.setSize( this._width, this._height );\n\n\t}\n\n}\n\n\nclass Pass {\n\n\tconstructor() {\n\n\t\t// if set to true, the pass is processed by the composer\n\t\tthis.enabled = true;\n\n\t\t// if set to true, the pass indicates to swap read and write buffer after rendering\n\t\tthis.needsSwap = true;\n\n\t\t// if set to true, the pass clears its buffer before rendering\n\t\tthis.clear = false;\n\n\t\t// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.\n\t\tthis.renderToScreen = false;\n\n\t}\n\n\tsetSize( /* width, height */ ) {}\n\n\trender( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {\n\n\t\tconsole.error( 'THREE.Pass: .render() must be implemented in derived pass.' );\n\n\t}\n\n}\n\n// Helper for passes that need to fill the viewport with a single quad.\n\nconst _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );\n\n// https://github.com/mrdoob/three.js/pull/21358\n\nconst _geometry = new BufferGeometry();\n_geometry.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );\n_geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );\n\nclass FullScreenQuad {\n\n\tconstructor( material ) {\n\n\t\tthis._mesh = new Mesh( _geometry, material );\n\n\t}\n\n\tdispose() {\n\n\t\tthis._mesh.geometry.dispose();\n\n\t}\n\n\trender( renderer ) {\n\n\t\trenderer.render( this._mesh, _camera );\n\n\t}\n\n\tget material() {\n\n\t\treturn this._mesh.material;\n\n\t}\n\n\tset material( value ) {\n\n\t\tthis._mesh.material = value;\n\n\t}\n\n}\n\nexport { EffectComposer, Pass, FullScreenQuad };\n", "import {\n\tColor\n} from 'three';\nimport { Pass } from '../postprocessing/Pass.js';\n\nclass RenderPass extends Pass {\n\n\tconstructor( scene, camera, overrideMaterial, clearColor, clearAlpha ) {\n\n\t\tsuper();\n\n\t\tthis.scene = scene;\n\t\tthis.camera = camera;\n\n\t\tthis.overrideMaterial = overrideMaterial;\n\n\t\tthis.clearColor = clearColor;\n\t\tthis.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;\n\n\t\tthis.clear = true;\n\t\tthis.clearDepth = false;\n\t\tthis.needsSwap = false;\n\t\tthis._oldClearColor = new Color();\n\n\t}\n\n\trender( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {\n\n\t\tconst oldAutoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tlet oldClearAlpha, oldOverrideMaterial;\n\n\t\tif ( this.overrideMaterial !== undefined ) {\n\n\t\t\toldOverrideMaterial = this.scene.overrideMaterial;\n\n\t\t\tthis.scene.overrideMaterial = this.overrideMaterial;\n\n\t\t}\n\n\t\tif ( this.clearColor ) {\n\n\t\t\trenderer.getClearColor( this._oldClearColor );\n\t\t\toldClearAlpha = renderer.getClearAlpha();\n\n\t\t\trenderer.setClearColor( this.clearColor, this.clearAlpha );\n\n\t\t}\n\n\t\tif ( this.clearDepth ) {\n\n\t\t\trenderer.clearDepth();\n\n\t\t}\n\n\t\trenderer.setRenderTarget( this.renderToScreen ? null : readBuffer );\n\n\t\t// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600\n\t\tif ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\t\trenderer.render( this.scene, this.camera );\n\n\t\tif ( this.clearColor ) {\n\n\t\t\trenderer.setClearColor( this._oldClearColor, oldClearAlpha );\n\n\t\t}\n\n\t\tif ( this.overrideMaterial !== undefined ) {\n\n\t\t\tthis.scene.overrideMaterial = oldOverrideMaterial;\n\n\t\t}\n\n\t\trenderer.autoClear = oldAutoClear;\n\n\t}\n\n}\n\nexport { RenderPass };\n", "export const centerContent = {\n    display: \"flex\",\n    justifyContent: \"center\",\n    alignItems: \"center\"\n};\nexport const autoSizingText = {\n    width: \"max-content\",\n    wordBreak: \"break-word\",\n    overflowWrap: \"break-word\",\n    overflow: \"hidden\",\n    whiteSpace: \"pre-wrap\",\n    flexShrink: 0\n};\nexport const defaultContainerStyles = {\n    ...centerContent,\n    overflow: \"hidden\"\n};\nexport const containerStyles = defaultContainerStyles;\nexport const randomColor = ()=>\"#\" + Math.floor(Math.random() * 16777215).toString(16)\n;\n\nexport const __FramerMetadata__ = {\"exports\":{\"centerContent\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"containerStyles\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"autoSizingText\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"defaultContainerStyles\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"randomColor\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}}}}\n//# sourceMappingURL=./Utils.map", "function _define_property(obj,key,value){if(key in obj){Object.defineProperty(obj,key,{value:value,enumerable:true,configurable:true,writable:true});}else{obj[key]=value;}return obj;}import{jsx as _jsx,jsxs as _jsxs,Fragment as _Fragment}from\"react/jsx-runtime\";import{createElement as _createElement}from\"react\";import{useState,useEffect,Component}from\"react\";import{createStore}from\"https://framer.com/m/framer/store.js@^1.0.0\";import{// @ts-ignore\nuseRouter}from\"framer\";import{RenderTarget}from\"framer\";import{HUBSPOT_TRACK_EVENTS}from\"https://framerusercontent.com/modules/bht4YxYvS1EtDNlVwP8y/zY58G4Rphds6eYqGjVJS/Hubspot_Events.js\";// Learn more: https://www.framer.com/docs/guides/overrides/\nconst PRODUCT_PAGE_ROUTE=\"/catalog\";const PRODUCT_DETAIL_ROUTE=\"/catalog/product\";export const PRODUCT_AR_ROUTE=\"/catalog/ar\";const ROOT_API=\"https://prod.imagine.io\"// \"https://dev2.imagine.io\"\n;const PRODUCT_API=\"/assetbundles/api/v3/public-catalogue-products/\";// const PRODUCT_360_VIEWER_API = \"/product_viewer/api/public/details/\"\nconst PRODUCT_360_VIEWER_API=\"/assetbundles/api/v3/catelogue/public-prod-multi-viewer/\";// ?unicode=97e4a635-a4ae-4dc2-8d05-01babf702bfc&per_page=100&page=1\nconst PRODUCT_IMAGES_API=\"/assetbundles/api/v3/catelogue/public-prod-room-type/\";const PRODUCT_GIF_API=\"/assetbundles/api/v3/catelogue/public-prod-gif-image/\";const PRODUCT_TYPE={SPINNER_360:\"SPINNER_360\",SILOS:\"SILOS\",LIFESTYLE:\"LIFESTYLE\",VIDEO:\"VIDEO\",AR_VIEWER:\"AR_VIEWER\",DIMENSION:\"DIMENSION\",CONFIGURATOR:\"CONFIGURATOR\"};const PRODUCT_TYPE_NAME={SPINNER_360:\"360\\xb0 Spinner\",SILOS:\"Silhouettes\",LIFESTYLE:\"Lifestyle Imagery\",VIDEO:\"Video\",AR_VIEWER:\"Augmented Reality\",DIMENSION:\"Dimension Shots\",CONFIGURATOR:\"Configurators\"};const fetchAPI=async({URL:URL1=null,params=null})=>{if(!URL1)return;const _url=ROOT_API+URL1;const path=params?`${_url}?${params}`:_url;try{const response=await fetch(path).then(r=>r.json());return response;}catch(e){return e;}};export const fetchAllPages=async api=>{const data=await api(1);if(!data){return null;}if(data?.total_pages===1){return data;}const pages=Array.from({length:data.total_pages-1},(_,i)=>i+2);const list=await Promise.all(pages.map(async page=>{const result=await api(page);return result.results;}));const reducedList=list.reduce((acc,items)=>[...acc,...items],[]);return{...data,results:[...data?.results||[],...reducedList||[]]};};const apiGetProductList=async(params=\"\")=>{return await fetchAPI({URL:PRODUCT_API,params});};export const apiGetProductDetails=async(params=\"\")=>{return await fetchAPI({URL:PRODUCT_API,params});};const apiGetProduct360Viewer=async(params=\"\")=>{return await fetchAPI({URL:PRODUCT_360_VIEWER_API,params});};const apiGetProductImages=async(params=\"\")=>{return await fetchAPI({URL:PRODUCT_IMAGES_API,params});};const apiGetProductGifs=async(params=\"\")=>{return await fetchAPI({URL:PRODUCT_GIF_API,params});};export const useStore=createStore({list:[],categories:[],details:{},imageViewer:[],siloImages:[],lifestyleImages:[],dimensionShotImages:[],gifs:[],productTabType:PRODUCT_TYPE.SPINNER_360});export const isCanvas=()=>RenderTarget.current()===RenderTarget.canvas;export const backToCataloguePage=()=>{window.location.replace(PRODUCT_PAGE_ROUTE);};const updatePageTitle=(title=\"\")=>{const _title=document.title;document.title=title// title ? `${title} | ${_title}` : _title\n;};const updateMetaTitleDescription=(_newTitle=\"\",_newDescription=\"\")=>{let newTitle=_newTitle;let newDescription=_newDescription;const n=new URLSearchParams(window.location.search)?.get(\"name\");if(n?.toLowerCase()?.trim()?.includes(\"freeman\")){newTitle=\"Freeman Modern Sectional in 3D with AR | Imagine.io\";newDescription=\"View the stylish Freeman Modern Sectional in 3D with AR at Imagine.io. Explore lifestyle imagery and AI videos. Sign up for unique customization features.\";}// Update the title\nupdatePageTitle(newTitle);if(newTitle){// Update the description meta tag\nconst metaTitle=document.querySelector('meta[name=\"title\"]');if(metaTitle){metaTitle.setAttribute(\"content\",newTitle);}else{// If the meta description tag doesn't exist, create it\nconst newMetaDescription=document.createElement(\"meta\");newMetaDescription.name=\"title\";newMetaDescription.content=newTitle;document.head.appendChild(newMetaDescription);}document.querySelector('meta[property=\"og:title\"]')?.setAttribute(\"content\",newTitle);document.querySelector('meta[name=\"twitter:title\"]')?.setAttribute(\"content\",newTitle);}if(newDescription){// Update the description meta tag\nconst metaDescription=document.querySelector('meta[name=\"description\"]');if(metaDescription){metaDescription.setAttribute(\"content\",newDescription);}else{// If the meta description tag doesn't exist, create it\nconst newMetaDescription=document.createElement(\"meta\");newMetaDescription.name=\"description\";newMetaDescription.content=newDescription;document.head.appendChild(newMetaDescription);}document.querySelector('meta[property=\"og:description\"]')?.setAttribute(\"content\",newDescription);document.querySelector('meta[name=\"twitter:description\"]')?.setAttribute(\"content\",newDescription);}};const getCapitalize=(text=\"\")=>{if(!text)return text;return text?.split(\" \")?.map(a=>a?.[0]?.toUpperCase()+a?.slice(1)?.toLowerCase()).join(\" \");};const PIXELS_PER_DEGREE=3;class React360 extends Component{constructor(...args){super(...args);_define_property(this,\"state\",{dragging:false,imageIndex:0,dragStartIndex:0,list:[]});_define_property(this,\"componentDidMount\",()=>{document.addEventListener(\"mousemove\",this.handleMouseMove,false);document.addEventListener(\"mouseup\",this.handleMouseUp,false);document.addEventListener(\"touchmove\",this.handleTouchMove,false);document.addEventListener(\"touchend\",this.handleTouchEnd,false);this.createBlobURL();});_define_property(this,\"componentWillUnmount\",()=>{document.removeEventListener(\"mousemove\",this.handleMouseMove,false);document.removeEventListener(\"mouseup\",this.handleMouseUp,false);document.removeEventListener(\"touchmove\",this.handleTouchMove,false);document.removeEventListener(\"touchend\",this.handleTouchEnd,false);this.state?.list?.forEach(blobUrl=>URL.revokeObjectURL(blobUrl));});_define_property(this,\"handleMouseDown\",e=>{e.persist();this.setState(state=>({dragging:true,dragStart:e.screenX,dragStartIndex:state.imageIndex}));});_define_property(this,\"handleTouchStart\",e=>{e.persist();const touch=e.touches[0];this.setState(state=>({dragging:true,dragStart:touch.screenX,dragStartIndex:state.imageIndex}));});_define_property(this,\"handleTouchMove\",e=>{if(this.state.dragging){const touch=e.touches[0];this.updateImageIndex(touch.screenX);}});_define_property(this,\"handleTouchEnd\",()=>{this.setState({dragging:false});});_define_property(this,\"createBlobURL\",async()=>{const blobs=await Promise.all(this?.props?.productImages?.map(url=>fetch(url).then(response=>response.blob())));const blobUrls=blobs.map(blob=>URL.createObjectURL(blob));this.setState({...this.state,list:blobUrls});});_define_property(this,\"handleMouseUp\",()=>{this.setState({dragging:false});});_define_property(this,\"updateImageIndex\",currentPosition=>{let numImages=this.props.numImages;const pixelsPerImage=PIXELS_PER_DEGREE*(360/numImages);const{dragStart,imageIndex,dragStartIndex}=this.state;// pixels moved\nlet dx=(currentPosition-dragStart)/pixelsPerImage;let index=Math.floor(dx)%numImages;if(index<0){index=numImages+index-1;}index=(index+dragStartIndex)%numImages;// console.log(index, dragStartIndex, numImages)\nif(index!==imageIndex){this.setState({imageIndex:index});}});_define_property(this,\"handleMouseMove\",e=>{if(this.state.dragging){this.updateImageIndex(e.screenX);}});_define_property(this,\"preventDragHandler\",e=>{e.preventDefault();});_define_property(this,\"renderImage\",()=>{const{imageIndex}=this.state;return /*#__PURE__*/_jsx(\"div\",{className:\"react360\",children:/*#__PURE__*/_jsx(\"img\",{loading:\"lazy\",onLoad:e=>this.props.setImageLoaded(true),className:`react-360-img ${this.props.isFullscreen?\"fullscreen\":\"\"}`,alt:`react-360-${imageIndex+1}`,src:this.state.list&&this.state.list?.length>0?this.state.list[imageIndex||0]:this?.props?.productImages[imageIndex||0]})});});_define_property(this,\"render\",()=>{return /*#__PURE__*/_jsx(\"div\",{className:\"react-360-img\",onMouseDown:this.handleMouseDown,onTouchStart:this.handleTouchStart,onDragStart:this.preventDragHandler,children:this.renderImage()});});}}_define_property(React360,\"defaultProps\",{dir:\"awair-360\",numImages:55});export const showHideLoading=({loading=false,transparent=true})=>{if(loading){// Create a loader container if it doesn't exist\nlet loaderUIDiv=document.getElementById(\"loader-container\");if(!loaderUIDiv){loaderUIDiv=document.createElement(\"div\");loaderUIDiv.id=\"loader-container\";loaderUIDiv.classList.add(\"loader-container\");if(!transparent){loaderUIDiv.classList.add(\"white-bg\");}// Create the actual loader element\nconst loaderDiv=document.createElement(\"div\");loaderDiv.classList.add(\"loader\");loaderUIDiv.appendChild(loaderDiv);document.body.appendChild(loaderUIDiv);}}else{const loaderContainerDiv=document.getElementById(\"loader-container\");if(loaderContainerDiv){document.body.removeChild(loaderContainerDiv);}}};const hideSectionWhenUnavailable=({hide=false,wrapper=null})=>{if(!wrapper)return;if(hide){wrapper.style.display=\"none\";}else{wrapper.style.display=\"flex\";}};export function withProductsListWrapper(Component){return props=>{if(!props.className?.includes(\"product-wrapper\")){props.className+=\" product-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductTitleAddClass(Component){return props=>{if(!props.className?.includes(\"product-title\")){props.className+=\" product-title\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withGetProductsList(Component){return props=>{const[store,setStore]=useStore();const{trackCatalogProductClicked}=HUBSPOT_TRACK_EVENTS||{};const router=useRouter();const fetchData=async()=>{showHideLoading({loading:true});const response=await fetchAllPages(async page=>await apiGetProductList(`page=${page}&per_page=20`));showHideLoading({loading:false});setStore(prev=>({...prev,list:response?.results}));};useEffect(()=>{if(isCanvas())return;fetchData();},[]);useEffect(()=>{const card=document.querySelector(\".product-card\");if(card&&card?.parentElement){card.parentElement.classList.add(\"product-card-container\");}const handleCardClick=e=>{const name=e?.target?.closest(\".product-card\")?.querySelector(\".product-title .framer-text\")?.innerText;if(!name)return;trackCatalogProductClicked({product_name:name});const newlink=`${PRODUCT_DETAIL_ROUTE}?name=${name}`;window.location.href=newlink;};const cards=document.querySelectorAll(\".product-card\");if(cards?.length>0){cards.forEach(card=>{card.addEventListener(\"click\",handleCardClick);});}return()=>{if(cards?.length>0){cards.forEach(card=>{card.removeEventListener(\"click\",handleCardClick);});}};},[store?.list]);// const handleClick = (name) => {\n//     trackCatalogProductClicked({\n//         product_name: name,\n//     })\n//     const newlink = `${PRODUCT_DETAIL_ROUTE}?name=${name}`\n//     window.location.href = newlink\n// }\nif(!props.className?.includes(\"product-card\")){props.className+=\" product-card\";}return /*#__PURE__*/_jsx(_Fragment,{children:store?.list?.map((a,index)=>/*#__PURE__*/_createElement(Component,{...props,key:a?.unicode,title:a?.name,image:a?.thumbnail}))});};}export function withGetLimitedProductsList(Component){return props=>{const[store,setStore]=useStore();const[list,setList]=useState([]);const{trackCatalogProductClicked}=HUBSPOT_TRACK_EVENTS||{};const router=useRouter();const fetchData=async()=>{if(window.location.pathname?.includes(\"/catalog/product\"))showHideLoading({loading:true});const response=await apiGetProductList(`page=1&per_page=5`);showHideLoading({loading:false});setList(response?.results);};useEffect(()=>{if(isCanvas())return;fetchData();},[]);useEffect(()=>{const card=document.querySelector(\".product-card\");if(card&&card?.parentElement){card.parentElement.classList.add(\"product-card-container\");}const handleCardClick=e=>{const name=e?.target?.closest(\".product-card\")?.querySelector(\".product-title .framer-text\")?.innerText;if(!name)return;trackCatalogProductClicked({product_name:name});const newlink=`${PRODUCT_DETAIL_ROUTE}?name=${name}`;window.location.href=newlink;};const cards=document.querySelectorAll(\".product-card\");if(cards?.length>0){cards.forEach(card=>{card.addEventListener(\"click\",handleCardClick);});}return()=>{if(cards?.length>0){cards.forEach(card=>{card.removeEventListener(\"click\",handleCardClick);});}};},[list]);// const handleClick = (name) => {\n//     trackCatalogProductClicked({\n//         product_name: name,\n//     })\n//     const newlink = `${PRODUCT_DETAIL_ROUTE}?name=${name}`\n//     window.location.href = newlink\n// }\nif(!props.className?.includes(\"product-card\")){props.className+=\" product-card\";}return /*#__PURE__*/_jsx(_Fragment,{children:list?.map((a,index)=>/*#__PURE__*/_createElement(Component,{...props,key:a?.unicode,title:a?.name,image:a?.thumbnail}))});};}export function withProductCategoriesListWrapper(Component){return props=>{if(!props.className?.includes(\"product-categories-list-wrapper\")){props.className+=\" product-categories-list-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withGetProductCategoriesList(Component){return props=>{const[store,setStore]=useStore();const{details}=store;const{trackCatalogProductClicked}=HUBSPOT_TRACK_EVENTS||{};const router=useRouter();const fetchData=async()=>{if(details?.categories?.length===0)return;showHideLoading({loading:true});const response=await Promise.all((details?.categories||[])?.map(async a=>await fetchAllPages(async page=>await apiGetProductList(`categories=${a}&page=${page}&per_page=20`))));showHideLoading({loading:false});const _list=response?.flat();const __list=[];_list.forEach(a=>{if(!__list.find(b=>b.id===a.id)&&details?.id!==a.id){__list.push(a);}});hideSectionWhenUnavailable({hide:__list?.length===0,wrapper:document.querySelector(\".product-categories-list-wrapper\")});setStore(prev=>({...prev,categories:__list}));};useEffect(()=>{if(isCanvas())return;fetchData();},[details]);useEffect(()=>{const card=document.querySelector(\".product-card\");if(card&&card?.parentElement){card.parentElement.classList.add(\"product-card-container\");}const handleCardClick=e=>{const name=e?.target?.closest(\".product-card\")?.querySelector(\".product-title .framer-text\")?.innerText;if(!name)return;trackCatalogProductClicked({product_name:name});const newlink=`${PRODUCT_DETAIL_ROUTE}?name=${name}`;window.location.href=newlink;};const cards=document.querySelectorAll(\".product-card\");if(cards?.length>0){cards.forEach(card=>{card.addEventListener(\"click\",handleCardClick);});}return()=>{if(cards?.length>0){cards.forEach(card=>{card.removeEventListener(\"click\",handleCardClick);});}};},[store?.categories]);// const handleClick = (name) => {\n//     trackCatalogProductClicked({\n//         product_name: name,\n//     })\n//     const newlink = `${PRODUCT_DETAIL_ROUTE}?name=${name}`\n//     window.location.href = newlink\n// }\nif(!props.className?.includes(\"product-card\")){props.className+=\" product-card\";}return /*#__PURE__*/_jsx(_Fragment,{children:store?.categories?.map((a,index)=>/*#__PURE__*/_createElement(Component,{...props,key:a?.unicode,title:a?.name,image:a?.thumbnail}))});};}const getProductImagesAndGifs=async({api=null,unicode=null,type=null,isDimensionShot=false,setData})=>{if(!unicode||!type)return;const params=`is_dimension_shot=${isDimensionShot}&unicode=${unicode}&room_type=${type}&per_page=5`;const response=await api?.(params);setData?.(response?.results||[]);return response?.results;};export const getSortArrayByKey=(list=[],key=null)=>{if(list&&list?.length&&key){return list?.sort((a,b)=>+a[key]-+b[key])||[];}return list;};const getAllProductImages=async(unicode=null,setData)=>{showHideLoading({loading:true});const[siloImages,lifestyleImages,dimensionShotImages,siloGifs,lifestyleGifs]=await Promise.all([getProductImagesAndGifs({api:apiGetProductImages,unicode,type:3}),getProductImagesAndGifs({api:apiGetProductImages,unicode,type:2}),getProductImagesAndGifs({api:apiGetProductImages,unicode,type:3,isDimensionShot:true}),getProductImagesAndGifs({api:apiGetProductGifs,unicode,type:3}),getProductImagesAndGifs({api:apiGetProductGifs,unicode,type:2})]);showHideLoading({loading:false});setData?.(prev=>({...prev,siloImages:getSortArrayByKey(siloImages,\"sequence_number\")?.slice(0,5),lifestyleImages:getSortArrayByKey(lifestyleImages,\"sequence_number\")?.slice(0,5),dimensionShotImages:getSortArrayByKey(dimensionShotImages,\"sequence_number\")?.slice(0,2),gifs:[...getSortArrayByKey(siloGifs,\"sequence_number\"),...getSortArrayByKey(lifestyleGifs,\"sequence_number\")]?.slice(0,2)}));};export function withProductDetailWrapper(Component){return props=>{if(!props.className?.includes(\"product-details-wrapper\")){props.className+=\" product-details-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductTitleDescription(Component){return props=>{const[store,setStore]=useStore();const{details:{name,description}}=store;const fetchDetails=async(name=\"\")=>{if(!name){alert(\"Invalid product name!!!\");backToCataloguePage();return;}showHideLoading({loading:true});const response=await apiGetProductDetails(`name=${name}`);const result=response?.results?.[0];showHideLoading({loading:false});if(result){updateMetaTitleDescription(result?.name);setStore(prev=>({...prev,details:{...result}}));getAllProductImages(result?.unicode,setStore);}else{if(window.location.pathname?.includes(PRODUCT_AR_ROUTE))return;alert(\"Product does not found!!!\");backToCataloguePage();}};useEffect(()=>{if(isCanvas())return;const params=new URLSearchParams(window.location.search);fetchDetails(params.get(\"name\"))// id\n;},[]);return /*#__PURE__*/_jsx(Component,{...props,title:name,description:description||\"Immerse yourself in a world where precision meets craftsmanship, showcasing the perfect blend of aesthetics, functionality and discover unparalleled quality with our exceptional product.\"});};}export function withProductDetails(Component){return props=>{const[store,setStore]=useStore();const{details:{price,sku_id,dimensions}}=store;useEffect(()=>{if(isCanvas())return;const params=new URLSearchParams(window.location.search);if(!params.get(\"name\")){// id\nalert(\"Invalid product name!!!\");backToCataloguePage();return;}},[]);return /*#__PURE__*/_jsx(Component,{...props,price:price||\"-\",skuId:sku_id||\"-\",dimensions:dimensions||\"__L x __W x __H Inches\"});};}export function withProduct360Viewer(Component){return props=>{const[store,setStore]=useStore();const[imageLoaded,setImageLoaded]=useState(false);const{details:{unicode,owner_organization,thumbnail},imageViewer}=store;const fetchDetails=async(name=null)=>{if(!unicode||!owner_organization||!name)return;// id\nconst params=`unicode=${unicode}&per_page=100`;showHideLoading({loading:true});const response=await apiGetProduct360Viewer(params);showHideLoading({loading:false});setStore(prev=>({...prev,imageViewer:getSortArrayByKey(response?.results,\"sequence_number\")}));};useEffect(()=>{if(isCanvas()||!unicode)return;const params=new URLSearchParams(window.location.search);fetchDetails(params.get(\"name\"))//\n;},[unicode,owner_organization]);if(!props.className?.includes(\"product-image\")){props.className+=\" product-image\";}return /*#__PURE__*/_jsx(Component,{...props,children:imageViewer?.length>=24?/*#__PURE__*/_jsx(React360,{numImages:imageViewer?.length,productImages:imageViewer?.map(list=>list?.image_file)||[],setImageLoaded:setImageLoaded,isFullscreen:false}):/*#__PURE__*/_jsx(\"img\",{src:thumbnail,loading:\"lazy\"})});};}export function withProductSectionTitleAddClass(Component){return props=>{if(!props.className?.includes(\"product-section-title\")){props.className+=\" product-section-title\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductSiloImagesWrapper(Component){return props=>{const[store]=useStore();const{siloImages}=store||{};useEffect(()=>{hideSectionWhenUnavailable({hide:siloImages?.length===0,wrapper:document.querySelector(\".product-silo-images-wrapper\")});},[siloImages]);if(!props.className?.includes(\"product-silo-images-wrapper\")){props.className+=\" product-silo-images-wrapper product-section-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductSiloMainImages(Component){return props=>{const[store]=useStore();const{siloImages}=store;const{name,thumbnail,image_file,render_image_details}=siloImages?.[0]||{};// useEffect(() => {\n//     const wrapper = document.querySelector(\n//         \".product-silo-images-wrapper\"\n//     )\n//     hideSectionWhenUnavailable({\n//         list: siloImages,\n//         wrapper,\n//     })\n// }, [siloImages])\nreturn /*#__PURE__*/_jsx(Component,{...props,title:name,image:image_file||render_image_details?.file||thumbnail});};}export function withProductSiloCardImages(Component){return props=>{const[store]=useStore();const{siloImages}=store;// const list = siloImages?.slice(1)\nreturn /*#__PURE__*/_jsx(_Fragment,{children:siloImages?.map(({name,thumbnail,image_file,render_image_details,id})=>/*#__PURE__*/_jsxs(Component,{...props,children:[\"key=\",id,\"title=\",name,\"image=\",image_file||render_image_details?.file||thumbnail]}))});};}export function withProductLifeStyleImagesWrapper(Component){return props=>{const[store]=useStore();const{lifestyleImages}=store||{};useEffect(()=>{hideSectionWhenUnavailable({hide:lifestyleImages?.length===0,wrapper:document.querySelector(\".product-lifestyle-images-wrapper\")});},[lifestyleImages]);if(!props.className?.includes(\"product-lifestyle-images-wrapper\")){props.className+=\" product-lifestyle-images-wrapper product-section-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductLifeStyleMainImages(Component){return props=>{const[store]=useStore();const{lifestyleImages}=store;const{name,thumbnail,image_file,render_image_details}=lifestyleImages?.[0]||{};// useEffect(() => {\n//     const wrapper = document.querySelector(\n//         \".product-lifestyle-images-wrapper\"\n//     )\n//     hideSectionWhenUnavailable({\n//         list: lifestyleImages,\n//         wrapper,\n//     })\n// }, [lifestyleImages])\nreturn /*#__PURE__*/_jsx(Component,{...props,title:name,image:image_file||render_image_details?.file||thumbnail});};}export function withProductLifeStyleCardImages(Component){return props=>{const[store]=useStore();const{lifestyleImages}=store;// const list = lifestyleImages?.slice(1)\nreturn /*#__PURE__*/_jsx(_Fragment,{children:lifestyleImages?.map(({name,thumbnail,image_file,render_image_details,id})=>/*#__PURE__*/_createElement(Component,{...props,key:id,title:name,image:image_file||render_image_details?.file||thumbnail}))});};}export function withProductBigCardWrapper(Component){return props=>{if(!props.className?.includes(\"product-big-card-wrapper\")){props.className+=\" product-big-card-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductDimensionShotImagesWrapper(Component){return props=>{const[store]=useStore();const{dimensionShotImages}=store||{};useEffect(()=>{hideSectionWhenUnavailable({hide:dimensionShotImages?.length===0,wrapper:document.querySelector(\".product-dimension-shots-images-wrapper\")});},[dimensionShotImages]);if(!props.className?.includes(\"product-dimension-shots-images-wrapper\")){props.className+=\" product-dimension-shots-images-wrapper product-section-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductDimensionShotMainImages(Component){return props=>{const[store]=useStore();const{dimensionShotImages}=store;const{name,thumbnail,image_file,render_image_details}=dimensionShotImages?.[0]||{};return /*#__PURE__*/_jsx(Component,{...props,title:name,image:image_file||render_image_details?.file||thumbnail});};}export function withProductDimensionShotCardImages(Component){return props=>{const[store]=useStore();const{dimensionShotImages}=store;return /*#__PURE__*/_jsx(_Fragment,{children:dimensionShotImages?.map(({name,thumbnail,image_file,render_image_details,id})=>/*#__PURE__*/_createElement(Component,{...props,key:id,title:name,image:image_file||render_image_details?.file||thumbnail}))});};}export function withProductGifsWrapper(Component){return props=>{if(!props.className?.includes(\"product-gifs-wrapper\")){props.className+=\" product-gifs-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductGifsCard(Component){return props=>{const[store]=useStore();const{gifs}=store;useEffect(()=>{hideSectionWhenUnavailable({hide:gifs?.length===0,wrapper:document.querySelector(\".product-gifs-wrapper\")});},[gifs]);return /*#__PURE__*/_jsx(_Fragment,{children:gifs?.map(({name,thumbnail,gif_file,id})=>/*#__PURE__*/_createElement(Component,{...props,key:id,title:name,image:thumbnail||gif_file}))});};}export function withProductVideoWrapper(Component){return props=>{if(!props.className?.includes(\"product-video-wrapper\")){props.className+=\" product-video-wrapper product-section-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductVideo(Component){return props=>{const[store]=useStore();const{details:{video}}=store;useEffect(()=>{hideSectionWhenUnavailable({hide:video?.length===0,wrapper:document.querySelector(\".product-video-wrapper\")});},[video]);const url=video?.[0]?.file;if(!props.className?.includes(\"product-video\")){props.className+=\" product-video\";}return /*#__PURE__*/_jsx(Component,{...props,link:url});};}export function withProductConfiguratorWrapper(Component){return props=>{if(!props.className?.includes(\"product-configurator-wrapper\")){props.className+=\" product-configurator-wrapper product-section-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductConfigurator(Component){return props=>{const[store]=useStore();const{details:{configurator}}=store;useEffect(()=>{hideSectionWhenUnavailable({hide:configurator?.length===0,wrapper:document.querySelector(\".product-configurator-wrapper\")});},[configurator]);const url=configurator?.[0]?.url;if(!props.className?.includes(\"product-configurator\")){props.className+=\" product-configurator\";}// return <Component {...props} link={url} />\nreturn /*#__PURE__*/_jsx(\"iframe\",{...props,style:{...props?.style,border:\"none\"},src:url,allowFullScreen:true});};}export function withProductSpinner360Wrapper(Component){return props=>{const[store]=useStore();const{imageViewer}=store||{};useEffect(()=>{hideSectionWhenUnavailable({hide:imageViewer?.length<24,wrapper:document.querySelector(\".product-spinner-360-wrapper\")});},[imageViewer]);if(!props.className?.includes(\"product-spinner-360-wrapper\")){props.className+=\" product-spinner-360-wrapper product-section-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductARViewerWrapper(Component){return props=>{const[store]=useStore();const{details}=store||{};useEffect(()=>{hideSectionWhenUnavailable({hide:!details?.glb_file,wrapper:document.querySelector(\".product-ar-wrapper\")});},[details]);if(!props.className?.includes(\"product-ar-wrapper\")){props.className+=\" product-ar-wrapper product-section-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductSectionWrapperAddClass(Component){return props=>{if(!props.className?.includes(\"product-section-wrapper\")){props.className+=\" product-section-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}// export function withProductTitleDescriptionV2(Component): ComponentType {\n//     return (props) => {\n//         const [store, setStore] = useStore()\n//         const {\n//             details: { name, description },\n//         } = store\n//         const fetchDetails = async (name = \"\") => {\n//             if (!name) {\n//                 // alert(\"Invalid product name!!!\")\n//                 // backToCataloguePage()\n//                 return\n//             }\n//             showHideLoading({ loading: true })\n//             const response = await apiGetProductDetails(`name=${name}`)\n//             const result = response?.results?.[0]\n//             showHideLoading({ loading: false })\n//             if (result) {\n//                 updatePageTitle(result?.name)\n//                 setStore((prev) => ({\n//                     ...prev,\n//                     details: {\n//                         ...result,\n//                     },\n//                 }))\n//                 getAllProductImages(result?.unicode, setStore)\n//             } else {\n//                 // alert(\"Product does not found!!!\")\n//                 // backToCataloguePage()\n//             }\n//         }\n//         useEffect(() => {\n//             if (isCanvas()) return\n//             const params = new URLSearchParams(window.location.search)\n//             fetchDetails(params.get(\"name\")) // id\n//         }, [])\n//         return (\n//             <Component\n//                 {...props}\n//                 title={name}\n//                 // description={\n//                 //     description ||\n//                 //     \"Immerse yourself in a world where precision meets craftsmanship, showcasing the perfect blend of aesthetics, functionality and discover unparalleled quality with our exceptional product.\"\n//                 // }\n//             />\n//         )\n//     }\n// }\nexport function withProductTabAddClass(Component){return props=>{if(!props.className?.includes(\"product-tab-type\")){props.className+=\" product-tab-type\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductActiveTabType(Component){return props=>{const[store,setStore]=useStore();const handleClick=e=>{const tab=e.target.closest(\".product-tab\");const tabClasses=tab.classList;if(tab){const type=tab.querySelector(\".product-tab-type .framer-text\")?.innerText;sessionStorage.setItem(\"PRODUCT_TAB_TYPE\",type||null);setStore(prev=>({...prev,productTabType:type||null}));}if(tabClasses.contains(\"selected\")){tabClasses.remove(\"selected\");}else{tabClasses.add(\"selected\");}};const loadProductCardInfo=()=>{const tabs=document.querySelectorAll(\".product-tab\");if(tabs?.length>0){for(let i=0;i<tabs.length;i++){tabs[i].addEventListener(\"click\",handleClick);}}};useEffect(()=>{const params=new URLSearchParams(window.location.search);if(!params.get(\"name\"))return;const tabs=document.querySelectorAll(\".product-tab\");if(tabs?.length>0){for(let i=0;i<tabs.length;i++){tabs[i].addEventListener(\"click\",handleClick);}}window.addEventListener(\"load\",loadProductCardInfo);return()=>{if(tabs?.length>0){for(let i=0;i<tabs.length;i++){tabs[i].removeEventListener(\"click\",handleClick);}}};},[]);if(!props.className?.includes(\"product-tab\")){props.className+=\" product-tab\";}return /*#__PURE__*/_jsx(Component,{...props});};}const playVideo=(video=null,time=500)=>{if(!video)return;setTimeout(()=>{video.autoplay=true;video.muted=true;},time);};const handleTabClick=({e,setStore,tabName=\"\"})=>{const name=new URLSearchParams(window.location.search)?.get(\"name\");const{trackCatalogProductViewed}=HUBSPOT_TRACK_EVENTS||{};const tab=e.target.closest(\".product-tab\");const tabClasses=tab.classList;if(tab){const type=tab.querySelector(\".product-tab-type .framer-text\")?.innerText;if(tabName){trackCatalogProductViewed({product_name:decodeURI(name),showcase_item_clicked:tabName||PRODUCT_TYPE_NAME[type],scrolled_to_section:\"\",hs_link_href:window.location.href});}sessionStorage.setItem(\"PRODUCT_TAB_TYPE\",type||null);setStore?.(prev=>({...prev,productTabType:type||null}));}// remove selected class\nconst productTabs=document.querySelectorAll(\".product-tab\");if(productTabs?.length>0){for(let i=0;i<productTabs.length;i++){productTabs[i].classList.remove(\"selected\");}}if(tabClasses.contains(\"selected\")){// tabClasses.remove(\"selected\")\n}else{tabClasses.add(\"selected\");}};function onIntersect(entries,observer){const name=new URLSearchParams(window.location.search)?.get(\"name\");const productTabType=sessionStorage.getItem(\"PRODUCT_TAB_TYPE\");const{trackCatalogProductViewed}=HUBSPOT_TRACK_EVENTS||{};entries.forEach(entry=>{if(entry.isIntersecting){// Execute your function here\nconst sectionTitle=entry.target.querySelector(\".product-section-title .framer-text\")?.innerText;console.log(`${entry?.target?.id} has come into view!`,sectionTitle);trackCatalogProductViewed({product_name:decodeURI(name),showcase_item_clicked:PRODUCT_TYPE_NAME[productTabType],scrolled_to_section:getCapitalize(sectionTitle),hs_link_href:window.location.href});// Stop observing this target element\nobserver.unobserve(entry.target);}});}const trackCatalogProductViewedOnInteraction=()=>{const observer=new IntersectionObserver(onIntersect,{root:null,rootMargin:\"0px\",threshold:.5});// Select all target elements to observe\nconst targetElements=document.querySelectorAll(\".product-section-wrapper\");// Start observing each target element\ntargetElements.forEach(target=>observer.observe(target));};var isProductPageViewed=false;export function withProductSpinner360Tab(Component){return props=>{const[store,setStore]=useStore();const{details,productTabType}=store||{};const{trackCatalogProductViewed}=HUBSPOT_TRACK_EVENTS||{};useEffect(()=>{let timerId;if(!isProductPageViewed){const name=new URLSearchParams(window.location.search)?.get(\"name\");trackCatalogProductViewed({product_name:decodeURI(name),showcase_item_clicked:\"360\\xb0 Spinner\",scrolled_to_section:\"\",hs_link_href:window.location.href});isProductPageViewed=true;timerId=setTimeout(()=>trackCatalogProductViewedOnInteraction(),5e3);}return()=>{if(timerId)clearInterval(timerId);};},[]);if(!props.className?.includes(\"product-tab\")){props.className+=\" product-tab selected\";}if(!props.className?.includes(\"product-spinner-360-tab\")){props.className+=\" product-spinner-360-tab\";}return /*#__PURE__*/_jsx(Component,{...props,image:details?.thumbnail,onClick:e=>handleTabClick({e,setStore,tabName:\"360\\xb0 Spinner\"})});};}export function withProductSilosTab(Component){return props=>{const[store,setStore]=useStore();const{siloImages}=store||{};const image=siloImages?.[0]?.thumbnail;useEffect(()=>{hideSectionWhenUnavailable({hide:siloImages?.length===0,wrapper:document.querySelector(\".product-silos-tab\")?.parentElement});},[siloImages]);if(!props.className?.includes(\"product-tab\")){props.className+=\" product-tab\";}if(!props.className?.includes(\"product-silos-tab\")){props.className+=\" product-silos-tab\";}return /*#__PURE__*/_jsx(Component,{...props,image:image,onClick:e=>handleTabClick({e,setStore,tabName:\"Silhouettes\"})});};}export function withProductLifestyleTab(Component){return props=>{const[store,setStore]=useStore();const{lifestyleImages}=store||{};const image=lifestyleImages?.[0]?.thumbnail;useEffect(()=>{hideSectionWhenUnavailable({hide:lifestyleImages?.length===0,wrapper:document.querySelector(\".product-lifestyle-tab\")?.parentElement});},[lifestyleImages]);if(!props.className?.includes(\"product-tab\")){props.className+=\" product-tab\";}if(!props.className?.includes(\"product-lifestyle-tab\")){props.className+=\" product-lifestyle-tab\";}return /*#__PURE__*/_jsx(Component,{...props,image:image,onClick:e=>handleTabClick({e,setStore,tabName:\"Lifestyle Imagery\"})});};}export function withProductVideoTab(Component){return props=>{const[store,setStore]=useStore();const{details}=store||{};const url=details?.video?.[0]?.file;useEffect(()=>{const video=document.querySelector(\".product-video-tab video\");playVideo(video);},[]);useEffect(()=>{hideSectionWhenUnavailable({hide:details?.video?.length===0,wrapper:document.querySelector(\".product-video-tab\")?.parentElement});},[details]);if(!props.className?.includes(\"product-tab\")){props.className+=\" product-tab\";}if(!props.className?.includes(\"product-video-tab\")){props.className+=\" product-video-tab\";}return /*#__PURE__*/_jsx(Component,{...props,videoUrl:url,onClick:e=>handleTabClick({e,setStore,tabName:\"Video\"})});};}export function withProductDimensionTab(Component){return props=>{const[store,setStore]=useStore();const{dimensionShotImages}=store||{};useEffect(()=>{hideSectionWhenUnavailable({hide:dimensionShotImages?.length===0,wrapper:document.querySelector(\".product-dimension-tab\")?.parentElement});},[dimensionShotImages]);if(!props.className?.includes(\"product-tab\")){props.className+=\" product-tab\";}if(!props.className?.includes(\"product-dimension-tab\")){props.className+=\" product-dimension-tab\";}return /*#__PURE__*/_jsx(Component,{...props,onClick:e=>handleTabClick({e,setStore,tabName:\"Dimension Shots\"})});};}export function withProductARViewerTab(Component){return props=>{const[store,setStore]=useStore();const{details}=store||{};useEffect(()=>{hideSectionWhenUnavailable({hide:!details?.glb_file,wrapper:document.querySelector(\".product-ar-tab\")?.parentElement});},[details]);if(!props.className?.includes(\"product-tab\")){props.className+=\" product-tab\";}if(!props.className?.includes(\"product-ar-tab\")){props.className+=\" product-ar-tab\";}return /*#__PURE__*/_jsx(Component,{...props,onClick:e=>handleTabClick({e,setStore,tabName:\"Augmented Reality\"})});};}export function withProductConfiguratorTab(Component){return props=>{const[store,setStore]=useStore();const{details}=store||{};useEffect(()=>{hideSectionWhenUnavailable({hide:details?.configurator?.length===0,wrapper:document.querySelector(\".product-configurator-tab\")?.parentElement});},[details]);if(!props.className?.includes(\"product-tab\")){props.className+=\" product-tab\";}if(!props.className?.includes(\"product-configurator-tab\")){props.className+=\" product-configurator-tab\";}return /*#__PURE__*/_jsx(Component,{...props,onClick:e=>handleTabClick({e,setStore,tabName:\"Configurator\"})});};}// export function withProductARViewerTab(Component): ComponentType {\n//     return (props) => {\n//         const [store, setStore] = useStore()\n//         if (!props.className?.includes(\"product-tab\")) {\n//             props.className += \" product-tab\"\n//         }\n//         if (!props.className?.includes(\"product-ar-tab\")) {\n//             props.className += \" product-ar-tab\"\n//         }\n//         return (\n//             <Component\n//                 {...props}\n//                 onClick={(e) => handleTabClick(e, setStore)}\n//             />\n//         )\n//     }\n// }\n// export function withProductConfiguratorTab(Component): ComponentType {\n//     return (props) => {\n//         const [store, setStore] = useStore()\n//         if (!props.className?.includes(\"product-tab\")) {\n//             props.className += \" product-tab\"\n//         }\n//         if (!props.className?.includes(\"product-configurator-tab\")) {\n//             props.className += \" product-configurator-tab\"\n//         }\n//         return (\n//             <Component\n//                 {...props}\n//                 onClick={(e) => handleTabClick(e, setStore)}\n//             />\n//         )\n//     }\n// }\nexport function withProductTabDetailsAddClass(Component){return props=>{const[store,setStore]=useStore();const{productTabType}=store||{};const hideTabContent=(type=null)=>{const content=document.querySelectorAll(\".product-tab-content\");if(content?.length>0){for(let i=0;i<content.length;i++){content[i].style.display=\"none\";}}if(type){let className=\"\";switch(type){case PRODUCT_TYPE.SPINNER_360:className=\".product-spinner-tab-content\";break;case PRODUCT_TYPE.SILOS:className=\".product-silos-tab-content\";break;case PRODUCT_TYPE.LIFESTYLE:className=\".product-lifestyle-tab-content\";break;case PRODUCT_TYPE.VIDEO:className=\".product-video-tab-content\";break;case PRODUCT_TYPE.DIMENSION:className=\".product-dimension-tab-content\";break;case PRODUCT_TYPE.AR_VIEWER:className=\".product-ar-tab-content\";break;case PRODUCT_TYPE.CONFIGURATOR:className=\".product-configurator-tab-content\";break;default:break;}if(className){document.querySelector(className).style.display=\"block\";document.querySelector(className).style.opacity=\"1\";}}};const showDetails=()=>{const tabDetails=document.querySelectorAll(\".product-tab-details\");if(tabDetails?.length>0){hideTabContent();for(let i=0;i<tabDetails.length;i++){const tab=tabDetails[i].querySelector(\".product-tab-type\");const type=tab?.querySelector(\".framer-text\")?.innerText;if(type===productTabType){tabDetails[i].parentElement.style.display=\"block\";hideTabContent(productTabType);}else{tabDetails[i].parentElement.style.display=\"none\";}}}};useEffect(showDetails,[productTabType]);if(!props.className?.includes(\"product-tab-details\")){props.className+=\" product-tab-details\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductSpinner360TabContentAddClass(Component){return props=>{if(!props.className?.includes(\"product-spinner-tab-content\")){props.className+=\" product-spinner-tab-content product-tab-content\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductSilosTabContentAddClass(Component){return props=>{if(!props.className?.includes(\"product-silos-tab-content\")){props.className+=\" product-silos-tab-content product-tab-content\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductLifestyleTabContentAddClass(Component){return props=>{if(!props.className?.includes(\"product-lifestyle-tab-content\")){props.className+=\" product-lifestyle-tab-content product-tab-content\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductVideoTabContentAddClass(Component){return props=>{if(!props.className?.includes(\"product-video-tab-content\")){props.className+=\" product-video-tab-content product-tab-content\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductDimensionShotsTabContentAddClass(Component){return props=>{if(!props.className?.includes(\"product-dimension-tab-content\")){props.className+=\" product-dimension-tab-content product-tab-content\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductARViewerTabContentAddClass(Component){return props=>{if(!props.className?.includes(\"product-ar-tab-content\")){props.className+=\" product-ar-tab-content product-tab-content\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductConfiguratorTabContentAddClass(Component){return props=>{if(!props.className?.includes(\"product-configurator-tab-content\")){props.className+=\" product-configurator-tab-content product-tab-content\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductActiveTabContentWrapperAddClass(Component){return props=>{if(!props.className?.includes(\"product-tab-content-wrapper\")){props.className+=\" product-tab-content-wrapper\";}return /*#__PURE__*/_jsx(Component,{...props});};}const hideProductTabContent=(type=\"IMAGE\")=>{const containerVideo=document.querySelector(\".product-tab-video-content\");const containerImage=document.querySelector(\".product-tab-image-content\");if(containerVideo&&containerImage){if(type===\"IMAGE\"){containerImage.parentElement.style.display=\"none\";containerImage.parentElement.style.opacity=\"0\";containerVideo.style.display=\"block\";containerVideo.style.opacity=\"1\";}else{containerVideo.style.display=\"none\";containerVideo.style.opacity=\"0\";containerImage.parentElement.style.display=\"block\";containerImage.parentElement.style.opacity=\"1\";}}};export function withProductActiveTabVideoContentWrapper(Component){return props=>{const[store,setStore]=useStore();const{productTabType}=store||{};const hide=[PRODUCT_TYPE.SPINNER_360,PRODUCT_TYPE.SILOS,PRODUCT_TYPE.LIFESTYLE].includes(productTabType);useEffect(()=>{hideProductTabContent(hide?\"URL\":\"IMAGE\");},[hide]);if(!props.className?.includes(\"product-tab-video-content\")){props.className+=\" product-tab-video-content\";}return /*#__PURE__*/_jsx(Component,{...props,style:{width:\"100%\",display:\"none\"}});};}export function withProductActiveTabVideoContent(Component){return props=>{const[store,setStore]=useStore();const[url,setUrl]=useState(null);const{details,productTabType}=store||{};const{video}=details;useEffect(()=>{switch(productTabType){case PRODUCT_TYPE.VIDEO:setUrl(video?.[0]?.file);break;default:break;}},[productTabType,video]);return /*#__PURE__*/_jsx(Component,{...props,link:url,style:{width:\"100%\",display:\"none\"}});};}export function withProductActiveTabImageContent(Component){return props=>{const[store,setStore]=useStore();const[url,setUrl]=useState(null);const[imageLoaded,setImageLoaded]=useState(false);const{imageViewer,details,siloImages,lifestyleImages,productTabType}=store||{};const{thumbnail,unicode,owner_organization}=details;useEffect(()=>{switch(productTabType){case PRODUCT_TYPE.SPINNER_360:break;case PRODUCT_TYPE.SILOS:const siloImage=siloImages?.[0]?.image_file||siloImages?.[0]?.render_image_details?.file;setUrl(siloImage);break;case PRODUCT_TYPE.LIFESTYLE:const lifestyleImage=lifestyleImages?.[0]?.image_file||lifestyleImages?.[0]?.render_image_details?.file;setUrl(lifestyleImage);break;default:break;}},[productTabType,lifestyleImages,siloImages]);const fetchDetails=async()=>{if(!unicode||!owner_organization)return;// id\n// const params = `product_uuid=${unicode}&product_org=${owner_organization}&is_preview=true`\nconst params=`unicode=${unicode}&per_page=100`;showHideLoading({loading:true});const response=await apiGetProduct360Viewer(params);showHideLoading({loading:false});setStore(prev=>({...prev,imageViewer:getSortArrayByKey(response?.results,\"sequence_number\")}));};useEffect(()=>{if(isCanvas()||!unicode)return;fetchDetails();},[unicode,owner_organization]);useEffect(()=>{console.log(\"DEBUG___store\",{url,...store});},[store,url]);const hide=[PRODUCT_TYPE.VIDEO].includes(productTabType);useEffect(()=>{hideProductTabContent(hide?\"IMAGE\":\"URL\");},[hide]);if(productTabType===PRODUCT_TYPE.SPINNER_360){if(!props.className?.includes(\"product-image\")){props.className+=\" product-image\";}return /*#__PURE__*/_jsx(\"div\",{...props,style:{width:\"100%\"},children:imageViewer?.length>=24?/*#__PURE__*/_jsx(React360,{numImages:imageViewer?.length,productImages:imageViewer?.map(list=>list?.image_file)||[],setImageLoaded:setImageLoaded,isFullscreen:false}):/*#__PURE__*/_jsx(\"img\",{src:thumbnail,loading:\"lazy\"})});}if(!props.className?.includes(\"product-tab-image-content\")){props.className+=\" product-tab-image-content\";}return /*#__PURE__*/_jsx(Component,{...props,image:url,style:{width:\"100%\"}});};}export function withProductShare(Component){return props=>{const[store,setStore]=useStore();const[title,setTitle]=useState(null);const handleCopy=async e=>{let url=window.location.href;const prevText=e.target.innerText;if(window.location.pathname!==PRODUCT_DETAIL_ROUTE){url=window.location.origin+PRODUCT_DETAIL_ROUTE+window.location.search;}try{await navigator.clipboard.writeText(url);setTitle(\"Copied\");setTimeout(()=>setTitle(prevText),2e3);}catch(err){console.error(\"Failed to copy: \",err);}};if(!props.className?.includes(\"product-share-page\")){props.className+=\" product-share-page\";}return /*#__PURE__*/_jsx(Component,{...props,...title?{title}:{},onClick:handleCopy});};}\nexport const __FramerMetadata__ = {\"exports\":{\"withProductActiveTabContentWrapperAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductActiveTabContentWrapperAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductLifestyleTab\":{\"type\":\"reactHoc\",\"name\":\"withProductLifestyleTab\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductSpinner360Tab\":{\"type\":\"reactHoc\",\"name\":\"withProductSpinner360Tab\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductSpinner360Wrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductSpinner360Wrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetProductsList\":{\"type\":\"reactHoc\",\"name\":\"withGetProductsList\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductDimensionShotsTabContentAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductDimensionShotsTabContentAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductDetails\":{\"type\":\"reactHoc\",\"name\":\"withProductDetails\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductTitleAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductTitleAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductSilosTabContentAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductSilosTabContentAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductActiveTabType\":{\"type\":\"reactHoc\",\"name\":\"withProductActiveTabType\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductConfiguratorTabContentAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductConfiguratorTabContentAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductTitleDescription\":{\"type\":\"reactHoc\",\"name\":\"withProductTitleDescription\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductCategoriesListWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductCategoriesListWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductLifeStyleMainImages\":{\"type\":\"reactHoc\",\"name\":\"withProductLifeStyleMainImages\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductBigCardWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductBigCardWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetLimitedProductsList\":{\"type\":\"reactHoc\",\"name\":\"withGetLimitedProductsList\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductSiloImagesWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductSiloImagesWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetProductCategoriesList\":{\"type\":\"reactHoc\",\"name\":\"withGetProductCategoriesList\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductVideoTabContentAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductVideoTabContentAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductShare\":{\"type\":\"reactHoc\",\"name\":\"withProductShare\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductLifeStyleCardImages\":{\"type\":\"reactHoc\",\"name\":\"withProductLifeStyleCardImages\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useStore\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductsListWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductsListWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductARViewerTab\":{\"type\":\"reactHoc\",\"name\":\"withProductARViewerTab\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductTabAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductTabAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductSiloCardImages\":{\"type\":\"reactHoc\",\"name\":\"withProductSiloCardImages\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"showHideLoading\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getSortArrayByKey\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductLifestyleTabContentAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductLifestyleTabContentAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fetchAllPages\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductVideoWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductVideoWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductSilosTab\":{\"type\":\"reactHoc\",\"name\":\"withProductSilosTab\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductConfigurator\":{\"type\":\"reactHoc\",\"name\":\"withProductConfigurator\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductTabDetailsAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductTabDetailsAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"isCanvas\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"PRODUCT_AR_ROUTE\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProduct360Viewer\":{\"type\":\"reactHoc\",\"name\":\"withProduct360Viewer\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductARViewerTabContentAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductARViewerTabContentAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductConfiguratorWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductConfiguratorWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductActiveTabVideoContent\":{\"type\":\"reactHoc\",\"name\":\"withProductActiveTabVideoContent\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductSiloMainImages\":{\"type\":\"reactHoc\",\"name\":\"withProductSiloMainImages\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductDimensionShotMainImages\":{\"type\":\"reactHoc\",\"name\":\"withProductDimensionShotMainImages\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductSpinner360TabContentAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductSpinner360TabContentAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductActiveTabImageContent\":{\"type\":\"reactHoc\",\"name\":\"withProductActiveTabImageContent\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductARViewerWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductARViewerWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductGifsCard\":{\"type\":\"reactHoc\",\"name\":\"withProductGifsCard\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductActiveTabVideoContentWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductActiveTabVideoContentWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"backToCataloguePage\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductVideo\":{\"type\":\"reactHoc\",\"name\":\"withProductVideo\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductConfiguratorTab\":{\"type\":\"reactHoc\",\"name\":\"withProductConfiguratorTab\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductGifsWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductGifsWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductDimensionTab\":{\"type\":\"reactHoc\",\"name\":\"withProductDimensionTab\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductSectionTitleAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductSectionTitleAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductSectionWrapperAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductSectionWrapperAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"apiGetProductDetails\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductDimensionShotImagesWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductDimensionShotImagesWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductDetailWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductDetailWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductDimensionShotCardImages\":{\"type\":\"reactHoc\",\"name\":\"withProductDimensionShotCardImages\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductVideoTab\":{\"type\":\"reactHoc\",\"name\":\"withProductVideoTab\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductLifeStyleImagesWrapper\":{\"type\":\"reactHoc\",\"name\":\"withProductLifeStyleImagesWrapper\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}", "// Welcome to Code in Framer\n// Get Started: https://www.framer.com/developers/\nimport{jsx as _jsx,jsxs as _jsxs,Fragment as _Fragment}from\"react/jsx-runtime\";import{useEffect,useMemo,useRef,useState}from\"react\";import{apiGetProductDetails,PRODUCT_AR_ROUTE,backToCataloguePage,showHideLoading,isCanvas}from\"https://framerusercontent.com/modules/OOTEhGHcmjgDAX6AjJX8/mPwaeSn298yLWY3WbZsF/Products.js\";/**\n * These annotations control how your component sizes\n * Learn more: https://www.framer.com/developers/#code-components-auto-sizing\n *\n * @framerSupportedLayoutWidth auto\n * @framerSupportedLayoutHeight auto\n */export const checkIsMobile=()=>{if(navigator.userAgent.match(/Android/i)||navigator.userAgent.match(/webOS/i)||navigator.userAgent.match(/iPhone/i)||navigator.userAgent.match(/iPad/i)||navigator.userAgent.match(/iPod/i)||navigator.userAgent.match(/BlackBerry/i)||navigator.userAgent.match(/Windows Phone/i))return true;return false;};export default function QRCodeGenerator(props){const btnRef=useRef();const modRef=useRef();const[propData,setPropData]=useState(null);const addQRScript=()=>{const script=document.createElement(\"script\");const scriptId=document.querySelector(\"#product-qr-code\");if(script&&!scriptId){script.id=\"product-qr-code\";script.src=\"https://cdnjs.cloudflare.com/ajax/libs/qrcodejs/1.0.0/qrcode.min.js\";// script.defer = true\n// script.async = \"true\"\nscript.onload=()=>{generateQRCode();console.log(\"QR script loaded\");};document.head.appendChild(script);}};const removeScript=(id=\"\")=>{if(!id)return;const script=document.querySelector(id);if(script){script.remove();}};const generateQRCode=()=>{const qrcode=document.querySelectorAll(\".qrCode\");if(qrcode?.length>0){for(let i=0;i<qrcode.length;i++){const qr=new QRCode(qrcode[i]);const params=new URLSearchParams(window.location.search);const name=params?.get(\"name\")?.replaceAll(\" \",\"__\");const path=window.location.origin+PRODUCT_AR_ROUTE+`?name=${name}`;qr.makeCode(path);console.log(\"DEBUG__props\",props);const img=qrcode?.[i]?.querySelector(\"img\");if(img){img.style.width=\"100px\"// props?.width || \"100%\"\n;img.style.objectFit=\"contain\"// props?.width || \"100%\"\n;img.style.objectPosition=\"center\"// props?.width || \"100%\"\n;}}}};const addModelViewerScript=()=>{if(isCanvas())return;const script=document.createElement(\"script\");const scriptId=document.querySelector(\"#product-model-viewer\");if(script&&!scriptId){script.id=\"product-model-viewer\";script.src=\"https://ajax.googleapis.com/ajax/libs/model-viewer/3.1.1/model-viewer.min.js\";// script.defer = true\n// script.async = true\nscript.type=\"module\";script.onload=()=>{console.log(\"model script loaded\");};document.head.appendChild(script);}};const modelViewer=()=>{return /*#__PURE__*/_jsx(\"model-viewer\",{src:propData?.glb_file+\"#canonicalWebPageURL=https://imagine.io\",\"ios-src\":propData?.usdz_file?propData?.usdz_file+\"#canonicalWebPageURL=https://imagine.io\":\"\",\"ar-modes\":\"webxr quick-look scene-viewer\",id:\"main-frame\",orientation:\"0 0 0 1\",\"camera-controls\":true,ar:true,\"ar-scale\":\"auto\",\"shadow-intensity\":\"1\",ref:modRef,style:{width:\"0\",height:\"0\"},children:/*#__PURE__*/_jsx(\"button\",{slot:\"ar-button\",id:\"ar-button\",ref:btnRef,style:{width:24,height:24,opacity:1}})});};const ModelViewComponent=useMemo(()=>modelViewer(),[btnRef,propData]);useEffect(()=>{addQRScript();addModelViewerScript();},[]);useEffect(()=>{if(!modRef?.current||!checkIsMobile())return;modRef?.current?.addEventListener(\"load\",()=>{showHideLoading({loading:false});console.log(\"Model has finished loading.\");});return()=>{if(!modRef?.current)return;showHideLoading({loading:false});removeScript(\"#product-qr-code\");removeScript(\"#product-model-viewer\");modRef?.current?.removeEventListener(\"load\",()=>{});};},[modRef?.current]);useEffect(()=>{const fetchProduct=async(n=\"\")=>{if(n&&window.location.pathname.includes(PRODUCT_AR_ROUTE)){const _n=n?.replace(/__/g,\" \");showHideLoading({loading:true,transparent:false});const response=await apiGetProductDetails(`name=${_n}`);const result=response?.results?.[0];showHideLoading({loading:false});if(result?.glb_file&&!result?.glb_file?.toLowerCase()?.includes(\".glb\")){alert(\"Invalid model file.\");showHideLoading({loading:false});}else if(result?.glb_file){const canLoadFile=await fetch(result?.glb_file);if(canLoadFile?.ok)setPropData(result);else{alert(\"Unable to load file. Please try again later!\");}showHideLoading({loading:false});}else{alert(\"Product does not found!!!\");backToCataloguePage();}}else{showHideLoading({loading:false});// alert(\"Product does not found!!!\")\n// backToCataloguePage()\n}};const params=new URLSearchParams(window.location.search);if(!isCanvas()&&checkIsMobile())fetchProduct(params?.get(\"name\"));},[]);useEffect(()=>{if(isCanvas()||!propData||!btnRef?.current||!checkIsMobile())return;showHideLoading({loading:true,transparent:false});const timerId=setTimeout(()=>{if(propData&&btnRef?.current){btnRef?.current?.click?.();showHideLoading({loading:true,transparent:false});}},500);return()=>{if(timerId)clearInterval(timerId);};},[propData,btnRef,isCanvas]);return /*#__PURE__*/_jsxs(_Fragment,{children:[propData?ModelViewComponent:null,/*#__PURE__*/_jsx(\"div\",{id:\"qrCode\",className:\"qrCode\"})]});}// Styles are written in object syntax\n// Learn more: https://reactjs.org/docs/dom-elements.html#style\n\nexport const __FramerMetadata__ = {\"exports\":{\"checkIsMobile\":{\"type\":\"variable\",\"annotations\":{\"framerSupportedLayoutHeight\":\"auto\",\"framerContractVersion\":\"1\",\"framerSupportedLayoutWidth\":\"auto\"}},\"default\":{\"type\":\"reactComponent\",\"name\":\"QRCodeGenerator\",\"slots\":[],\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}", "import{getGuestLoginDataFromLocal}from\"https://framerusercontent.com/modules/Qrhozy42ODiRyyKCWAgu/LDlqvsUMkySIw0hnIfCc/SelfServe.js\";import{shouldRegisterEvents}from\"https://framerusercontent.com/modules/bht4YxYvS1EtDNlVwP8y/zY58G4Rphds6eYqGjVJS/Hubspot_Events.js\";// Load Segment's analytics.js script dynamically\nexport const segmentLoad=()=>{if(!shouldRegisterEvents())return;console.log(\"load called\",window.analytics);if(!window?.analytics){const script=document.createElement(\"script\");script.src=\"https://cdn.segment.com/analytics.js/v1/lfxNF4OZiqL8PoirHBUEvW94BSVV0xgW/analytics.min.js\";script.async=true;script.onload=()=>{console.log(\"Segment analytics.js loaded\");window?.analytics?.load(\"lfxNF4OZiqL8PoirHBUEvW94BSVV0xgW\");window?.analytics?.page()// Send a page view on load\n;};document?.head?.appendChild(script);}else{window?.analytics?.page()// Send a page view if already loaded\n;}};export const callTrackEvent=async(event,data={},addCustOrgId)=>{if(!shouldRegisterEvents())return;let guestData=await getGuestLoginDataFromLocal();const url=window.location.href;const utm_source=url.split(\"utm_source=\");let finalUtmUrl=\"\";if(utm_source?.length>1){finalUtmUrl=utm_source[1].split(\"&\")[0];}if(window.analytics){const objToSend={Guid:guestData?.id||\"\",Timestamp:new Date().toISOString(),Source:finalUtmUrl,PageSource:url,URL:url,User_name:guestData?.name,...data};if(addCustOrgId){let loginData=localStorage.getItem(\"loginData\");if(loginData){loginData=JSON.parse(loginData);objToSend[\"Org_id\"]=loginData?.data?.info?.organization;objToSend[\"Cust_id\"]=loginData?.data?.id;}}window.analytics.track(event,objToSend);console.log(event,\"event sent to Segment\",objToSend);}};\nexport const __FramerMetadata__ = {\"exports\":{\"segmentLoad\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"callTrackEvent\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}", "import{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{useEffect,useState}from\"react\";import{createStore}from\"https://framer.com/m/framer/store.js@^1.0.0\";import{randomColor}from\"https://framer.com/m/framer/utils.js@^0.9.0\";import{useStore as modelStoreData}from\"https://framerusercontent.com/modules/27LpsBfn0auCgG9AOqtA/fhFHiFdOwlhnddgQ6lt8/Upload3dModel.js\";import{convertBytesInMB,getExtension,NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,MAX_3D_MODEL_PRODUCT_NAME_LENGTH}from\"https://framerusercontent.com/modules/27LpsBfn0auCgG9AOqtA/fhFHiFdOwlhnddgQ6lt8/Upload3dModel.js\";import{ROOT_API}from\"https://framerusercontent.com/modules/0zYdC2pD6JRYGZS5lOsI/bEqB6hHCsxi9dHxxs6HB/PayAsYouGo.js\";import{checkIsMobile}from\"https://framerusercontent.com/modules/R5zJOGROjfodUtklU0BX/w8fnRXAY9kLUahIbc6sk/QRCodeGenerator.js\";import{callTrackEvent}from\"https://framerusercontent.com/modules/sAg1Vq6Uhcdm0gGKWqo1/YLeDZRz2tErN901XV674/UseSegment.js\";import{USERPILOT_EVENTS}from\"https://framerusercontent.com/modules/bht4YxYvS1EtDNlVwP8y/zY58G4Rphds6eYqGjVJS/Hubspot_Events.js\";const ROOT_URL=\"https://app.imagine.io/\";const GUIDELINE_URL=`${ROOT_URL}3d-model-help-center`;const ACCEPT_TEXTURE=\".jpg, .jpeg, .png\";// Learn more: https://www.framer.com/docs/guides/overrides/\nfunction getModelStoreData(){const[store,setStore]=modelStoreData();return{modelStore:store,setModelStore:setStore};}export const useStore=createStore({background:\"#0099FF\",images:[{id:28332,name:\"Duffle Bag 360\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/duffle_bag/bag_thumb.jpg\",baseImage:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/duffle_bag/bag_main.jpg\",propUrl:\"https://media-stag.imagine.io/media/public/self_serve_tex_upload_model/bag_tx.glb\",hotspot_data:[{id:11,name:\"Apply here\",objectName:\"leather1__Send\",position:{x:22,y:19},thumbnail:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/duffle_bag/bag_hotspot1.png\",is_reverse:false},{id:12,name:\"Apply here\",objectName:\"leather2__Send\",position:{x:75,y:55},thumbnail:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/duffle_bag/bag_hotspot2.png\",is_reverse:true}]},{id:19472,name:\"Hand Knotted Rug\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/rug/rug_thumb.jpg\",baseImage:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/rug/Rug_main.jpg\",propUrl:\"https://media-stag.imagine.io/media/public/self_serve_tex_upload_model/rug_tx.glb\",hotspot_data:[{id:11,name:\"Apply here\",objectName:\"carpet__Bak\",position:{x:75,y:30},thumbnail:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/rug/Rug_hotspot1.png\",is_reverse:true}]},{id:16151,name:\"Vanity Sink With Mirror\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/vanity/vanity_thumb.jpg\",baseImage:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/vanity/vanity_main.jpg\",propUrl:\"https://media-stag.imagine.io/media/public/self_serve_tex_upload_model/vanity_tx.glb\",hotspot_data:[{id:11,name:\"Apply here\",objectName:\"base__Bak\",position:{x:75,y:50},thumbnail:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/vanity/vanity_hotspot1.png\",is_reverse:true},{id:12,name:\"Apply here\",objectName:\"top_1__Send\",position:{x:67,y:22},thumbnail:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/vanity/vanity_hotspot2.png\",is_reverse:true}]},{id:20188,name:\"Wallpaper Roll\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/wall/wallpaper_thumb.jpg\",baseImage:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/wall/wallpaper_main.jpg\",propUrl:\"https://media-stag.imagine.io/media/public/self_serve_tex_upload_model/paper_roll_tx.glb\",hotspot_data:[{id:11,name:\"Apply here\",objectName:\"wallpaper_roll_front__Bak\",position:{x:63,y:42},thumbnail:\"https://media.imagine.io/media/public/self-serve-models/models_to_apply_textures/wall/wallpaper_hotspot1.png\",is_reverse:true}]}],selectedImage:null,selectedHotspotImage:null,fileData:null,files:[]});export const DEFAULT_DPI=72;export const MAX_UPLOAD_WIDTH_PIXELS=16384;export const MAX_UPLOAD_HEIGHT_PIXELS=16384;export const getImageDetails=src=>{let isBlob=src instanceof Blob;if(isBlob){src=URL.createObjectURL(src);}return new Promise((resolve,reject)=>{const dpi=DEFAULT_DPI//Static dpi for now, need to find a method to get dpi form image uploaded\n;const img=new Image;img.onload=()=>{if(isBlob)URL.revokeObjectURL(src);resolve({width:img.width,height:img.height,dpi:dpi,widthInches:img.width/dpi,heightInches:img.height/dpi});};img.onerror=(error,source)=>{console.error(error,source);if(isBlob)URL.revokeObjectURL(src);reject(error);};img.src=src;});};export function withRotate(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,animate:{rotate:90},transition:{duration:2}});};}export function withHover(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,whileHover:{scale:1.05}});};}export function withRandomColor(Component){return props=>{const[store,setStore]=useStore();return /*#__PURE__*/_jsx(Component,{...props,animate:{background:store.background},onClick:()=>{setStore({background:randomColor()});}});};}export function withClosePopup(Component){return props=>{const{modelStore,setModelStore}=getModelStoreData();const[store,setStore]=useStore();const{trackTextureModelUploadCancelled}=USERPILOT_EVENTS;const closePopup=()=>{// deleteDatabase(\"MyDatabase\")\ntrackTextureModelUploadCancelled({model_id:store?.selectedImage?.id,model_name:store?.selectedImage?.name,upload_type:\"Texture upload\",upload_extension:store?.files?.length>0?store?.files?.[0]?.extension:\"\",file_name:store?.files?.length>0?store?.files?.[0]?.name:\"\",hotspot_name:store?.selectedHotspotImage?store?.selectedHotspotImage?.objectName:\"\",reason:\"Popup closed\"});setModelStore(prev=>({...prev,showTextureModal:false}));setStore(prev=>({...prev,selectedImage:null,selectedHotspotImage:null,fileData:null,files:[]}));};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\"},onClick:closePopup});};}export function withImageHotspots(Component){return props=>{const[store,setStore]=useStore();const{selectedHotspotImage}=store;const{selectedImage,files}=store;const[hotspotImage,setHotspotImage]=useState(null);const{trackTextureHotspotSelected}=USERPILOT_EVENTS;const imageStyle={width:\"100%\",height:\"100%\",position:\"absolute\",top:\"0px\",left:\"0px\",objectFit:\"cover\"};const divStyle={width:\"100%\",height:\"100%\"};const hotspotStyle={alignItems:\"center\",borderRadius:\"4px\",display:\"flex\",flex:\"0 0 auto\",gap:\"10px\",height:\"32px\",overflow:\"hidden\",padding:\"4px 12px\",position:\"relative\",cursor:\"pointer\",fontWeight:\"bold\"};const setSelectedHotspotImage=image=>{setStore(prev=>({...prev,selectedHotspotImage:image}));};const selectHotspotImage=val=>{if(selectedHotspotImage?.id===val?.id){setSelectedHotspotImage(null);}else{trackTextureHotspotSelected({model_id:selectedImage?.id,model_name:selectedImage?.name,file_name:files?.[0]?.name?.trim()||\"\",upload_type:\"Texture\",upload_extension:files?.[0]?.extension,hotspot_name:val?.objectName});setSelectedHotspotImage(val);}};const onMouseEnter=val=>{setHotspotImage(val);};const onMouseLeave=val=>{setHotspotImage(null);};return /*#__PURE__*/_jsx(Component,{...props,children:/*#__PURE__*/_jsxs(\"div\",{style:{...divStyle,position:\"relative\",overflow:\"visible\",borderRadius:\"8px\"},children:[/*#__PURE__*/_jsx(\"img\",{src:selectedImage?.baseImage,style:{...imageStyle,zIndex:1}}),(hotspotImage?.thumbnail||selectedHotspotImage?.thumbnail)&&/*#__PURE__*/_jsx(\"img\",{src:hotspotImage?.thumbnail||selectedHotspotImage?.thumbnail,style:{...imageStyle,zIndex:2}}),/*#__PURE__*/_jsx(\"div\",{style:{...divStyle,position:\"absolute\",top:\"0px\",left:\"0px\",zIndex:3},children:selectedImage?.hotspot_data?.map((val,index)=>{return /*#__PURE__*/_jsxs(\"div\",{style:{position:\"absolute\",display:\"flex\",justifyContent:\"center\",alignItems:\"center\",flexDirection:!val?.is_reverse?\"row\":\"row-reverse\",top:`${val.position.y}%`,left:`${val.position.x}%`},children:[/*#__PURE__*/_jsx(\"div\",{style:{...hotspotStyle,color:selectedHotspotImage?.id===val.id||hotspotImage?.id===val.id?\"white\":\"rgb(235, 78, 10)\",backgroundColor:selectedHotspotImage?.id===val.id||hotspotImage?.id===val.id?\"rgba(235, 78, 10, 1)\":\"rgba(235, 78, 10, 0.25)\",[!val?.is_reverse?\"marginRight\":\"marginLeft\"]:\"5px\"},onClick:()=>selectHotspotImage(val),onMouseEnter:()=>onMouseEnter(val),onMouseLeave:()=>onMouseLeave(val),children:val.name}),/*#__PURE__*/_jsx(\"div\",{className:\"hotspot-dot animate\"})]},index);})})]})});};}export function withImages(Component){return props=>{const[store,setStore]=useStore();const{images,selectedImage,files,selectedHotspotImage}=store;const{trackModelSelectedForTexture}=USERPILOT_EVENTS;useEffect(()=>{if(!selectedImage){setStore(prev=>({...prev,selectedImage:images[0]}));}});const onSelectImage=image=>{trackModelSelectedForTexture({model_id:image?.id,model_name:image?.name,file_name:files?.[0]?.name?.trim()||\"\",upload_type:\"Texture\",upload_extension:files?.[0]?.extension,hotspot_name:selectedHotspotImage?.objectName});setStore(prev=>({...prev,selectedImage:image,selectedHotspotImage:null}));};return /*#__PURE__*/_jsx(Component,{...props,children:images.map((val,index)=>{return /*#__PURE__*/_jsx(\"div\",{style:{height:\"40px\",width:\"40px\",opacity:val.id===selectedImage?.id?1:.5,border:val.id===selectedImage?.id?\"1px solid rgb(235, 78, 10)\":\"1px solid transparent\",borderRadius:\"3px\",position:\"relative\",flex:\"0 0 auto\",cursor:\"pointer\",overflow:\"hidden\"},onClick:()=>onSelectImage(val),children:/*#__PURE__*/_jsx(\"img\",{src:val.thumbnail,style:{height:\"100%\",width:\"100%\",objectFit:\"cover\"}})},index);})});};}export function withContinueBtn(Component){return props=>{const[store,setStore]=useStore();const{selectedHotspotImage}=store;const onContinue=()=>{if(!selectedHotspotImage){return;}// window.location.href = \"/self-serve-model-viewer?isTexture=true\"\nconst uploadProcess=document.getElementById(\"upload-model-viewer-loading-parent\");const textureModal=document.getElementById(\"texture-upload-modal\");if(uploadProcess&&textureModal){uploadProcess.style.display=\"flex\";textureModal.style.display=\"none\";}};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\",opacity:selectedHotspotImage?1:.5},onClick:onContinue});};}export function withHideImage(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:\"none\"}});};}export function withTextureImage(Component){return props=>{const[store,setStore]=useStore();const{fileData,files}=store;useEffect(()=>{getUploadedFile();},[files]);const getUploadedFile=async()=>{if(files?.length){let allowedFiles=files[files.length-1];const fileName=allowedFiles.name||\"\";allowedFiles=allowedFiles?.file;let fileData={};console.log(allowedFiles,\"allowedFiles\");const size=convertBytesInMB(allowedFiles?.size||allowedFiles?.sizeBytes||allowedFiles?.bytes);const isAvailableToUpload=true;const id=crypto.randomUUID().slice(2);const{width,height,dpi}=await getImageDetails(allowedFiles);fileData={id:id,fildId:allowedFiles?.id||id,filename:fileName?.trim(),extension:getExtension(fileName),size,width:toUnityFixed(width/dpi)*CM_IN_ONE_INCHES,height:toUnityFixed(height/dpi)*CM_IN_ONE_INCHES,dpi,file:allowedFiles,url:allowedFiles?.link||allowedFiles?.blobUrl||URL.createObjectURL(allowedFiles),isUploaded:false,isFailed:\"\",isAvailableToUpload,access_token:\"it does not work without token :( waiting for backend update\",type:1};console.log(fileData,\"fileData to check\");setStore(prev=>({...prev,fileData:fileData}));}};return /*#__PURE__*/_jsx(Component,{...props,children:fileData?.url&&/*#__PURE__*/_jsx(\"img\",{src:fileData?.url,style:checkIsMobile()?{width:\"100%\",height:\"100px\",objectFit:\"contain\"}:{width:\"100%\",height:\"100%\",objectFit:\"contain\"}})});};}export function withTextureFileName(Component){return props=>{const[store,setStore]=useStore();const{fileData}=store;return /*#__PURE__*/_jsx(Component,{...props,children:fileData?.filename&&/*#__PURE__*/_jsx(\"p\",{className:\"framer-text\",style:{fontSize:\"15px\",overflow:\"hidden\",textOverflow:\"ellipsis\",whiteSpace:\"nowrap\"},children:fileData?.filename})});};}export function withTextureFileSize(Component){return props=>{const[store,setStore]=useStore();const{fileData}=store;return /*#__PURE__*/_jsx(Component,{...props,children:fileData?.size&&/*#__PURE__*/_jsx(\"p\",{className:\"framer-text\",style:{fontSize:\"12px\",color:\"rgb(128, 125, 119)\"},children:`${fileData?.size} mb`})});};}export function withGuideLines(Component){return props=>{const[store,setStore]=useStore();const{files,selectedHotspotImage,selectedImage}=store;const{trackGuidelinesClicked}=USERPILOT_EVENTS;const clickedGuidelines=()=>{let dataForSegment={};dataForSegment[\"Upload type\"]=\"Texture\";dataForSegment[\"Hotspot_id\"]=selectedHotspotImage?.id||\"\";dataForSegment[\"FileName\"]=files?.[0]?.name?.trim()||\"\";dataForSegment[\"widget_id\"]=selectedImage?.id||\"\";dataForSegment[\"widget_name\"]=selectedImage?.name||\"\";trackGuidelinesClicked({model_id:selectedImage?.id,model_name:selectedImage?.name,file_name:files?.[0]?.name?.trim()||\"\",upload_type:\"Texture\",upload_extension:files?.[0]?.extension});callTrackEvent(\"Guidelines\",dataForSegment,true);window.open(GUIDELINE_URL);};return /*#__PURE__*/_jsx(Component,{...props,style:{cursor:\"pointer\"},onClick:()=>clickedGuidelines()});};}export function withReplaceTexture(Component){return props=>{const[store,setStore]=useStore();const{fileData,selectedHotspotImage,selectedImage}=store;const{trackReplaceTextureClicked,trackTextureReplacedSuccessfully}=USERPILOT_EVENTS;const uploadTexture=async fileList=>{const maxSize=200*1024*1024;const currentFile=fileList?.[0];if(currentFile?.size>=maxSize){alert(\"You can upload a model of maximum 200mb size\");return;}// openDatabase().then((db) => saveDataToIdb(db, {file: fileToBlob(currentFile), name: currentFile.name}))\nlet allowedFiles=[...fileList]?.filter(f=>ACCEPT_TEXTURE.includes(getExtension(f?.name)));const haveOtherFormat=[...fileList].some(a=>!ACCEPT_TEXTURE.includes(getExtension(a?.name)));if(haveOtherFormat){alert(`Only ${ACCEPT_TEXTURE.split(\",\").join(\", \")} is allowed for upload.`);}const _files=[];[...allowedFiles].forEach(async(f,i)=>{const size=convertBytesInMB(f?.size||f?.sizeBytes||f?.bytes);if(size>=200){// checking if file size is greater than 20 0MB\nalert(`File \"${f.name}\" is too large. Maximum file size is 200 MB.`);return;}let name=f?.name?.split(\".\")?.[0]?.trim()?.replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\"\");name=name?.substring(0,MAX_3D_MODEL_PRODUCT_NAME_LENGTH-4);const isAvailableToUpload=true//i < _uploadAvailableLimit;\n;const id=crypto.randomUUID().slice(2);trackTextureReplacedSuccessfully({model_id:selectedImage?.id,model_name:selectedImage?.name,file_name:name,upload_type:\"Texture\",upload_extension:getExtension(f.name)});_files.push({id:id,fildId:f?.id||id,name:name,filename:f.name?.trim(),extension:getExtension(f.name),size,file:f,url:f?.link||f?.blobUrl||URL.createObjectURL(f),isUploaded:false,isFailed:\"it does not work without token :( waiting for backend update\",isAvailableToUpload,access_token:1,type:1});});let dataForSegment={};dataForSegment[\"Upload type\"]=\"Texture\";dataForSegment[\"Hotspot_id\"]=selectedHotspotImage?.id||\"\";dataForSegment[\"FileName\"]=currentFile?.name?.trim()||\"\";dataForSegment[\"widget_id\"]=selectedImage?.id||\"\";dataForSegment[\"widget_name\"]=selectedImage?.name||\"\";callTrackEvent(\"Replace Texture\",dataForSegment,true);setStore(prev=>({...prev,files:[...new Set(_files)]}));};return /*#__PURE__*/_jsxs(\"div\",{children:[/*#__PURE__*/_jsx(Component,{...props,style:{...props?.style,cursor:\"pointer\"},onClick:()=>{const element=document.getElementById(\"inputModelUploadTexture\");if(element){trackReplaceTextureClicked({upload_type:\"Texture\"});element?.click();}}}),/*#__PURE__*/_jsx(\"input\",{style:{display:\"none\"},accept:ACCEPT_TEXTURE,id:\"inputModelUploadTexture\",type:\"file\",multiple:false,onChange:async e=>{await uploadTexture(e.target.files);e.target.value=\"\";}})]});};}export const toUnityFixed=size=>parseFloat(parseFloat(size).toFixed(2));export const NAME_EXCLUDED_SPECIAL_CHARS_GLOBAL=/[!@#$%^~`*+\\=\\[\\]{};':\"\\\\|<>\\/?]+/gi;export const CM_IN_ONE_INCHES=2.54;export const BULK_TEXTURE_UPLOAD=\"/texture/api/v3/texture/bulk-create/v2/\";const TEXTURE_FILTER_API=\"/users/api/v3/filters/\";const getFilterOptions=async({token})=>{if(!token)return null;const params=`?per_page=20&page=1&type=2`;try{const response=await fetch(`${ROOT_API}${TEXTURE_FILTER_API}${params}`,{method:\"GET\",headers:{Authorization:`Bearer ${token}`}});const result=await response.json();if(result?.results?.length>0){const option=result?.results?.find(a=>a?.label_name?.trim()?.toLowerCase()===\"uploaded from\")?.options?.find(a=>a?.name?.trim()?.toLowerCase()===\"my texture\");return option?.id||null;}return null;}catch(error){console.error(\"An error occured\",error);return null;}};const bulkUploadTexture=async(formObj,token)=>{try{const response=await fetch(`${ROOT_API}${BULK_TEXTURE_UPLOAD}`,{method:\"POST\",headers:{Authorization:`Bearer ${token}`},body:formObj});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};export const uploadTexture=async(file,filename,token)=>{// showHideLoading({ loading: true })\nconst{width,height,dpi}=await getImageDetails(file);// showHideLoading({ loading: false })\nlet filterOptions=await getFilterOptions({token});if(filterOptions){filterOptions=`${filterOptions}, 1520`;}else{filterOptions=\"1520\"// design option id\n;}const formData=new FormData;const nameArr=filename.split(\".\");nameArr.pop();formData.append(\"name\",nameArr.join(\".\").replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_GLOBAL,\"_\"));formData.append(\"is_map\",false);formData.append(\"width\",toUnityFixed(width/dpi)*CM_IN_ONE_INCHES);formData.append(\"height\",toUnityFixed(height/dpi)*CM_IN_ONE_INCHES);formData.append(\"texture_file_url_key\",filename);formData.append(\"filteroptions\",filterOptions);return await bulkUploadTexture(formData,token);};\nexport const __FramerMetadata__ = {\"exports\":{\"withContinueBtn\":{\"type\":\"reactHoc\",\"name\":\"withContinueBtn\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withReplaceTexture\":{\"type\":\"reactHoc\",\"name\":\"withReplaceTexture\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"NAME_EXCLUDED_SPECIAL_CHARS_GLOBAL\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"uploadTexture\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withTextureFileName\":{\"type\":\"reactHoc\",\"name\":\"withTextureFileName\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHideImage\":{\"type\":\"reactHoc\",\"name\":\"withHideImage\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MAX_UPLOAD_WIDTH_PIXELS\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MAX_UPLOAD_HEIGHT_PIXELS\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHover\":{\"type\":\"reactHoc\",\"name\":\"withHover\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withImages\":{\"type\":\"reactHoc\",\"name\":\"withImages\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withTextureImage\":{\"type\":\"reactHoc\",\"name\":\"withTextureImage\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"toUnityFixed\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withRotate\":{\"type\":\"reactHoc\",\"name\":\"withRotate\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useStore\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withClosePopup\":{\"type\":\"reactHoc\",\"name\":\"withClosePopup\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"DEFAULT_DPI\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getImageDetails\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withRandomColor\":{\"type\":\"reactHoc\",\"name\":\"withRandomColor\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withImageHotspots\":{\"type\":\"reactHoc\",\"name\":\"withImageHotspots\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withTextureFileSize\":{\"type\":\"reactHoc\",\"name\":\"withTextureFileSize\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGuideLines\":{\"type\":\"reactHoc\",\"name\":\"withGuideLines\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CM_IN_ONE_INCHES\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"BULK_TEXTURE_UPLOAD\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}", "/**\n * @license\n * Copyright 2010-2023 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst REVISION = '163';\n\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst ConstantColorFactor = 211;\nconst OneMinusConstantColorFactor = 212;\nconst ConstantAlphaFactor = 213;\nconst OneMinusConstantAlphaFactor = 214;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\nconst AgXToneMapping = 6;\nconst NeutralToneMapping = 7;\nconst AttachedBindMode = 'attached';\nconst DetachedBindMode = 'detached';\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedInt248Type = 1020;\nconst UnsignedInt5999Type = 35902;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst RGB_BPTC_SIGNED_Format = 36494;\nconst RGB_BPTC_UNSIGNED_Format = 36495;\nconst RED_RGTC1_Format = 36283;\nconst SIGNED_RED_RGTC1_Format = 36284;\nconst RED_GREEN_RGTC2_Format = 36285;\nconst SIGNED_RED_GREEN_RGTC2_Format = 36286;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\n// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.\nconst NoColorSpace = '';\nconst SRGBColorSpace = 'srgb';\nconst LinearSRGBColorSpace = 'srgb-linear';\nconst DisplayP3ColorSpace = 'display-p3';\nconst LinearDisplayP3ColorSpace = 'display-p3-linear';\n\nconst LinearTransfer = 'linear';\nconst SRGBTransfer = 'srgb';\n\nconst Rec709Primaries = 'rec709';\nconst P3Primaries = 'p3';\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst NeverCompare = 512;\nconst LessCompare = 513;\nconst EqualCompare = 514;\nconst LessEqualCompare = 515;\nconst GreaterCompare = 516;\nconst NotEqualCompare = 517;\nconst GreaterEqualCompare = 518;\nconst AlwaysCompare = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\nconst WebGLCoordinateSystem = 2000;\nconst WebGPUCoordinateSystem = 2001;\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nclass EventDispatcher {\n\n\taddEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t}\n\n\thasEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t}\n\n\tremoveEventListener( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t\tevent.target = null;\n\n\t\t}\n\n\t}\n\n}\n\nconst _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];\n\nlet _seed = 1234567;\n\n\nconst DEG2RAD = Math.PI / 180;\nconst RAD2DEG = 180 / Math.PI;\n\n// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\nfunction generateUUID() {\n\n\tconst d0 = Math.random() * 0xffffffff | 0;\n\tconst d1 = Math.random() * 0xffffffff | 0;\n\tconst d2 = Math.random() * 0xffffffff | 0;\n\tconst d3 = Math.random() * 0xffffffff | 0;\n\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t// .toLowerCase() here flattens concatenated strings to save heap memory space.\n\treturn uuid.toLowerCase();\n\n}\n\nfunction clamp( value, min, max ) {\n\n\treturn Math.max( min, Math.min( max, value ) );\n\n}\n\n// compute euclidean modulo of m % n\n// https://en.wikipedia.org/wiki/Modulo_operation\nfunction euclideanModulo( n, m ) {\n\n\treturn ( ( n % m ) + m ) % m;\n\n}\n\n// Linear mapping from range <a1, a2> to range <b1, b2>\nfunction mapLinear( x, a1, a2, b1, b2 ) {\n\n\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n}\n\n// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/\nfunction inverseLerp( x, y, value ) {\n\n\tif ( x !== y ) {\n\n\t\treturn ( value - x ) / ( y - x );\n\n\t} else {\n\n\t\treturn 0;\n\n\t}\n\n}\n\n// https://en.wikipedia.org/wiki/Linear_interpolation\nfunction lerp( x, y, t ) {\n\n\treturn ( 1 - t ) * x + t * y;\n\n}\n\n// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/\nfunction damp( x, y, lambda, dt ) {\n\n\treturn lerp( x, y, 1 - Math.exp( - lambda * dt ) );\n\n}\n\n// https://www.desmos.com/calculator/vcsjnyz7x4\nfunction pingpong( x, length = 1 ) {\n\n\treturn length - Math.abs( euclideanModulo( x, length * 2 ) - length );\n\n}\n\n// http://en.wikipedia.org/wiki/Smoothstep\nfunction smoothstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * ( 3 - 2 * x );\n\n}\n\nfunction smootherstep( x, min, max ) {\n\n\tif ( x <= min ) return 0;\n\tif ( x >= max ) return 1;\n\n\tx = ( x - min ) / ( max - min );\n\n\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n}\n\n// Random integer from <low, high> interval\nfunction randInt( low, high ) {\n\n\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n}\n\n// Random float from <low, high> interval\nfunction randFloat( low, high ) {\n\n\treturn low + Math.random() * ( high - low );\n\n}\n\n// Random float from <-range/2, range/2> interval\nfunction randFloatSpread( range ) {\n\n\treturn range * ( 0.5 - Math.random() );\n\n}\n\n// Deterministic pseudo-random float in the interval [ 0, 1 ]\nfunction seededRandom( s ) {\n\n\tif ( s !== undefined ) _seed = s;\n\n\t// Mulberry32 generator\n\n\tlet t = _seed += 0x6D2B79F5;\n\n\tt = Math.imul( t ^ t >>> 15, t | 1 );\n\n\tt ^= t + Math.imul( t ^ t >>> 7, t | 61 );\n\n\treturn ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;\n\n}\n\nfunction degToRad( degrees ) {\n\n\treturn degrees * DEG2RAD;\n\n}\n\nfunction radToDeg( radians ) {\n\n\treturn radians * RAD2DEG;\n\n}\n\nfunction isPowerOfTwo( value ) {\n\n\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n}\n\nfunction ceilPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction floorPowerOfTwo( value ) {\n\n\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n}\n\nfunction setQuaternionFromProperEuler( q, a, b, c, order ) {\n\n\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t// rotations are applied to the axes in the order specified by 'order'\n\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t// angles are in radians\n\n\tconst cos = Math.cos;\n\tconst sin = Math.sin;\n\n\tconst c2 = cos( b / 2 );\n\tconst s2 = sin( b / 2 );\n\n\tconst c13 = cos( ( a + c ) / 2 );\n\tconst s13 = sin( ( a + c ) / 2 );\n\n\tconst c1_3 = cos( ( a - c ) / 2 );\n\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\tconst c3_1 = cos( ( c - a ) / 2 );\n\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\tswitch ( order ) {\n\n\t\tcase 'XYX':\n\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YZY':\n\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZXZ':\n\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'XZX':\n\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'YXY':\n\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\tbreak;\n\n\t\tcase 'ZYZ':\n\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t}\n\n}\n\nfunction denormalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn value / 4294967295.0;\n\n\t\tcase Uint16Array:\n\n\t\t\treturn value / 65535.0;\n\n\t\tcase Uint8Array:\n\n\t\t\treturn value / 255.0;\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.max( value / 2147483647.0, - 1.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.max( value / 32767.0, - 1.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.max( value / 127.0, - 1.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nfunction normalize( value, array ) {\n\n\tswitch ( array.constructor ) {\n\n\t\tcase Float32Array:\n\n\t\t\treturn value;\n\n\t\tcase Uint32Array:\n\n\t\t\treturn Math.round( value * 4294967295.0 );\n\n\t\tcase Uint16Array:\n\n\t\t\treturn Math.round( value * 65535.0 );\n\n\t\tcase Uint8Array:\n\n\t\t\treturn Math.round( value * 255.0 );\n\n\t\tcase Int32Array:\n\n\t\t\treturn Math.round( value * 2147483647.0 );\n\n\t\tcase Int16Array:\n\n\t\t\treturn Math.round( value * 32767.0 );\n\n\t\tcase Int8Array:\n\n\t\t\treturn Math.round( value * 127.0 );\n\n\t\tdefault:\n\n\t\t\tthrow new Error( 'Invalid component type.' );\n\n\t}\n\n}\n\nconst MathUtils = {\n\tDEG2RAD: DEG2RAD,\n\tRAD2DEG: RAD2DEG,\n\tgenerateUUID: generateUUID,\n\tclamp: clamp,\n\teuclideanModulo: euclideanModulo,\n\tmapLinear: mapLinear,\n\tinverseLerp: inverseLerp,\n\tlerp: lerp,\n\tdamp: damp,\n\tpingpong: pingpong,\n\tsmoothstep: smoothstep,\n\tsmootherstep: smootherstep,\n\trandInt: randInt,\n\trandFloat: randFloat,\n\trandFloatSpread: randFloatSpread,\n\tseededRandom: seededRandom,\n\tdegToRad: degToRad,\n\tradToDeg: radToDeg,\n\tisPowerOfTwo: isPowerOfTwo,\n\tceilPowerOfTwo: ceilPowerOfTwo,\n\tfloorPowerOfTwo: floorPowerOfTwo,\n\tsetQuaternionFromProperEuler: setQuaternionFromProperEuler,\n\tnormalize: normalize,\n\tdenormalize: denormalize\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tVector2.prototype.isVector2 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tMatrix3.prototype.isMatrix3 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tscale( sx, sy ) {\n\n\t\tthis.premultiply( _m3.makeScale( sx, sy ) );\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tthis.premultiply( _m3.makeRotation( - theta ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tthis.premultiply( _m3.makeTranslation( tx, ty ) );\n\n\t\treturn this;\n\n\t}\n\n\t// for 2D Transforms\n\n\tmakeTranslation( x, y ) {\n\n\t\tif ( x.isVector2 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x.x,\n\t\t\t\t0, 1, x.y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, x,\n\t\t\t\t0, 1, y,\n\t\t\t\t0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotation( theta ) {\n\n\t\t// counterclockwise\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0,\n\t\t\ts, c, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0,\n\t\t\t0, y, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\t//\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n}\n\nconst _m3 = /*@__PURE__*/ new Matrix3();\n\nfunction arrayNeedsUint32( array ) {\n\n\t// assumes larger values usually on last\n\n\tfor ( let i = array.length - 1; i >= 0; -- i ) {\n\n\t\tif ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565\n\n\t}\n\n\treturn false;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\tUint8ClampedArray: Uint8ClampedArray,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nfunction createElementNS( name ) {\n\n\treturn document.createElementNS( 'http://www.w3.org/1999/xhtml', name );\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = createElementNS( 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nconst _cache = {};\n\nfunction warnOnce( message ) {\n\n\tif ( message in _cache ) return;\n\n\t_cache[ message ] = true;\n\n\tconsole.warn( message );\n\n}\n\n/**\n * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping\n * or clipping. Based on W3C specifications for sRGB and Display P3,\n * and ICC specifications for the D50 connection space. Values in/out\n * are _linear_ sRGB and _linear_ Display P3.\n *\n * Note that both sRGB and Display P3 use the sRGB transfer functions.\n *\n * Reference:\n * - http://www.russellcottrell.com/photo/matrixCalculator.htm\n */\n\nconst LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(\n\t0.8224621, 0.177538, 0.0,\n\t0.0331941, 0.9668058, 0.0,\n\t0.0170827, 0.0723974, 0.9105199,\n);\n\nconst LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(\n\t1.2249401, - 0.2249404, 0.0,\n\t- 0.0420569, 1.0420571, 0.0,\n\t- 0.0196376, - 0.0786361, 1.0982735\n);\n\n/**\n * Defines supported color spaces by transfer function and primaries,\n * and provides conversions to/from the Linear-sRGB reference space.\n */\nconst COLOR_SPACES = {\n\t[ LinearSRGBColorSpace ]: {\n\t\ttransfer: LinearTransfer,\n\t\tprimaries: Rec709Primaries,\n\t\ttoReference: ( color ) => color,\n\t\tfromReference: ( color ) => color,\n\t},\n\t[ SRGBColorSpace ]: {\n\t\ttransfer: SRGBTransfer,\n\t\tprimaries: Rec709Primaries,\n\t\ttoReference: ( color ) => color.convertSRGBToLinear(),\n\t\tfromReference: ( color ) => color.convertLinearToSRGB(),\n\t},\n\t[ LinearDisplayP3ColorSpace ]: {\n\t\ttransfer: LinearTransfer,\n\t\tprimaries: P3Primaries,\n\t\ttoReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\n\t\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),\n\t},\n\t[ DisplayP3ColorSpace ]: {\n\t\ttransfer: SRGBTransfer,\n\t\tprimaries: P3Primaries,\n\t\ttoReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),\n\t\tfromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),\n\t},\n};\n\nconst SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );\n\nconst ColorManagement = {\n\n\tenabled: true,\n\n\t_workingColorSpace: LinearSRGBColorSpace,\n\n\tget workingColorSpace() {\n\n\t\treturn this._workingColorSpace;\n\n\t},\n\n\tset workingColorSpace( colorSpace ) {\n\n\t\tif ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {\n\n\t\t\tthrow new Error( `Unsupported working color space, \"${ colorSpace }\".` );\n\n\t\t}\n\n\t\tthis._workingColorSpace = colorSpace;\n\n\t},\n\n\tconvert: function ( color, sourceColorSpace, targetColorSpace ) {\n\n\t\tif ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tconst sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;\n\t\tconst targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;\n\n\t\treturn targetFromReference( sourceToReference( color ) );\n\n\t},\n\n\tfromWorkingColorSpace: function ( color, targetColorSpace ) {\n\n\t\treturn this.convert( color, this._workingColorSpace, targetColorSpace );\n\n\t},\n\n\ttoWorkingColorSpace: function ( color, sourceColorSpace ) {\n\n\t\treturn this.convert( color, sourceColorSpace, this._workingColorSpace );\n\n\t},\n\n\tgetPrimaries: function ( colorSpace ) {\n\n\t\treturn COLOR_SPACES[ colorSpace ].primaries;\n\n\t},\n\n\tgetTransfer: function ( colorSpace ) {\n\n\t\tif ( colorSpace === NoColorSpace ) return LinearTransfer;\n\n\t\treturn COLOR_SPACES[ colorSpace ].transfer;\n\n\t},\n\n};\n\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nlet _canvas;\n\nclass ImageUtils {\n\n\tstatic getDataURL( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement === 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n\tstatic sRGBToLinear( image ) {\n\n\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\tconst canvas = createElementNS( 'canvas' );\n\n\t\t\tcanvas.width = image.width;\n\t\t\tcanvas.height = image.height;\n\n\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\tconst imageData = context.getImageData( 0, 0, image.width, image.height );\n\t\t\tconst data = imageData.data;\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;\n\n\t\t\t}\n\n\t\t\tcontext.putImageData( imageData, 0, 0 );\n\n\t\t\treturn canvas;\n\n\t\t} else if ( image.data ) {\n\n\t\t\tconst data = image.data.slice( 0 );\n\n\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\tif ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {\n\n\t\t\t\t\tdata[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// assuming float\n\n\t\t\t\t\tdata[ i ] = SRGBToLinear( data[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tdata: data,\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );\n\t\t\treturn image;\n\n\t\t}\n\n\t}\n\n}\n\nlet _sourceId = 0;\n\nclass Source {\n\n\tconstructor( data = null ) {\n\n\t\tthis.isSource = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _sourceId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.data = data;\n\t\tthis.dataReady = true;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.images[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\t\t\tuuid: this.uuid,\n\t\t\turl: ''\n\t\t};\n\n\t\tconst data = this.data;\n\n\t\tif ( data !== null ) {\n\n\t\t\tlet url;\n\n\t\t\tif ( Array.isArray( data ) ) {\n\n\t\t\t\t// cube texture\n\n\t\t\t\turl = [];\n\n\t\t\t\tfor ( let i = 0, l = data.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( data[ i ].isDataTexture ) {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ].image ) );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\turl.push( serializeImage( data[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// texture\n\n\t\t\t\turl = serializeImage( data );\n\n\t\t\t}\n\n\t\t\toutput.url = url;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.images[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n}\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.from( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nlet _textureId = 0;\n\nclass Texture extends EventDispatcher {\n\n\tconstructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {\n\n\t\tsuper();\n\n\t\tthis.isTexture = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _textureId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\n\t\tthis.source = new Source( image );\n\t\tthis.mipmaps = [];\n\n\t\tthis.mapping = mapping;\n\t\tthis.channel = 0;\n\n\t\tthis.wrapS = wrapS;\n\t\tthis.wrapT = wrapT;\n\n\t\tthis.magFilter = magFilter;\n\t\tthis.minFilter = minFilter;\n\n\t\tthis.anisotropy = anisotropy;\n\n\t\tthis.format = format;\n\t\tthis.internalFormat = null;\n\t\tthis.type = type;\n\n\t\tthis.offset = new Vector2( 0, 0 );\n\t\tthis.repeat = new Vector2( 1, 1 );\n\t\tthis.center = new Vector2( 0, 0 );\n\t\tthis.rotation = 0;\n\n\t\tthis.matrixAutoUpdate = true;\n\t\tthis.matrix = new Matrix3();\n\n\t\tthis.generateMipmaps = true;\n\t\tthis.premultiplyAlpha = false;\n\t\tthis.flipY = true;\n\t\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t\tthis.colorSpace = colorSpace;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\t\tthis.onUpdate = null;\n\n\t\tthis.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not\n\t\tthis.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)\n\n\t}\n\n\tget image() {\n\n\t\treturn this.source.data;\n\n\t}\n\n\tset image( value = null ) {\n\n\t\tthis.source.data = value;\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.source = source.source;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\t\tthis.channel = source.channel;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.colorSpace = source.colorSpace;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tthis.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\timage: this.source.toJSON( meta ).uuid,\n\n\t\t\tmapping: this.mapping,\n\t\t\tchannel: this.channel,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\tinternalFormat: this.internalFormat,\n\t\t\ttype: this.type,\n\t\t\tcolorSpace: this.colorSpace,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tgenerateMipmaps: this.generateMipmaps,\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\ttransformUv( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.version ++;\n\t\t\tthis.source.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tset needsPMREMUpdate( value ) {\n\n\t\tif ( value === true ) {\n\n\t\t\tthis.pmremVersion ++;\n\n\t\t}\n\n\t}\n\n}\n\nTexture.DEFAULT_IMAGE = null;\nTexture.DEFAULT_MAPPING = UVMapping;\nTexture.DEFAULT_ANISOTROPY = 1;\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tVector4.prototype.isVector4 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\t\tthis.w *= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t     ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t     ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t     ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t     ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\t\tthis.w = Math.trunc( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\t\tyield this.w;\n\n\t}\n\n}\n\n/*\n In options, we can specify:\n * Texture parameters for an auto-generated target texture\n * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers\n*/\nclass RenderTarget extends EventDispatcher {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.isRenderTarget = true;\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\t\tthis.depth = 1;\n\n\t\tthis.scissor = new Vector4( 0, 0, width, height );\n\t\tthis.scissorTest = false;\n\n\t\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\t\tconst image = { width: width, height: height, depth: 1 };\n\n\t\toptions = Object.assign( {\n\t\t\tgenerateMipmaps: false,\n\t\t\tinternalFormat: null,\n\t\t\tminFilter: LinearFilter,\n\t\t\tdepthBuffer: true,\n\t\t\tstencilBuffer: false,\n\t\t\tdepthTexture: null,\n\t\t\tsamples: 0,\n\t\t\tcount: 1\n\t\t}, options );\n\n\t\tconst texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\ttexture.flipY = false;\n\t\ttexture.generateMipmaps = options.generateMipmaps;\n\t\ttexture.internalFormat = options.internalFormat;\n\n\t\tthis.textures = [];\n\n\t\tconst count = options.count;\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.textures[ i ] = texture.clone();\n\t\t\tthis.textures[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\tthis.depthBuffer = options.depthBuffer;\n\t\tthis.stencilBuffer = options.stencilBuffer;\n\n\t\tthis.depthTexture = options.depthTexture;\n\n\t\tthis.samples = options.samples;\n\n\t}\n\n\tget texture() {\n\n\t\treturn this.textures[ 0 ];\n\n\t}\n\n\tset texture( value ) {\n\n\t\tthis.textures[ 0 ] = value;\n\n\t}\n\n\tsetSize( width, height, depth = 1 ) {\n\n\t\tif ( this.width !== width || this.height !== height || this.depth !== depth ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\t\t\tthis.depth = depth;\n\n\t\t\tfor ( let i = 0, il = this.textures.length; i < il; i ++ ) {\n\n\t\t\t\tthis.textures[ i ].image.width = width;\n\t\t\t\tthis.textures[ i ].image.height = height;\n\t\t\t\tthis.textures[ i ].image.depth = depth;\n\n\t\t\t}\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\t\tthis.depth = source.depth;\n\n\t\tthis.scissor.copy( source.scissor );\n\t\tthis.scissorTest = source.scissorTest;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.textures.length = 0;\n\n\t\tfor ( let i = 0, il = source.textures.length; i < il; i ++ ) {\n\n\t\t\tthis.textures[ i ] = source.textures[ i ].clone();\n\t\t\tthis.textures[ i ].isRenderTargetTexture = true;\n\n\t\t}\n\n\t\t// ensure image object is not shared, see #20328\n\n\t\tconst image = Object.assign( {}, source.texture.image );\n\t\tthis.texture.source = new Source( image );\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\n\t\tif ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nclass WebGLRenderTarget extends RenderTarget {\n\n\tconstructor( width = 1, height = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLRenderTarget = true;\n\n\t}\n\n}\n\nclass DataArrayTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\tsuper( null );\n\n\t\tthis.isDataArrayTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass WebGLArrayRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width = 1, height = 1, depth = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGLArrayRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new DataArrayTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Data3DTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t\t// We're going to add .setXXX() methods for setting properties later.\n\t\t// Users can still set in DataTexture3D directly.\n\t\t//\n\t\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t\t// \ttexture.anisotropy = 16;\n\t\t//\n\t\t// See #14839\n\n\t\tsuper( null );\n\n\t\tthis.isData3DTexture = true;\n\n\t\tthis.image = { data, width, height, depth };\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nclass WebGL3DRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( width = 1, height = 1, depth = 1, options = {} ) {\n\n\t\tsuper( width, height, options );\n\n\t\tthis.isWebGL3DRenderTarget = true;\n\n\t\tthis.depth = depth;\n\n\t\tthis.texture = new Data3DTexture( null, width, height, depth );\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t}\n\n}\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tthis.isQuaternion = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( t === 0 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x0;\n\t\t\tdst[ dstOffset + 1 ] = y0;\n\t\t\tdst[ dstOffset + 2 ] = z0;\n\t\t\tdst[ dstOffset + 3 ] = w0;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( t === 1 ) {\n\n\t\t\tdst[ dstOffset + 0 ] = x1;\n\t\t\tdst[ dstOffset + 1 ] = y1;\n\t\t\tdst[ dstOffset + 2 ] = z1;\n\t\t\tdst[ dstOffset + 3 ] = w1;\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update = true ) {\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < Number.EPSILON ) {\n\n\t\t\t// vFrom and vTo point in opposite directions\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize(); // normalize calls _onChangeCallback()\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerpQuaternions( qa, qb, t ) {\n\n\t\treturn this.copy( qa ).slerp( qb, t );\n\n\t}\n\n\trandom() {\n\n\t\t// sets this quaternion to a uniform random unit quaternnion\n\n\t\t// Ken Shoemake\n\t\t// Uniform random rotations\n\t\t// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.\n\n\t\tconst theta1 = 2 * Math.PI * Math.random();\n\t\tconst theta2 = 2 * Math.PI * Math.random();\n\n\t\tconst x0 = Math.random();\n\t\tconst r1 = Math.sqrt( 1 - x0 );\n\t\tconst r2 = Math.sqrt( x0 );\n\n\t\treturn this.set(\n\t\t\tr1 * Math.sin( theta1 ),\n\t\t\tr1 * Math.cos( theta1 ),\n\t\t\tr2 * Math.sin( theta2 ),\n\t\t\tr2 * Math.cos( theta2 ),\n\t\t);\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.toArray();\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._w;\n\n\t}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tVector3.prototype.isVector3 = true;\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v ) {\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v ) {\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t// quaternion q is assumed to have unit length\n\n\t\tconst vx = this.x, vy = this.y, vz = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// t = 2 * cross( q.xyz, v );\n\t\tconst tx = 2 * ( qy * vz - qz * vy );\n\t\tconst ty = 2 * ( qz * vx - qx * vz );\n\t\tconst tz = 2 * ( qx * vy - qy * vx );\n\n\t\t// v + q.w * t + cross( q.xyz, t );\n\t\tthis.x = vx + qw * tx + qy * tz - qz * ty;\n\t\tthis.y = vy + qw * ty + qz * tx - qx * tz;\n\t\tthis.z = vz + qw * tz + qx * ty - qy * tx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = Math.trunc( this.x );\n\t\tthis.y = Math.trunc( this.y );\n\t\tthis.z = Math.trunc( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector$c.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector$c );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tsetFromEuler( e ) {\n\n\t\tthis.x = e._x;\n\t\tthis.y = e._y;\n\t\tthis.z = e._z;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromColor( c ) {\n\n\t\tthis.x = c.r;\n\t\tthis.y = c.g;\n\t\tthis.z = c.b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n\trandomDirection() {\n\n\t\t// https://mathworld.wolfram.com/SpherePointPicking.html\n\n\t\tconst theta = Math.random() * Math.PI * 2;\n\t\tconst u = Math.random() * 2 - 1;\n\t\tconst c = Math.sqrt( 1 - u * u );\n\n\t\tthis.x = c * Math.cos( theta );\n\t\tthis.y = u;\n\t\tthis.z = c * Math.sin( theta );\n\n\t\treturn this;\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.x;\n\t\tyield this.y;\n\t\tyield this.z;\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox3 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = array.length; i < il; i += 3 ) {\n\n\t\t\tthis.expandByPoint( _vector$b.fromArray( array, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = attribute.count; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object, precise = false ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object, precise );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object, precise = false ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\t\t// precise AABB computation based on vertex data requires at least a position attribute.\n\t\t\t// instancing isn't supported so far and uses the normal (conservative) code path.\n\n\t\t\tif ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\tif ( object.isMesh === true ) {\n\n\t\t\t\t\t\tobject.getVertexPosition( i, _vector$b );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_vector$b.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_vector$b.applyMatrix4( object.matrixWorld );\n\t\t\t\t\tthis.expandByPoint( _vector$b );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( object.boundingBox !== undefined ) {\n\n\t\t\t\t\t// object-level bounding box\n\n\t\t\t\t\tif ( object.boundingBox === null ) {\n\n\t\t\t\t\t\tobject.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box$4.copy( object.boundingBox );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// geometry-level bounding box\n\n\t\t\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_box$4.copy( geometry.boundingBox );\n\n\t\t\t\t}\n\n\t\t\t\t_box$4.applyMatrix4( object.matrixWorld );\n\n\t\t\t\tthis.union( _box$4 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ], precise );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$b );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0$2.subVectors( triangle.a, _center );\n\t\t_v1$7.subVectors( triangle.b, _center );\n\t\t_v2$4.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1$7, _v0$2 );\n\t\t_f1.subVectors( _v2$4, _v1$7 );\n\t\t_f2.subVectors( _v0$2, _v2$4 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector$b ).distanceTo( point );\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\ttarget.makeEmpty();\n\n\t\t} else {\n\n\t\t\tthis.getCenter( target.center );\n\n\t\t\ttarget.radius = this.getSize( _vector$b ).length() * 0.5;\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\n\nconst _box$4 = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0$2 = /*@__PURE__*/ new Vector3();\nconst _v1$7 = /*@__PURE__*/ new Vector3();\nconst _v2$4 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the separating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the separating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is separating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _box$3 = /*@__PURE__*/ new Box3();\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\n\nclass Sphere {\n\n\tconstructor( center = new Vector3(), radius = - 1 ) {\n\n\t\tthis.isSphere = true;\n\n\t\tthis.center = center;\n\t\tthis.radius = radius;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$3.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.center.copy( point );\n\n\t\t\tthis.radius = 0;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\t_v1$6.subVectors( point, this.center );\n\n\t\tconst lengthSq = _v1$6.lengthSq();\n\n\t\tif ( lengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\t// calculate the minimal sphere\n\n\t\t\tconst length = Math.sqrt( lengthSq );\n\n\t\t\tconst delta = ( length - this.radius ) * 0.5;\n\n\t\t\tthis.center.addScaledVector( _v1$6, delta / length );\n\n\t\t\tthis.radius += delta;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tunion( sphere ) {\n\n\t\tif ( sphere.isEmpty() ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\tthis.copy( sphere );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( this.center.equals( sphere.center ) === true ) {\n\n\t\t\t this.radius = Math.max( this.radius, sphere.radius );\n\n\t\t} else {\n\n\t\t\t_v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );\n\n\t\t\tthis.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal$1 = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {\n\n\t\tthis.origin = origin;\n\t\tthis.direction = direction;\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, t );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$a ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );\n\n\t\treturn _vector$a.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$a.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$a.dot( this.direction );\n\t\tconst d2 = _vector$a.dot( _vector$a ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if t1 is behind the ray - if so, return null\n\t\tif ( t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\tif ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;\n\n\t\tif ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$a ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal$1.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal$1 );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal$1 );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tMatrix4.prototype.isMatrix4 = true;\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( n11 !== undefined ) {\n\n\t\t\tthis.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix3( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 3 ], me[ 6 ], 0,\n\t\t\tme[ 1 ], me[ 4 ], me[ 7 ], 0,\n\t\t\tme[ 2 ], me[ 5 ], me[ 8 ], 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x.x,\n\t\t\t\t0, 1, 0, x.y,\n\t\t\t\t0, 0, 1, x.z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t} else {\n\n\t\t\tthis.set(\n\n\t\t\t\t1, 0, 0, x,\n\t\t\t\t0, 1, 0, y,\n\t\t\t\t0, 0, 1, z,\n\t\t\t\t0, 0, 0, 1\n\n\t\t\t);\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( xy, xz, yx, yz, zx, zy ) {\n\n\t\tthis.set(\n\n\t\t\t1, yx, zx, 0,\n\t\t\txy, 1, zy, 0,\n\t\t\txz, yz, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1$4.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1$4.elements[ 0 ] *= invSX;\n\t\t_m1$4.elements[ 1 ] *= invSX;\n\t\t_m1$4.elements[ 2 ] *= invSX;\n\n\t\t_m1$4.elements[ 4 ] *= invSY;\n\t\t_m1$4.elements[ 5 ] *= invSY;\n\t\t_m1$4.elements[ 6 ] *= invSY;\n\n\t\t_m1$4.elements[ 8 ] *= invSZ;\n\t\t_m1$4.elements[ 9 ] *= invSZ;\n\t\t_m1$4.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1$4 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\n\t\tlet c, d;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tc = - ( far + near ) / ( far - near );\n\t\t\td = ( - 2 * far * near ) / ( far - near );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tc = - far / ( far - near );\n\t\t\td = ( - far * near ) / ( far - near );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a; \tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b; \tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c; \tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\n\t\tlet z, zInv;\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tz = ( far + near ) * p;\n\t\t\tzInv = - 2 * p;\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tz = near * p;\n\t\t\tzInv = - 1 * p;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\t\tte[ 8 ] = 0; \t\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0; \t\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0; \t\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0; \t\tte[ 6 ] = 0;\t\tte[ 10 ] = zInv;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0; \t\tte[ 7 ] = 0;\t\tte[ 11 ] = 0;\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$5 = /*@__PURE__*/ new Vector3();\nconst _m1$4 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nconst _matrix$2 = /*@__PURE__*/ new Matrix4();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {\n\n\t\tthis.isEuler = true;\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order = this._order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order = this._order, update = true ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update === true ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix$2.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix$2, order, update );\n\n\t}\n\n\tsetFromVector3( v, order = this._order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$3.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$3, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this._x;\n\t\tyield this._y;\n\t\tyield this._z;\n\t\tyield this._order;\n\n\t}\n\n}\n\nEuler.DEFAULT_ORDER = 'XYZ';\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = ( 1 << channel | 0 ) >>> 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n\tisEnabled( channel ) {\n\n\t\treturn ( this.mask & ( 1 << channel | 0 ) ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$4 = /*@__PURE__*/ new Vector3();\nconst _q1 = /*@__PURE__*/ new Quaternion();\nconst _m1$3 = /*@__PURE__*/ new Matrix4();\nconst _target = /*@__PURE__*/ new Vector3();\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$2 = /*@__PURE__*/ new Quaternion();\n\nconst _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );\nconst _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nconst _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nconst _childaddedEvent = { type: 'childadded', child: null };\nconst _childremovedEvent = { type: 'childremoved', child: null };\n\nclass Object3D extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isObject3D = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Object3D';\n\n\t\tthis.parent = null;\n\t\tthis.children = [];\n\n\t\tthis.up = Object3D.DEFAULT_UP.clone();\n\n\t\tconst position = new Vector3();\n\t\tconst rotation = new Euler();\n\t\tconst quaternion = new Quaternion();\n\t\tconst scale = new Vector3( 1, 1, 1 );\n\n\t\tfunction onRotationChange() {\n\n\t\t\tquaternion.setFromEuler( rotation, false );\n\n\t\t}\n\n\t\tfunction onQuaternionChange() {\n\n\t\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t\t}\n\n\t\trotation._onChange( onRotationChange );\n\t\tquaternion._onChange( onQuaternionChange );\n\n\t\tObject.defineProperties( this, {\n\t\t\tposition: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: position\n\t\t\t},\n\t\t\trotation: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: rotation\n\t\t\t},\n\t\t\tquaternion: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: quaternion\n\t\t\t},\n\t\t\tscale: {\n\t\t\t\tconfigurable: true,\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: scale\n\t\t\t},\n\t\t\tmodelViewMatrix: {\n\t\t\t\tvalue: new Matrix4()\n\t\t\t},\n\t\t\tnormalMatrix: {\n\t\t\t\tvalue: new Matrix3()\n\t\t\t}\n\t\t} );\n\n\t\tthis.matrix = new Matrix4();\n\t\tthis.matrixWorld = new Matrix4();\n\n\t\tthis.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;\n\n\t\tthis.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer\n\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\tthis.layers = new Layers();\n\t\tthis.visible = true;\n\n\t\tthis.castShadow = false;\n\t\tthis.receiveShadow = false;\n\n\t\tthis.frustumCulled = true;\n\t\tthis.renderOrder = 0;\n\n\t\tthis.animations = [];\n\n\t\tthis.userData = {};\n\n\t}\n\n\tonBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\n\n\tonAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tonAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t}\n\n\tsetRotationFromAxisAngle( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t}\n\n\tsetRotationFromEuler( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t}\n\n\tsetRotationFromMatrix( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t}\n\n\tsetRotationFromQuaternion( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t}\n\n\trotateOnAxis( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateOnWorldAxis( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t}\n\n\trotateY( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t}\n\n\ttranslateOnAxis( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$4.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$4.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t}\n\n\ttranslateX( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t}\n\n\ttranslateY( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t}\n\n\ttranslateZ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t}\n\n\tlocalToWorld( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t}\n\n\tworldToLocal( vector ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn vector.applyMatrix4( _m1$3.copy( this.matrixWorld ).invert() );\n\n\t}\n\n\tlookAt( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position$3.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$3.lookAt( _position$3, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$3.lookAt( _target, _position$3, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$3 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$3.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$3 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t}\n\n\tadd( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tobject.removeFromParent();\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t\t_childaddedEvent.child = object;\n\t\t\tthis.dispatchEvent( _childaddedEvent );\n\t\t\t_childaddedEvent.child = null;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t\t_childremovedEvent.child = object;\n\t\t\tthis.dispatchEvent( _childremovedEvent );\n\t\t\t_childremovedEvent.child = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremoveFromParent() {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tparent.remove( this );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclear() {\n\n\t\treturn this.remove( ... this.children );\n\n\t}\n\n\tattach( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\t// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$3.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$3.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$3 );\n\n\t\tobject.removeFromParent();\n\t\tobject.parent = this;\n\t\tthis.children.push( object );\n\n\t\tobject.updateWorldMatrix( false, true );\n\n\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t_childaddedEvent.child = object;\n\t\tthis.dispatchEvent( _childaddedEvent );\n\t\t_childaddedEvent.child = null;\n\n\t\treturn this;\n\n\t}\n\n\tgetObjectById( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t}\n\n\tgetObjectByName( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t}\n\n\tgetObjectByProperty( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tgetObjectsByProperty( name, value, result = [] ) {\n\n\t\tif ( this[ name ] === value ) result.push( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].getObjectsByProperty( name, value, result );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tgetWorldPosition( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t}\n\n\tgetWorldQuaternion( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, target, _scale$2 );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldScale( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$2, target );\n\n\t\treturn target;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t}\n\n\traycast( /* raycaster, intersects */ ) {}\n\n\ttraverse( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseVisible( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t}\n\n\ttraverseAncestors( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t}\n\n\tupdateMatrix() {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tconst child = children[ i ];\n\n\t\t\tif ( child.matrixWorldAutoUpdate === true || force === true ) {\n\n\t\t\t\tchild.updateMatrixWorld( force );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = children[ i ];\n\n\t\t\t\tif ( child.matrixWorldAutoUpdate === true ) {\n\n\t\t\t\t\tchild.updateWorldMatrix( false, true );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {},\n\t\t\t\tnodes: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\t\tobject.up = this.up.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\t\t\tif ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();\n\n\t\t}\n\n\t\tif ( this.isBatchedMesh ) {\n\n\t\t\tobject.type = 'BatchedMesh';\n\t\t\tobject.perObjectFrustumCulled = this.perObjectFrustumCulled;\n\t\t\tobject.sortObjects = this.sortObjects;\n\n\t\t\tobject.drawRanges = this._drawRanges;\n\t\t\tobject.reservedRanges = this._reservedRanges;\n\n\t\t\tobject.visibility = this._visibility;\n\t\t\tobject.active = this._active;\n\t\t\tobject.bounds = this._bounds.map( bound => ( {\n\t\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\t\tboxMin: bound.box.min.toArray(),\n\t\t\t\tboxMax: bound.box.max.toArray(),\n\n\t\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\t\tsphereRadius: bound.sphere.radius,\n\t\t\t\tsphereCenter: bound.sphere.center.toArray()\n\t\t\t} ) );\n\n\t\t\tobject.maxGeometryCount = this._maxGeometryCount;\n\t\t\tobject.maxVertexCount = this._maxVertexCount;\n\t\t\tobject.maxIndexCount = this._maxIndexCount;\n\n\t\t\tobject.geometryInitialized = this._geometryInitialized;\n\t\t\tobject.geometryCount = this._geometryCount;\n\n\t\t\tobject.matricesTexture = this._matricesTexture.toJSON( meta );\n\n\t\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\t\tobject.boundingSphere = {\n\t\t\t\t\tcenter: object.boundingSphere.center.toArray(),\n\t\t\t\t\tradius: object.boundingSphere.radius\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tif ( this.boundingBox !== null ) {\n\n\t\t\t\tobject.boundingBox = {\n\t\t\t\t\tmin: object.boundingBox.min.toArray(),\n\t\t\t\t\tmax: object.boundingBox.max.toArray()\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isScene ) {\n\n\t\t\tif ( this.background ) {\n\n\t\t\t\tif ( this.background.isColor ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON();\n\n\t\t\t\t} else if ( this.background.isTexture ) {\n\n\t\t\t\t\tobject.background = this.background.toJSON( meta ).uuid;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {\n\n\t\t\t\tobject.environment = this.environment.toJSON( meta ).uuid;\n\n\t\t\t}\n\n\t\t} else if ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\t\t\tconst nodes = extractFromCache( meta.nodes );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\t\t\tif ( nodes.length > 0 ) output.nodes = nodes;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t}\n\n\tclone( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t}\n\n\tcopy( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\tthis.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.animations = source.animations.slice();\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nObject3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );\nObject3D.DEFAULT_MATRIX_AUTO_UPDATE = true;\nObject3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$2 = /*@__PURE__*/ new Vector3();\nconst _v3$2 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$2.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$2 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$2 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\ttarget.set( 0, 0, 0 );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\t// if the triangle is degenerate then we can't contain a point\n\t\tif ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );\n\n\t}\n\n\tstatic getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {\n\n\t\tif ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {\n\n\t\t\ttarget.x = 0;\n\t\t\ttarget.y = 0;\n\t\t\tif ( 'z' in target ) target.z = 0;\n\t\t\tif ( 'w' in target ) target.w = 0;\n\t\t\treturn null;\n\n\t\t}\n\n\t\ttarget.setScalar( 0 );\n\t\ttarget.addScaledVector( v1, _v3$2.x );\n\t\ttarget.addScaledVector( v2, _v3$2.y );\n\t\ttarget.addScaledVector( v3, _v3$2.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAttributeAndIndices( attribute, i0, i1, i2 ) {\n\n\t\tthis.a.fromBufferAttribute( attribute, i0 );\n\t\tthis.b.fromBufferAttribute( attribute, i1 );\n\t\tthis.c.fromBufferAttribute( attribute, i2 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetInterpolation( point, v1, v2, v3, target ) {\n\n\t\treturn Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tthis.isColor = true;\n\n\t\tthis.r = 1;\n\t\tthis.g = 1;\n\t\tthis.b = 1;\n\n\t\treturn this.set( r, g, b );\n\n\t}\n\n\tset( r, g, b ) {\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\n\t\t\tconst value = r;\n\n\t\t\tif ( value && value.isColor ) {\n\n\t\t\t\tthis.copy( value );\n\n\t\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\t\tthis.setHex( value );\n\n\t\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\t\tthis.setStyle( value );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.setRGB( r, g, b );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex, colorSpace = SRGBColorSpace ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = euclideanModulo( h, 1 );\n\t\ts = clamp( s, 0, 1 );\n\t\tl = clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\tColorManagement.toWorkingColorSpace( this, colorSpace );\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style, colorSpace = SRGBColorSpace ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^(\\w+)\\(([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tMath.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setRGB(\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tMath.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL(\n\t\t\t\t\t\t\tparseFloat( color[ 1 ] ) / 360,\n\t\t\t\t\t\t\tparseFloat( color[ 2 ] ) / 100,\n\t\t\t\t\t\t\tparseFloat( color[ 3 ] ) / 100,\n\t\t\t\t\t\t\tcolorSpace\n\t\t\t\t\t\t);\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tconsole.warn( 'THREE.Color: Unknown color model ' + style );\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\treturn this.setRGB(\n\t\t\t\t\tparseInt( hex.charAt( 0 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 1 ), 16 ) / 15,\n\t\t\t\t\tparseInt( hex.charAt( 2 ), 16 ) / 15,\n\t\t\t\t\tcolorSpace\n\t\t\t\t);\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\treturn this.setHex( parseInt( hex, 16 ), colorSpace );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Invalid hex color ' + style );\n\n\t\t\t}\n\n\t\t} else if ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style, colorSpace );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style, colorSpace = SRGBColorSpace ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style.toLowerCase() ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex, colorSpace );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\treturn Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) );\n\n\t}\n\n\tgetHexString( colorSpace = SRGBColorSpace ) {\n\n\t\treturn ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetRGB( target, colorSpace = ColorManagement.workingColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\ttarget.r = _color.r;\n\t\ttarget.g = _color.g;\n\t\ttarget.b = _color.b;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle( colorSpace = SRGBColorSpace ) {\n\n\t\tColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );\n\n\t\tconst r = _color.r, g = _color.g, b = _color.b;\n\n\t\tif ( colorSpace !== SRGBColorSpace ) {\n\n\t\t\t// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).\n\t\t\treturn `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;\n\n\t\t}\n\n\t\treturn `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\treturn this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpColors( color1, color2, alpha ) {\n\n\t\tthis.r = color1.r + ( color2.r - color1.r ) * alpha;\n\t\tthis.g = color1.g + ( color2.g - color1.g ) * alpha;\n\t\tthis.b = color1.b + ( color2.b - color1.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\tthis.r = v.x;\n\t\tthis.g = v.y;\n\t\tthis.b = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\t\tconst e = m.elements;\n\n\t\tthis.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;\n\t\tthis.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;\n\t\tthis.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n\t*[ Symbol.iterator ]() {\n\n\t\tyield this.r;\n\t\tyield this.g;\n\t\tyield this.b;\n\n\t}\n\n}\n\nconst _color = /*@__PURE__*/ new Color();\n\nColor.NAMES = _colorKeywords;\n\nlet _materialId = 0;\n\nclass Material extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isMaterial = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _materialId ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Material';\n\n\t\tthis.blending = NormalBlending;\n\t\tthis.side = FrontSide;\n\t\tthis.vertexColors = false;\n\n\t\tthis.opacity = 1;\n\t\tthis.transparent = false;\n\t\tthis.alphaHash = false;\n\n\t\tthis.blendSrc = SrcAlphaFactor;\n\t\tthis.blendDst = OneMinusSrcAlphaFactor;\n\t\tthis.blendEquation = AddEquation;\n\t\tthis.blendSrcAlpha = null;\n\t\tthis.blendDstAlpha = null;\n\t\tthis.blendEquationAlpha = null;\n\t\tthis.blendColor = new Color( 0, 0, 0 );\n\t\tthis.blendAlpha = 0;\n\n\t\tthis.depthFunc = LessEqualDepth;\n\t\tthis.depthTest = true;\n\t\tthis.depthWrite = true;\n\n\t\tthis.stencilWriteMask = 0xff;\n\t\tthis.stencilFunc = AlwaysStencilFunc;\n\t\tthis.stencilRef = 0;\n\t\tthis.stencilFuncMask = 0xff;\n\t\tthis.stencilFail = KeepStencilOp;\n\t\tthis.stencilZFail = KeepStencilOp;\n\t\tthis.stencilZPass = KeepStencilOp;\n\t\tthis.stencilWrite = false;\n\n\t\tthis.clippingPlanes = null;\n\t\tthis.clipIntersection = false;\n\t\tthis.clipShadows = false;\n\n\t\tthis.shadowSide = null;\n\n\t\tthis.colorWrite = true;\n\n\t\tthis.precision = null; // override the renderer's default precision for this material\n\n\t\tthis.polygonOffset = false;\n\t\tthis.polygonOffsetFactor = 0;\n\t\tthis.polygonOffsetUnits = 0;\n\n\t\tthis.dithering = false;\n\n\t\tthis.alphaToCoverage = false;\n\t\tthis.premultipliedAlpha = false;\n\t\tthis.forceSinglePass = false;\n\n\t\tthis.visible = true;\n\n\t\tthis.toneMapped = true;\n\n\t\tthis.userData = {};\n\n\t\tthis.version = 0;\n\n\t\tthis._alphaTest = 0;\n\n\t}\n\n\tget alphaTest() {\n\n\t\treturn this._alphaTest;\n\n\t}\n\n\tset alphaTest( value ) {\n\n\t\tif ( this._alphaTest > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._alphaTest = value;\n\n\t}\n\n\tonBuild( /* shaderobject, renderer */ ) {}\n\n\tonBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}\n\n\tonBeforeCompile( /* shaderobject, renderer */ ) {}\n\n\tcustomProgramCacheKey() {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t}\n\n\tsetValues( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRootObject ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen !== undefined ) data.sheen = this.sheen;\n\t\tif ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();\n\t\tif ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;\n\t\tif ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.iridescence !== undefined ) data.iridescence = this.iridescence;\n\t\tif ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;\n\t\tif ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;\n\n\t\tif ( this.iridescenceMap && this.iridescenceMap.isTexture ) {\n\n\t\t\tdata.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {\n\n\t\t\tdata.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;\n\t\tif ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;\n\n\t\tif ( this.anisotropyMap && this.anisotropyMap.isTexture ) {\n\n\t\t\tdata.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\n\t\tif ( this.lightMap && this.lightMap.isTexture ) {\n\n\t\t\tdata.lightMap = this.lightMap.toJSON( meta ).uuid;\n\t\t\tdata.lightMapIntensity = this.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\t\tif ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;\n\t\tif ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\n\t\t}\n\n\t\tif ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();\n\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\t\tif ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;\n\t\tif ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.transmission !== undefined ) data.transmission = this.transmission;\n\t\tif ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;\n\t\tif ( this.thickness !== undefined ) data.thickness = this.thickness;\n\t\tif ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;\n\t\tif ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;\n\t\tif ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors === true ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = true;\n\n\t\tif ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;\n\t\tif ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;\n\t\tif ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;\n\t\tif ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;\n\t\tif ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;\n\t\tif ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;\n\t\tif ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();\n\t\tif ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;\n\n\t\tif ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;\n\t\tif ( this.depthTest === false ) data.depthTest = this.depthTest;\n\t\tif ( this.depthWrite === false ) data.depthWrite = this.depthWrite;\n\t\tif ( this.colorWrite === false ) data.colorWrite = this.colorWrite;\n\n\t\tif ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;\n\t\tif ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;\n\t\tif ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;\n\t\tif ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;\n\t\tif ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;\n\t\tif ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;\n\t\tif ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;\n\t\tif ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.alphaHash === true ) data.alphaHash = true;\n\t\tif ( this.alphaToCoverage === true ) data.alphaToCoverage = true;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;\n\t\tif ( this.forceSinglePass === true ) data.forceSinglePass = true;\n\n\t\tif ( this.wireframe === true ) data.wireframe = true;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.flatShading === true ) data.flatShading = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( this.fog === false ) data.fog = false;\n\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\t\tthis.blendColor.copy( source.blendColor );\n\t\tthis.blendAlpha = source.blendAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.alphaHash = source.alphaHash;\n\t\tthis.alphaToCoverage = source.alphaToCoverage;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\t\tthis.forceSinglePass = source.forceSinglePass;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n}\n\nclass MeshBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshBasicMaterial = true;\n\n\t\tthis.type = 'MeshBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // emissive\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf\n\nconst _tables = /*@__PURE__*/ _generateTables();\n\nfunction _generateTables() {\n\n\t// float32 to float16 helpers\n\n\tconst buffer = new ArrayBuffer( 4 );\n\tconst floatView = new Float32Array( buffer );\n\tconst uint32View = new Uint32Array( buffer );\n\n\tconst baseTable = new Uint32Array( 512 );\n\tconst shiftTable = new Uint32Array( 512 );\n\n\tfor ( let i = 0; i < 256; ++ i ) {\n\n\t\tconst e = i - 127;\n\n\t\t// very small number (0, -0)\n\n\t\tif ( e < - 27 ) {\n\n\t\t\tbaseTable[ i ] = 0x0000;\n\t\t\tbaseTable[ i | 0x100 ] = 0x8000;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// small number (denorm)\n\n\t\t} else if ( e < - 14 ) {\n\n\t\t\tbaseTable[ i ] = 0x0400 >> ( - e - 14 );\n\t\t\tbaseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000;\n\t\t\tshiftTable[ i ] = - e - 1;\n\t\t\tshiftTable[ i | 0x100 ] = - e - 1;\n\n\t\t\t// normal number\n\n\t\t} else if ( e <= 15 ) {\n\n\t\t\tbaseTable[ i ] = ( e + 15 ) << 10;\n\t\t\tbaseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t\t// large number (Infinity, -Infinity)\n\n\t\t} else if ( e < 128 ) {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 24;\n\t\t\tshiftTable[ i | 0x100 ] = 24;\n\n\t\t\t// stay (NaN, Infinity, -Infinity)\n\n\t\t} else {\n\n\t\t\tbaseTable[ i ] = 0x7c00;\n\t\t\tbaseTable[ i | 0x100 ] = 0xfc00;\n\t\t\tshiftTable[ i ] = 13;\n\t\t\tshiftTable[ i | 0x100 ] = 13;\n\n\t\t}\n\n\t}\n\n\t// float16 to float32 helpers\n\n\tconst mantissaTable = new Uint32Array( 2048 );\n\tconst exponentTable = new Uint32Array( 64 );\n\tconst offsetTable = new Uint32Array( 64 );\n\n\tfor ( let i = 1; i < 1024; ++ i ) {\n\n\t\tlet m = i << 13; // zero pad mantissa bits\n\t\tlet e = 0; // zero exponent\n\n\t\t// normalized\n\t\twhile ( ( m & 0x00800000 ) === 0 ) {\n\n\t\t\tm <<= 1;\n\t\t\te -= 0x00800000; // decrement exponent\n\n\t\t}\n\n\t\tm &= ~ 0x00800000; // clear leading 1 bit\n\t\te += 0x38800000; // adjust bias\n\n\t\tmantissaTable[ i ] = m | e;\n\n\t}\n\n\tfor ( let i = 1024; i < 2048; ++ i ) {\n\n\t\tmantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 );\n\n\t}\n\n\tfor ( let i = 1; i < 31; ++ i ) {\n\n\t\texponentTable[ i ] = i << 23;\n\n\t}\n\n\texponentTable[ 31 ] = 0x47800000;\n\texponentTable[ 32 ] = 0x80000000;\n\n\tfor ( let i = 33; i < 63; ++ i ) {\n\n\t\texponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 );\n\n\t}\n\n\texponentTable[ 63 ] = 0xc7800000;\n\n\tfor ( let i = 1; i < 64; ++ i ) {\n\n\t\tif ( i !== 32 ) {\n\n\t\t\toffsetTable[ i ] = 1024;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tfloatView: floatView,\n\t\tuint32View: uint32View,\n\t\tbaseTable: baseTable,\n\t\tshiftTable: shiftTable,\n\t\tmantissaTable: mantissaTable,\n\t\texponentTable: exponentTable,\n\t\toffsetTable: offsetTable\n\t};\n\n}\n\n// float32 to float16\n\nfunction toHalfFloat( val ) {\n\n\tif ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' );\n\n\tval = clamp( val, - 65504, 65504 );\n\n\t_tables.floatView[ 0 ] = val;\n\tconst f = _tables.uint32View[ 0 ];\n\tconst e = ( f >> 23 ) & 0x1ff;\n\treturn _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] );\n\n}\n\n// float16 to float32\n\nfunction fromHalfFloat( val ) {\n\n\tconst m = val >> 10;\n\t_tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ];\n\treturn _tables.floatView[ 0 ];\n\n}\n\nconst DataUtils = {\n\ttoHalfFloat: toHalfFloat,\n\tfromHalfFloat: fromHalfFloat,\n};\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\nconst _vector2$1 = /*@__PURE__*/ new Vector2();\n\nclass BufferAttribute {\n\n\tconstructor( array, itemSize, normalized = false ) {\n\n\t\tif ( Array.isArray( array ) ) {\n\n\t\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t\t}\n\n\t\tthis.isBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.array = array;\n\t\tthis.itemSize = itemSize;\n\t\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\t\tthis.normalized = normalized;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis._updateRange = { offset: 0, count: - 1 };\n\t\tthis.updateRanges = [];\n\t\tthis.gpuType = FloatType;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tget updateRange() {\n\n\t\twarnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\n\t\treturn this._updateRange;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\t\tthis.gpuType = source.gpuType;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcopyArray( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$9.fromBufferAttribute( this, i );\n\t\t\t\t_vector$9.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$9.fromBufferAttribute( this, i );\n\n\t\t\t_vector$9.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\t// Matching BufferAttribute constructor, do not normalize the array.\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.itemSize + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.array[ index * this.itemSize + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.array[ index * this.itemSize ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.array[ index * this.itemSize + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.array[ index * this.itemSize + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.array[ index * this.itemSize + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.from( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( this.usage !== StaticDrawUsage ) data.usage = this.usage;\n\n\t\treturn data;\n\n\t}\n\n}\n\n//\n\nclass Int8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint8ClampedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint8ClampedArray( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Int32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Int32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Uint32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nclass Float16BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Uint16Array( array ), itemSize, normalized );\n\n\t\tthis.isFloat16BufferAttribute = true;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = fromHalfFloat( this.array[ index * this.itemSize ] );\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.array[ index * this.itemSize ] = toHalfFloat( x );\n\n\t\treturn this;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] );\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.array[ index * this.itemSize + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] );\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.array[ index * this.itemSize + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] );\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.array[ index * this.itemSize + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.array[ index + 0 ] = toHalfFloat( x );\n\t\tthis.array[ index + 1 ] = toHalfFloat( y );\n\t\tthis.array[ index + 2 ] = toHalfFloat( z );\n\t\tthis.array[ index + 3 ] = toHalfFloat( w );\n\n\t\treturn this;\n\n\t}\n\n}\n\n\nclass Float32BufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized ) {\n\n\t\tsuper( new Float32Array( array ), itemSize, normalized );\n\n\t}\n\n}\n\nlet _id$2 = 0;\n\nconst _m1$2 = /*@__PURE__*/ new Matrix4();\nconst _obj = /*@__PURE__*/ new Object3D();\nconst _offset = /*@__PURE__*/ new Vector3();\nconst _box$2 = /*@__PURE__*/ new Box3();\nconst _boxMorphTargets = /*@__PURE__*/ new Box3();\nconst _vector$8 = /*@__PURE__*/ new Vector3();\n\nclass BufferGeometry extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBufferGeometry = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id$2 ++ } );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\t\tthis.morphTargetsRelative = false;\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t\tthis.userData = {};\n\n\t}\n\n\tgetIndex() {\n\n\t\treturn this.index;\n\n\t}\n\n\tsetIndex( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetAttribute( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t}\n\n\tsetAttribute( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t}\n\n\tdeleteAttribute( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t}\n\n\thasAttribute( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t}\n\n\taddGroup( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t}\n\n\tclearGroups() {\n\n\t\tthis.groups = [];\n\n\t}\n\n\tsetDrawRange( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\t_m1$2.makeRotationFromQuaternion( q );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateX( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateY( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\trotateZ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\tscale( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t}\n\n\tlookAt( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t}\n\n\tcenter() {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$8 );\n\n\t\t\t\t\t\t_vector$8.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$8 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$8.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$8.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$8.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeTangents() {\n\n\t\tconst index = this.index;\n\t\tconst attributes = this.attributes;\n\n\t\t// based on http://www.terathon.com/code/tangent.html\n\t\t// (per vertex tangents)\n\n\t\tif ( index === null ||\n\t\t\t attributes.position === undefined ||\n\t\t\t attributes.normal === undefined ||\n\t\t\t attributes.uv === undefined ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst positionAttribute = attributes.position;\n\t\tconst normalAttribute = attributes.normal;\n\t\tconst uvAttribute = attributes.uv;\n\n\t\tif ( this.hasAttribute( 'tangent' ) === false ) {\n\n\t\t\tthis.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );\n\n\t\t}\n\n\t\tconst tangentAttribute = this.getAttribute( 'tangent' );\n\n\t\tconst tan1 = [], tan2 = [];\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\ttan1[ i ] = new Vector3();\n\t\t\ttan2[ i ] = new Vector3();\n\n\t\t}\n\n\t\tconst vA = new Vector3(),\n\t\t\tvB = new Vector3(),\n\t\t\tvC = new Vector3(),\n\n\t\t\tuvA = new Vector2(),\n\t\t\tuvB = new Vector2(),\n\t\t\tuvC = new Vector2(),\n\n\t\t\tsdir = new Vector3(),\n\t\t\ttdir = new Vector3();\n\n\t\tfunction handleTriangle( a, b, c ) {\n\n\t\t\tvA.fromBufferAttribute( positionAttribute, a );\n\t\t\tvB.fromBufferAttribute( positionAttribute, b );\n\t\t\tvC.fromBufferAttribute( positionAttribute, c );\n\n\t\t\tuvA.fromBufferAttribute( uvAttribute, a );\n\t\t\tuvB.fromBufferAttribute( uvAttribute, b );\n\t\t\tuvC.fromBufferAttribute( uvAttribute, c );\n\n\t\t\tvB.sub( vA );\n\t\t\tvC.sub( vA );\n\n\t\t\tuvB.sub( uvA );\n\t\t\tuvC.sub( uvA );\n\n\t\t\tconst r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );\n\n\t\t\t// silently ignore degenerate uv triangles having coincident or colinear vertices\n\n\t\t\tif ( ! isFinite( r ) ) return;\n\n\t\t\tsdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );\n\t\t\ttdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );\n\n\t\t\ttan1[ a ].add( sdir );\n\t\t\ttan1[ b ].add( sdir );\n\t\t\ttan1[ c ].add( sdir );\n\n\t\t\ttan2[ a ].add( tdir );\n\t\t\ttan2[ b ].add( tdir );\n\t\t\ttan2[ c ].add( tdir );\n\n\t\t}\n\n\t\tlet groups = this.groups;\n\n\t\tif ( groups.length === 0 ) {\n\n\t\t\tgroups = [ {\n\t\t\t\tstart: 0,\n\t\t\t\tcount: index.count\n\t\t\t} ];\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleTriangle(\n\t\t\t\t\tindex.getX( j + 0 ),\n\t\t\t\t\tindex.getX( j + 1 ),\n\t\t\t\t\tindex.getX( j + 2 )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst tmp = new Vector3(), tmp2 = new Vector3();\n\t\tconst n = new Vector3(), n2 = new Vector3();\n\n\t\tfunction handleVertex( v ) {\n\n\t\t\tn.fromBufferAttribute( normalAttribute, v );\n\t\t\tn2.copy( n );\n\n\t\t\tconst t = tan1[ v ];\n\n\t\t\t// Gram-Schmidt orthogonalize\n\n\t\t\ttmp.copy( t );\n\t\t\ttmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();\n\n\t\t\t// Calculate handedness\n\n\t\t\ttmp2.crossVectors( n2, t );\n\t\t\tconst test = tmp2.dot( tan2[ v ] );\n\t\t\tconst w = ( test < 0.0 ) ? - 1.0 : 1.0;\n\n\t\t\ttangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );\n\n\t\t}\n\n\t\tfor ( let i = 0, il = groups.length; i < il; ++ i ) {\n\n\t\t\tconst group = groups[ i ];\n\n\t\t\tconst start = group.start;\n\t\t\tconst count = group.count;\n\n\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\thandleVertex( index.getX( j + 0 ) );\n\t\t\t\thandleVertex( index.getX( j + 1 ) );\n\t\t\t\thandleVertex( index.getX( j + 2 ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcomputeVertexNormals() {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tnormalizeNormals() {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$8.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$8.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );\n\n\t\t}\n\n\t}\n\n\ttoNonIndexed() {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\tindex = indices[ i ] * attribute.data.stride + attribute.offset;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// for simplicity the code assumes attributes are not shared across geometries, see #15811\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tdata.data.attributes[ key ] = attribute.toJSON( data.data );\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tarray.push( attribute.toJSON( data.data ) );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n}\n\nconst _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();\nconst _ray$3 = /*@__PURE__*/ new Ray();\nconst _sphere$6 = /*@__PURE__*/ new Sphere();\nconst _sphereHitAt = /*@__PURE__*/ new Vector3();\n\nconst _vA$1 = /*@__PURE__*/ new Vector3();\nconst _vB$1 = /*@__PURE__*/ new Vector3();\nconst _vC$1 = /*@__PURE__*/ new Vector3();\n\nconst _tempA = /*@__PURE__*/ new Vector3();\nconst _morphA = /*@__PURE__*/ new Vector3();\n\nconst _uvA$1 = /*@__PURE__*/ new Vector2();\nconst _uvB$1 = /*@__PURE__*/ new Vector2();\nconst _uvC$1 = /*@__PURE__*/ new Vector2();\n\nconst _normalA = /*@__PURE__*/ new Vector3();\nconst _normalB = /*@__PURE__*/ new Vector3();\nconst _normalC = /*@__PURE__*/ new Vector3();\n\nconst _intersectionPoint = /*@__PURE__*/ new Vector3();\nconst _intersectionPointWorld = /*@__PURE__*/ new Vector3();\n\nclass Mesh extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isMesh = true;\n\n\t\tthis.type = 'Mesh';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.attributes.position;\n\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\n\t\ttarget.fromBufferAttribute( position, index );\n\n\t\tconst morphInfluences = this.morphTargetInfluences;\n\n\t\tif ( morphPosition && morphInfluences ) {\n\n\t\t\t_morphA.set( 0, 0, 0 );\n\n\t\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\t\tconst influence = morphInfluences[ i ];\n\t\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t\t_tempA.fromBufferAttribute( morphAttribute, index );\n\n\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_morphA.addScaledVector( _tempA.sub( target ), influence );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttarget.add( _morphA );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$6.copy( geometry.boundingSphere );\n\t\t_sphere$6.applyMatrix4( matrixWorld );\n\n\t\t// check distance from ray origin to bounding sphere\n\n\t\t_ray$3.copy( raycaster.ray ).recast( raycaster.near );\n\n\t\tif ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {\n\n\t\t\tif ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;\n\n\t\t\tif ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;\n\n\t\t}\n\n\t\t// convert ray to local space of mesh\n\n\t\t_inverseMatrix$3.copy( matrixWorld ).invert();\n\t\t_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray$3 );\n\n\t}\n\n\t_computeIntersections( raycaster, intersects, rayLocalSpace ) {\n\n\t\tlet intersection;\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\n\t\tconst index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\t\tconst uv = geometry.attributes.uv;\n\t\tconst uv1 = geometry.attributes.uv1;\n\t\tconst normal = geometry.attributes.normal;\n\t\tconst groups = geometry.groups;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\tif ( index !== null ) {\n\n\t\t\t// indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( position !== undefined ) {\n\n\t\t\t// non-indexed buffer geometry\n\n\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );\n\n\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\tintersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\tconst a = i;\n\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\tintersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );\n\n\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {\n\n\tobject.getVertexPosition( a, _vA$1 );\n\tobject.getVertexPosition( b, _vB$1 );\n\tobject.getVertexPosition( c, _vC$1 );\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv1 ) {\n\n\t\t\t_uvA$1.fromBufferAttribute( uv1, a );\n\t\t\t_uvB$1.fromBufferAttribute( uv1, b );\n\t\t\t_uvC$1.fromBufferAttribute( uv1, c );\n\n\t\t\tintersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );\n\n\t\t}\n\n\t\tif ( normal ) {\n\n\t\t\t_normalA.fromBufferAttribute( normal, a );\n\t\t\t_normalB.fromBufferAttribute( normal, b );\n\t\t\t_normalC.fromBufferAttribute( normal, c );\n\n\t\t\tintersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );\n\n\t\t\tif ( intersection.normal.dot( ray.direction ) > 0 ) {\n\n\t\t\t\tintersection.normal.multiplyScalar( - 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst face = {\n\t\t\ta: a,\n\t\t\tb: b,\n\t\t\tc: c,\n\t\t\tnormal: new Vector3(),\n\t\t\tmaterialIndex: 0\n\t\t};\n\n\t\tTriangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture || property.isQuaternion ) ) {\n\n\t\t\t\tif ( property.isRenderTargetTexture ) {\n\n\t\t\t\t\tconsole.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );\n\t\t\t\t\tdst[ u ][ p ] = null;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t\t}\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\nfunction cloneUniformsGroups( src ) {\n\n\tconst dst = [];\n\n\tfor ( let u = 0; u < src.length; u ++ ) {\n\n\t\tdst.push( src[ u ].clone() );\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction getUnlitUniformColorSpace( renderer ) {\n\n\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\tif ( currentRenderTarget === null ) {\n\n\t\t// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398\n\t\treturn renderer.outputColorSpace;\n\n\t}\n\n\t// https://github.com/mrdoob/three.js/issues/27868\n\tif ( currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\treturn currentRenderTarget.texture.colorSpace;\n\n\t}\n\n\treturn ColorManagement.workingColorSpace;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\nclass ShaderMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShaderMaterial = true;\n\n\t\tthis.type = 'ShaderMaterial';\n\n\t\tthis.defines = {};\n\t\tthis.uniforms = {};\n\t\tthis.uniformsGroups = [];\n\n\t\tthis.vertexShader = default_vertex;\n\t\tthis.fragmentShader = default_fragment;\n\n\t\tthis.linewidth = 1;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.fog = false; // set to use scene fog\n\t\tthis.lights = false; // set to use scene lights\n\t\tthis.clipping = false; // set to use user-defined clipping planes\n\n\t\tthis.forceSinglePass = true;\n\n\t\tthis.extensions = {\n\t\t\tclipCullDistance: false, // set to use vertex shader clipping\n\t\t\tmultiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID\n\t\t};\n\n\t\t// When rendered geometry doesn't include these attributes but the material does,\n\t\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\t\tthis.defaultAttributeValues = {\n\t\t\t'color': [ 1, 1, 1 ],\n\t\t\t'uv': [ 0, 0 ],\n\t\t\t'uv1': [ 0, 0 ]\n\t\t};\n\n\t\tthis.index0AttributeName = undefined;\n\t\tthis.uniformsNeedUpdate = false;\n\n\t\tthis.glslVersion = null;\n\n\t\tif ( parameters !== undefined ) {\n\n\t\t\tthis.setValues( parameters );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.fragmentShader = source.fragmentShader;\n\t\tthis.vertexShader = source.vertexShader;\n\n\t\tthis.uniforms = cloneUniforms( source.uniforms );\n\t\tthis.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );\n\n\t\tthis.defines = Object.assign( {}, source.defines );\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.fog = source.fog;\n\t\tthis.lights = source.lights;\n\t\tthis.clipping = source.clipping;\n\n\t\tthis.extensions = Object.assign( {}, source.extensions );\n\n\t\tthis.glslVersion = source.glslVersion;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.glslVersion = this.glslVersion;\n\t\tdata.uniforms = {};\n\n\t\tfor ( const name in this.uniforms ) {\n\n\t\t\tconst uniform = this.uniforms[ name ];\n\t\t\tconst value = uniform.value;\n\n\t\t\tif ( value && value.isTexture ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 't',\n\t\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isColor ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'c',\n\t\t\t\t\tvalue: value.getHex()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v2',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'v4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm3',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\ttype: 'm4',\n\t\t\t\t\tvalue: value.toArray()\n\t\t\t\t};\n\n\t\t\t} else {\n\n\t\t\t\tdata.uniforms[ name ] = {\n\t\t\t\t\tvalue: value\n\t\t\t\t};\n\n\t\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\t\tdata.vertexShader = this.vertexShader;\n\t\tdata.fragmentShader = this.fragmentShader;\n\n\t\tdata.lights = this.lights;\n\t\tdata.clipping = this.clipping;\n\n\t\tconst extensions = {};\n\n\t\tfor ( const key in this.extensions ) {\n\n\t\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t\t}\n\n\t\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass Camera extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isCamera = true;\n\n\t\tthis.type = 'Camera';\n\n\t\tthis.matrixWorldInverse = new Matrix4();\n\n\t\tthis.projectionMatrix = new Matrix4();\n\t\tthis.projectionMatrixInverse = new Matrix4();\n\n\t\tthis.coordinateSystem = WebGLCoordinateSystem;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\tthis.coordinateSystem = source.coordinateSystem;\n\n\t\treturn this;\n\n\t}\n\n\tgetWorldDirection( target ) {\n\n\t\treturn super.getWorldDirection( target ).negate();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tupdateWorldMatrix( updateParents, updateChildren ) {\n\n\t\tsuper.updateWorldMatrix( updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _v3$1 = /*@__PURE__*/ new Vector3();\nconst _minTarget = /*@__PURE__*/ new Vector2();\nconst _maxTarget = /*@__PURE__*/ new Vector2();\n\n\nclass PerspectiveCamera extends Camera {\n\n\tconstructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isPerspectiveCamera = true;\n\n\t\tthis.type = 'PerspectiveCamera';\n\n\t\tthis.fov = fov;\n\t\tthis.zoom = 1;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.focus = 10;\n\n\t\tthis.aspect = aspect;\n\t\tthis.view = null;\n\n\t\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\t\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t}\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength( focalLength ) {\n\n\t\t/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength() {\n\n\t\tconst vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t}\n\n\tgetEffectiveFOV() {\n\n\t\treturn RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t}\n\n\tgetFilmWidth() {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t}\n\n\tgetFilmHeight() {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t}\n\n\t/**\n\t * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.\n\t * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.\n\t */\n\tgetViewBounds( distance, minTarget, maxTarget ) {\n\n\t\t_v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\n\n\t\tminTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\n\n\t\t_v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );\n\n\t\tmaxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );\n\n\t}\n\n\t/**\n\t * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.\n\t * Copies the result into the target Vector2, where x is width and y is height.\n\t */\n\tgetViewSize( distance, target ) {\n\n\t\tthis.getViewBounds( distance, _minTarget, _maxTarget );\n\n\t\treturn target.subVectors( _maxTarget, _minTarget );\n\n\t}\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t *   +---+---+---+\n\t *   | A | B | C |\n\t *   +---+---+---+\n\t *   | D | E | F |\n\t *   +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t *   const w = 1920;\n\t *   const h = 1080;\n\t *   const fullWidth = w * 3;\n\t *   const fullHeight = h * 2;\n\t *\n\t *   --A--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t *   --B--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t *   --C--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t *   --D--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t *   --E--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t *   --F--\n\t *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t *   Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst fov = - 90; // negative fov is not an error\nconst aspect = 1;\n\nclass CubeCamera extends Object3D {\n\n\tconstructor( near, far, renderTarget ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CubeCamera';\n\n\t\tthis.renderTarget = renderTarget;\n\t\tthis.coordinateSystem = null;\n\t\tthis.activeMipmapLevel = 0;\n\n\t\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPX.layers = this.layers;\n\t\tthis.add( cameraPX );\n\n\t\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNX.layers = this.layers;\n\t\tthis.add( cameraNX );\n\n\t\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPY.layers = this.layers;\n\t\tthis.add( cameraPY );\n\n\t\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNY.layers = this.layers;\n\t\tthis.add( cameraNY );\n\n\t\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraPZ.layers = this.layers;\n\t\tthis.add( cameraPZ );\n\n\t\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\tcameraNZ.layers = this.layers;\n\t\tthis.add( cameraNZ );\n\n\t}\n\n\tupdateCoordinateSystem() {\n\n\t\tconst coordinateSystem = this.coordinateSystem;\n\n\t\tconst cameras = this.children.concat();\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;\n\n\t\tfor ( const camera of cameras ) this.remove( camera );\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, 1, 0 );\n\t\t\tcameraPX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, 1, 0 );\n\t\t\tcameraNX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, - 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\t\tcameraPX.lookAt( - 1, 0, 0 );\n\n\t\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\t\tcameraNX.lookAt( 1, 0, 0 );\n\n\t\t\tcameraPY.up.set( 0, 0, 1 );\n\t\t\tcameraPY.lookAt( 0, 1, 0 );\n\n\t\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\t\tcameraNY.lookAt( 0, - 1, 0 );\n\n\t\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\t\tcameraPZ.lookAt( 0, 0, 1 );\n\n\t\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\t\tcameraNZ.lookAt( 0, 0, - 1 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\tfor ( const camera of cameras ) {\n\n\t\t\tthis.add( camera );\n\n\t\t\tcamera.updateMatrixWorld();\n\n\t\t}\n\n\t}\n\n\tupdate( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst { renderTarget, activeMipmapLevel } = this;\n\n\t\tif ( this.coordinateSystem !== renderer.coordinateSystem ) {\n\n\t\t\tthis.coordinateSystem = renderer.coordinateSystem;\n\n\t\t\tthis.updateCoordinateSystem();\n\n\t\t}\n\n\t\tconst [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\t\tconst currentActiveCubeFace = renderer.getActiveCubeFace();\n\t\tconst currentActiveMipmapLevel = renderer.getActiveMipmapLevel();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\t// mipmaps are generated during the last call of render()\n\t\t// at this point, all sides of the cube render target are defined\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t\trenderTarget.texture.needsPMREMUpdate = true;\n\n\t}\n\n}\n\nclass CubeTexture extends Texture {\n\n\tconstructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {\n\n\t\timages = images !== undefined ? images : [];\n\t\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\n\t\tsuper( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.flipY = false;\n\n\t}\n\n\tget images() {\n\n\t\treturn this.image;\n\n\t}\n\n\tset images( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n}\n\nclass WebGLCubeRenderTarget extends WebGLRenderTarget {\n\n\tconstructor( size = 1, options = {} ) {\n\n\t\tsuper( size, size, options );\n\n\t\tthis.isWebGLCubeRenderTarget = true;\n\n\t\tconst image = { width: size, height: size, depth: 1 };\n\t\tconst images = [ image, image, image, image, image, image ];\n\n\t\tthis.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );\n\n\t\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t\t// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture\n\t\t// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).\n\n\t\tthis.texture.isRenderTargetTexture = true;\n\n\t\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\t\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\t}\n\n\tfromEquirectangularTexture( renderer, texture ) {\n\n\t\tthis.texture.type = texture.type;\n\t\tthis.texture.colorSpace = texture.colorSpace;\n\n\t\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\t\tthis.texture.minFilter = texture.minFilter;\n\t\tthis.texture.magFilter = texture.magFilter;\n\n\t\tconst shader = {\n\n\t\t\tuniforms: {\n\t\t\t\ttEquirect: { value: null },\n\t\t\t},\n\n\t\t\tvertexShader: /* glsl */`\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include <begin_vertex>\n\t\t\t\t\t#include <project_vertex>\n\n\t\t\t\t}\n\t\t\t`,\n\n\t\t\tfragmentShader: /* glsl */`\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include <common>\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n\t\t};\n\n\t\tconst geometry = new BoxGeometry( 5, 5, 5 );\n\n\t\tconst material = new ShaderMaterial( {\n\n\t\t\tname: 'CubemapFromEquirect',\n\n\t\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\t\tvertexShader: shader.vertexShader,\n\t\t\tfragmentShader: shader.fragmentShader,\n\t\t\tside: BackSide,\n\t\t\tblending: NoBlending\n\n\t\t} );\n\n\t\tmaterial.uniforms.tEquirect.value = texture;\n\n\t\tconst mesh = new Mesh( geometry, material );\n\n\t\tconst currentMinFilter = texture.minFilter;\n\n\t\t// Avoid blurred poles\n\t\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\t\tconst camera = new CubeCamera( 1, 10, this );\n\t\tcamera.update( renderer, mesh );\n\n\t\ttexture.minFilter = currentMinFilter;\n\n\t\tmesh.geometry.dispose();\n\t\tmesh.material.dispose();\n\n\t\treturn this;\n\n\t}\n\n\tclear( renderer, color, depth, stencil ) {\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\trenderer.setRenderTarget( this, i );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t}\n\n}\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {\n\n\t\tthis.isPlane = true;\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = normal;\n\t\tthis.constant = constant;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\treturn target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn target.copy( line.start ).addScaledVector( direction, t );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _sphere$5 = /*@__PURE__*/ new Sphere();\nconst _vector$7 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {\n\n\t\tthis.planes = [ p0, p1, p2, p3, p4, p5 ];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\n\t\tif ( coordinateSystem === WebGLCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\t} else if ( coordinateSystem === WebGPUCoordinateSystem ) {\n\n\t\t\tplanes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\n\t\t\t_sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t} else {\n\n\t\t\tconst geometry = object.geometry;\n\n\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t\t_sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\t}\n\n\t\treturn this.intersectsSphere( _sphere$5 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$5.center.set( 0, 0, 0 );\n\t\t_sphere$5.radius = 0.7071067811865476;\n\t\t_sphere$5.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$5 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$7 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl ) {\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\t\tconst size = array.byteLength;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = gl.FLOAT;\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\ttype = gl.HALF_FLOAT;\n\n\t\t\t} else {\n\n\t\t\t\ttype = gl.UNSIGNED_SHORT;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = gl.SHORT;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = gl.UNSIGNED_INT;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = gl.INT;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = gl.BYTE;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else if ( array instanceof Uint8ClampedArray ) {\n\n\t\t\ttype = gl.UNSIGNED_BYTE;\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version,\n\t\t\tsize: size\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute._updateRange; // @deprecated, r159\n\t\tconst updateRanges = attribute.updateRanges;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 && updateRanges.length === 0 ) {\n\n\t\t\t// Not using update ranges\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t}\n\n\t\tif ( updateRanges.length !== 0 ) {\n\n\t\t\tfor ( let i = 0, l = updateRanges.length; i < l; i ++ ) {\n\n\t\t\t\tconst range = updateRanges[ i ];\n\n\t\t\t\tgl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, range.start, range.count );\n\n\t\t\t}\n\n\t\t\tattribute.clearUpdateRanges();\n\n\t\t}\n\n\t\t// @deprecated, r159\n\t\tif ( updateRange.count !== - 1 ) {\n\n\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t\tattribute.onUploadCallback();\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tif ( data.size !== attribute.array.byteLength ) {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' );\n\n\t\t\t}\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );\n\n\t}\n\n}\n\nvar alphahash_fragment = \"#ifdef USE_ALPHAHASH\\n\\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\\n#endif\";\n\nvar alphahash_pars_fragment = \"#ifdef USE_ALPHAHASH\\n\\tconst float ALPHA_HASH_SCALE = 0.05;\\n\\tfloat hash2D( vec2 value ) {\\n\\t\\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\\n\\t}\\n\\tfloat hash3D( vec3 value ) {\\n\\t\\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\\n\\t}\\n\\tfloat getAlphaHashThreshold( vec3 position ) {\\n\\t\\tfloat maxDeriv = max(\\n\\t\\t\\tlength( dFdx( position.xyz ) ),\\n\\t\\t\\tlength( dFdy( position.xyz ) )\\n\\t\\t);\\n\\t\\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\\n\\t\\tvec2 pixScales = vec2(\\n\\t\\t\\texp2( floor( log2( pixScale ) ) ),\\n\\t\\t\\texp2( ceil( log2( pixScale ) ) )\\n\\t\\t);\\n\\t\\tvec2 alpha = vec2(\\n\\t\\t\\thash3D( floor( pixScales.x * position.xyz ) ),\\n\\t\\t\\thash3D( floor( pixScales.y * position.xyz ) )\\n\\t\\t);\\n\\t\\tfloat lerpFactor = fract( log2( pixScale ) );\\n\\t\\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\\n\\t\\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\\n\\t\\tvec3 cases = vec3(\\n\\t\\t\\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\\n\\t\\t\\t( x - 0.5 * a ) / ( 1.0 - a ),\\n\\t\\t\\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\\n\\t\\t);\\n\\t\\tfloat threshold = ( x < ( 1.0 - a ) )\\n\\t\\t\\t? ( ( x < a ) ? cases.x : cases.y )\\n\\t\\t\\t: cases.z;\\n\\t\\treturn clamp( threshold , 1.0e-6, 1.0 );\\n\\t}\\n#endif\";\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef USE_ALPHATEST\\n\\t#ifdef ALPHA_TO_COVERAGE\\n\\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\\n\\tif ( diffuseColor.a == 0.0 ) discard;\\n\\t#else\\n\\tif ( diffuseColor.a < alphaTest ) discard;\\n\\t#endif\\n#endif\";\n\nvar alphatest_pars_fragment = \"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_CLEARCOAT ) \\n\\t\\tclearcoatSpecularIndirect *= ambientOcclusion;\\n\\t#endif\\n\\t#if defined( USE_SHEEN ) \\n\\t\\tsheenSpecularIndirect *= ambientOcclusion;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar batching_pars_vertex = \"#ifdef USE_BATCHING\\n\\tattribute float batchId;\\n\\tuniform highp sampler2D batchingTexture;\\n\\tmat4 getBatchingMatrix( const in float i ) {\\n\\t\\tint size = textureSize( batchingTexture, 0 ).x;\\n\\t\\tint j = int( i ) * 4;\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\\n\\t\\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\\n\\t\\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\\n\\t\\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\\n\\t\\treturn mat4( v1, v2, v3, v4 );\\n\\t}\\n#endif\";\n\nvar batching_vertex = \"#ifdef USE_BATCHING\\n\\tmat4 batchingMatrix = getBatchingMatrix( batchId );\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\\n#ifdef USE_ALPHAHASH\\n\\tvPosition = vec3( position );\\n#endif\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"float G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n} // validated\";\n\nvar iridescence_fragment = \"#ifdef USE_IRIDESCENCE\\n\\tconst mat3 XYZ_TO_REC709 = mat3(\\n\\t\\t 3.2404542, -0.9692660,  0.0556434,\\n\\t\\t-1.5371385,  1.8760108, -0.2040259,\\n\\t\\t-0.4985314,  0.0415560,  1.0572252\\n\\t);\\n\\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\\n\\t\\tvec3 sqrtF0 = sqrt( fresnel0 );\\n\\t\\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\\n\\t}\\n\\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\\n\\t}\\n\\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\\n\\t\\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\\n\\t}\\n\\tvec3 evalSensitivity( float OPD, vec3 shift ) {\\n\\t\\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\\n\\t\\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\\n\\t\\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\\n\\t\\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\\n\\t\\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\\n\\t\\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\\n\\t\\txyz /= 1.0685e-7;\\n\\t\\tvec3 rgb = XYZ_TO_REC709 * xyz;\\n\\t\\treturn rgb;\\n\\t}\\n\\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\\n\\t\\tvec3 I;\\n\\t\\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\\n\\t\\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\\n\\t\\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\\n\\t\\tif ( cosTheta2Sq < 0.0 ) {\\n\\t\\t\\treturn vec3( 1.0 );\\n\\t\\t}\\n\\t\\tfloat cosTheta2 = sqrt( cosTheta2Sq );\\n\\t\\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\\n\\t\\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\\n\\t\\tfloat T121 = 1.0 - R12;\\n\\t\\tfloat phi12 = 0.0;\\n\\t\\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\\n\\t\\tfloat phi21 = PI - phi12;\\n\\t\\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\\t\\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\\n\\t\\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\\n\\t\\tvec3 phi23 = vec3( 0.0 );\\n\\t\\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\\n\\t\\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\\n\\t\\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\\n\\t\\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\\n\\t\\tvec3 phi = vec3( phi21 ) + phi23;\\n\\t\\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\\n\\t\\tvec3 r123 = sqrt( R123 );\\n\\t\\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\\n\\t\\tvec3 C0 = R12 + Rs;\\n\\t\\tI = C0;\\n\\t\\tvec3 Cm = Rs - T121;\\n\\t\\tfor ( int m = 1; m <= 2; ++ m ) {\\n\\t\\t\\tCm *= r123;\\n\\t\\t\\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\\n\\t\\t\\tI += Cm * Sm;\\n\\t\\t}\\n\\t\\treturn max( I, vec3( 0.0 ) );\\n\\t}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vBumpMapUv );\\n\\t\\tvec2 dSTdy = dFdy( vBumpMapUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\\n\\t\\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\\n\\t\\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#ifdef ALPHA_TO_COVERAGE\\n\\t\\tfloat distanceToPlane, distanceGradient;\\n\\t\\tfloat clipOpacity = 1.0;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\n\\t\\t\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\n\\t\\t\\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\n\\t\\t\\tif ( clipOpacity == 0.0 ) discard;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\t\\tfloat unionClipOpacity = 1.0;\\n\\t\\t\\t#pragma unroll_loop_start\\n\\t\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\t\\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\\n\\t\\t\\t\\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\\n\\t\\t\\t\\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\\n\\t\\t\\t}\\n\\t\\t\\t#pragma unroll_loop_end\\n\\t\\t\\tclipOpacity *= 1.0 - unionClipOpacity;\\n\\t\\t#endif\\n\\t\\tdiffuseColor.a *= clipOpacity;\\n\\t\\tif ( diffuseColor.a == 0.0 ) discard;\\n\\t#else\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\t\\tbool clipped = true;\\n\\t\\t\\t#pragma unroll_loop_start\\n\\t\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t\\t}\\n\\t\\t\\t#pragma unroll_loop_end\\n\\t\\t\\tif ( clipped ) discard;\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor *= color;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nvec3 pow2( const in vec3 x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract( sin( sn ) * c );\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\n#ifdef USE_ALPHAHASH\\n\\tvarying vec3 vPosition;\\n#endif\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat luminance( const in vec3 rgb ) {\\n\\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\\n\\treturn dot( weights, rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n}\\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\\n\\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\\n\\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\\n} // validated\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\\n\\t\\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\\n\\t\\tuv.x *= CUBEUV_TEXEL_WIDTH;\\n\\t\\tuv.y *= CUBEUV_TEXEL_HEIGHT;\\n\\t\\t#ifdef texture2DGradEXT\\n\\t\\t\\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\\n\\t\\t#else\\n\\t\\t\\treturn texture2D( envMap, uv ).rgb;\\n\\t\\t#endif\\n\\t}\\n\\t#define cubeUV_r0 1.0\\n\\t#define cubeUV_m0 - 2.0\\n\\t#define cubeUV_r1 0.8\\n\\t#define cubeUV_m1 - 1.0\\n\\t#define cubeUV_r4 0.4\\n\\t#define cubeUV_m4 2.0\\n\\t#define cubeUV_r5 0.305\\n\\t#define cubeUV_m5 3.0\\n\\t#define cubeUV_r6 0.21\\n\\t#define cubeUV_m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= cubeUV_r1 ) {\\n\\t\\t\\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\\n\\t\\t} else if ( roughness >= cubeUV_r4 ) {\\n\\t\\t\\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\\n\\t\\t} else if ( roughness >= cubeUV_r5 ) {\\n\\t\\t\\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\\n\\t\\t} else if ( roughness >= cubeUV_r6 ) {\\n\\t\\t\\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = objectTangent;\\n#endif\\n#ifdef USE_BATCHING\\n\\tmat3 bm = mat3( batchingMatrix );\\n\\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\\n\\ttransformedNormal = bm * transformedNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\ttransformedTangent = bm * transformedTangent;\\n\\t#endif\\n#endif\\n#ifdef USE_INSTANCING\\n\\tmat3 im = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\\n\\ttransformedNormal = im * transformedNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\ttransformedTangent = im * transformedTangent;\\n\\t#endif\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar colorspace_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar colorspace_pars_fragment = \"\\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\\n\\tvec3( 0.8224621, 0.177538, 0.0 ),\\n\\tvec3( 0.0331941, 0.9668058, 0.0 ),\\n\\tvec3( 0.0170827, 0.0723974, 0.9105199 )\\n);\\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\\n\\tvec3( 1.2249401, - 0.2249404, 0.0 ),\\n\\tvec3( - 0.0420569, 1.0420571, 0.0 ),\\n\\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\\n);\\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\\n\\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\\n}\\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\\n\\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\\n}\\nvec4 LinearTransferOETF( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 sRGBTransferOETF( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn sRGBTransferOETF( value );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform mat3 envMapRotation;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float vFogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn vec3( texture2D( gradientMap, coord ).r );\\n\\t#else\\n\\t\\tvec2 fw = fwidth( coord ) * 0.5;\\n\\t\\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\treflectedLight.indirectDiffuse += lightMapIrradiance;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_fragment = \"LambertMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_lambert_pars_fragment = \"varying vec3 vViewPosition;\\nstruct LambertMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Lambert\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Lambert\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\n#if defined( USE_LIGHT_PROBES )\\n\\tuniform vec3 lightProbe[ 9 ];\\n#endif\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\\n\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\treturn irradiance;\\n}\\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n\\t#if defined ( LEGACY_LIGHTS )\\n\\t\\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\t\\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t\\t}\\n\\t\\treturn 1.0;\\n\\t#else\\n\\t\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\t\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t\\t}\\n\\t\\treturn distanceFalloff;\\n\\t#endif\\n}\\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\\n\\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\\n\\t\\tlight.color = directionalLight.color;\\n\\t\\tlight.direction = directionalLight.direction;\\n\\t\\tlight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\\n\\t\\tvec3 lVector = pointLight.position - geometryPosition;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tlight.color = pointLight.color;\\n\\t\\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\\n\\t\\tvec3 lVector = spotLight.position - geometryPosition;\\n\\t\\tlight.direction = normalize( lVector );\\n\\t\\tfloat angleCos = dot( light.direction, spotLight.direction );\\n\\t\\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\tif ( spotAttenuation > 0.0 ) {\\n\\t\\t\\tfloat lightDistance = length( lVector );\\n\\t\\t\\tlight.color = spotLight.color * spotAttenuation;\\n\\t\\t\\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tlight.visible = ( light.color != vec3( 0.0 ) );\\n\\t\\t} else {\\n\\t\\t\\tlight.color = vec3( 0.0 );\\n\\t\\t\\tlight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\\n\\t\\tfloat dotNL = dot( normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tvec3 getIBLIrradiance( const in vec3 normal ) {\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\\n\\t\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\tvec3 reflectVec = reflect( - viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\\n\\t\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t\\t#else\\n\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t#endif\\n\\t}\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\\n\\t\\t\\t#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t\\t\\t\\tvec3 bentNormal = cross( bitangent, viewDir );\\n\\t\\t\\t\\tbentNormal = normalize( cross( bentNormal, bitangent ) );\\n\\t\\t\\t\\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\\n\\t\\t\\t\\treturn getIBLRadiance( viewDir, bentNormal, roughness );\\n\\t\\t\\t#else\\n\\t\\t\\t\\treturn vec3( 0.0 );\\n\\t\\t\\t#endif\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\\nmaterial.roughness = min( material.roughness, 1.0 );\\n#ifdef IOR\\n\\tmaterial.ior = ior;\\n\\t#ifdef USE_SPECULAR\\n\\t\\tfloat specularIntensityFactor = specularIntensity;\\n\\t\\tvec3 specularColorFactor = specularColor;\\n\\t\\t#ifdef USE_SPECULAR_COLORMAP\\n\\t\\t\\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\\n\\t\\t#endif\\n\\t\\t#ifdef USE_SPECULAR_INTENSITYMAP\\n\\t\\t\\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\\n\\t\\t#endif\\n\\t\\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\\n\\t#else\\n\\t\\tfloat specularIntensityFactor = 1.0;\\n\\t\\tvec3 specularColorFactor = vec3( 1.0 );\\n\\t\\tmaterial.specularF90 = 1.0;\\n\\t#endif\\n\\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\\n\\tmaterial.specularF90 = 1.0;\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\tmaterial.clearcoatF0 = vec3( 0.04 );\\n\\tmaterial.clearcoatF90 = 1.0;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tmaterial.iridescence = iridescence;\\n\\tmaterial.iridescenceIOR = iridescenceIOR;\\n\\t#ifdef USE_IRIDESCENCEMAP\\n\\t\\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\t\\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\\n\\t#else\\n\\t\\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\\n\\t#endif\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheenColor;\\n\\t#ifdef USE_SHEEN_COLORMAP\\n\\t\\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\\n\\t#endif\\n\\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\\n\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\t\\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\\n\\t#endif\\n#endif\\n#ifdef USE_ANISOTROPY\\n\\t#ifdef USE_ANISOTROPYMAP\\n\\t\\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\\n\\t\\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\\n\\t\\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\\n\\t#else\\n\\t\\tvec2 anisotropyV = anisotropyVector;\\n\\t#endif\\n\\tmaterial.anisotropy = length( anisotropyV );\\n\\tif( material.anisotropy == 0.0 ) {\\n\\t\\tanisotropyV = vec2( 1.0, 0.0 );\\n\\t} else {\\n\\t\\tanisotropyV /= material.anisotropy;\\n\\t\\tmaterial.anisotropy = saturate( material.anisotropy );\\n\\t}\\n\\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\\n\\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\\n\\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat clearcoat;\\n\\t\\tfloat clearcoatRoughness;\\n\\t\\tvec3 clearcoatF0;\\n\\t\\tfloat clearcoatF90;\\n\\t#endif\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tfloat iridescence;\\n\\t\\tfloat iridescenceIOR;\\n\\t\\tfloat iridescenceThickness;\\n\\t\\tvec3 iridescenceFresnel;\\n\\t\\tvec3 iridescenceF0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tvec3 sheenColor;\\n\\t\\tfloat sheenRoughness;\\n\\t#endif\\n\\t#ifdef IOR\\n\\t\\tfloat ior;\\n\\t#endif\\n\\t#ifdef USE_TRANSMISSION\\n\\t\\tfloat transmission;\\n\\t\\tfloat transmissionAlpha;\\n\\t\\tfloat thickness;\\n\\t\\tfloat attenuationDistance;\\n\\t\\tvec3 attenuationColor;\\n\\t#endif\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tfloat anisotropy;\\n\\t\\tfloat alphaT;\\n\\t\\tvec3 anisotropyT;\\n\\t\\tvec3 anisotropyB;\\n\\t#endif\\n};\\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\\nvec3 sheenSpecularDirect = vec3( 0.0 );\\nvec3 sheenSpecularIndirect = vec3(0.0 );\\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\\n    float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\\n    float x2 = x * x;\\n    float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\\n    return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\\n}\\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\n#ifdef USE_ANISOTROPY\\n\\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\\n\\t\\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\\n\\t\\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\\n\\t\\tfloat v = 0.5 / ( gv + gl );\\n\\t\\treturn saturate(v);\\n\\t}\\n\\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\\n\\t\\tfloat a2 = alphaT * alphaB;\\n\\t\\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\\n\\t\\thighp float v2 = dot( v, v );\\n\\t\\tfloat w2 = a2 / v2;\\n\\t\\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\\n\\t}\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\\n\\t\\tvec3 f0 = material.clearcoatF0;\\n\\t\\tfloat f90 = material.clearcoatF90;\\n\\t\\tfloat roughness = material.clearcoatRoughness;\\n\\t\\tfloat alpha = pow2( roughness );\\n\\t\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\t\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\t\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\t\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\t\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\t\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t\\treturn F * ( V * D );\\n\\t}\\n#endif\\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\\n\\tvec3 f0 = material.specularColor;\\n\\tfloat f90 = material.specularF90;\\n\\tfloat roughness = material.roughness;\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\\n\\tvec3 F = F_Schlick( f0, f90, dotVH );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tF = mix( F, material.iridescenceFresnel, material.iridescence );\\n\\t#endif\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tfloat dotTL = dot( material.anisotropyT, lightDir );\\n\\t\\tfloat dotTV = dot( material.anisotropyT, viewDir );\\n\\t\\tfloat dotTH = dot( material.anisotropyT, halfDir );\\n\\t\\tfloat dotBL = dot( material.anisotropyB, lightDir );\\n\\t\\tfloat dotBV = dot( material.anisotropyB, viewDir );\\n\\t\\tfloat dotBH = dot( material.anisotropyB, halfDir );\\n\\t\\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\\n\\t\\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\\n\\t#else\\n\\t\\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\t\\tfloat D = D_GGX( alpha, dotNH );\\n\\t#endif\\n\\treturn F * ( V * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie( float roughness, float dotNH ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tfloat invAlpha = 1.0 / alpha;\\n\\tfloat cos2h = dotNH * dotNH;\\n\\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\\n\\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\\n}\\nfloat V_Neubelt( float dotNV, float dotNL ) {\\n\\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\\n}\\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\\n\\tvec3 halfDir = normalize( lightDir + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, lightDir ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat D = D_Charlie( sheenRoughness, dotNH );\\n\\tfloat V = V_Neubelt( dotNV, dotNL );\\n\\treturn sheenColor * ( D * V );\\n}\\n#endif\\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat r2 = roughness * roughness;\\n\\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\\n\\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\\n\\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\\n\\treturn saturate( DG * RECIPROCAL_PI );\\n}\\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\\n\\treturn fab;\\n}\\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\treturn specularColor * fab.x + specularF90 * fab.y;\\n}\\n#ifdef USE_IRIDESCENCE\\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#else\\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n#endif\\n\\tvec2 fab = DFGApprox( normal, viewDir, roughness );\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\\n\\t#else\\n\\t\\tvec3 Fr = specularColor;\\n\\t#endif\\n\\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\\n\\tfloat Ess = fab.x + fab.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometryNormal;\\n\\t\\tvec3 viewDir = geometryViewDir;\\n\\t\\tvec3 position = geometryPosition;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.roughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3(    0, 1,    0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = dotNLcc * directLight.color;\\n\\t\\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\\n\\t#endif\\n\\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\\n\\t#endif\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\t#ifdef USE_IRIDESCENCE\\n\\t\\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\\n\\t#else\\n\\t\\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\\n\\t#endif\\n\\tvec3 totalScattering = singleScattering + multiScattering;\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\\n\\treflectedLight.indirectSpecular += radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nvec3 geometryPosition = - vViewPosition;\\nvec3 geometryNormal = normal;\\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\nvec3 geometryClearcoatNormal = vec3( 0.0 );\\n#ifdef USE_CLEARCOAT\\n\\tgeometryClearcoatNormal = clearcoatNormal;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\\n\\tif ( material.iridescenceThickness == 0.0 ) {\\n\\t\\tmaterial.iridescence = 0.0;\\n\\t} else {\\n\\t\\tmaterial.iridescence = saturate( material.iridescence );\\n\\t}\\n\\tif ( material.iridescence > 0.0 ) {\\n\\t\\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\\n\\t\\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\\n\\t}\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointLightInfo( pointLight, geometryPosition, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\tvec4 spotColor;\\n\\tvec3 spotLightCoord;\\n\\tbool inSpotLightMap;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\\n\\t\\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\\n\\t\\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\\n\\t\\t#else\\n\\t\\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\\n\\t\\t#endif\\n\\t\\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\\n\\t\\t\\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\\n\\t\\t\\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\\n\\t\\t\\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\\n\\t\\t\\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\\n\\t\\t#endif\\n\\t\\t#undef SPOT_LIGHT_MAP_INDEX\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalLightInfo( directionalLight, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\t#if defined( USE_LIGHT_PROBES )\\n\\t\\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\\n\\t#endif\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getIBLIrradiance( geometryNormal );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\t#ifdef USE_ANISOTROPY\\n\\t\\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\\n\\t#else\\n\\t\\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF )\\n\\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\tvFragDepth = 1.0 + gl_Position.w;\\n\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\\n\\t\\n\\t#endif\\n\\tdiffuseColor *= sampledDiffuseColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\t#if defined( USE_POINTS_UV )\\n\\t\\tvec2 uv = vUv;\\n\\t#else\\n\\t\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n\\t#endif\\n#endif\\n#ifdef USE_MAP\\n\\tdiffuseColor *= texture2D( map, uv );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_POINTS_UV )\\n\\tvarying vec2 vUv;\\n#else\\n\\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\t\\tuniform mat3 uvTransform;\\n\\t#endif\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphinstance_vertex = \"#ifdef USE_INSTANCING_MORPH\\n\\tfloat morphTargetInfluences[MORPHTARGETS_COUNT];\\n\\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tmorphTargetInfluences[i] =  texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\\n\\t}\\n#endif\";\n\nvar morphcolor_vertex = \"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\\n\\tvColor *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t#if defined( USE_COLOR_ALPHA )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\\n\\t\\t#elif defined( USE_COLOR )\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\t\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\t\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\t\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_INSTANCING_MORPH\\n\\t\\tuniform float morphTargetBaseInfluence;\\n\\t#endif\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\t#ifndef USE_INSTANCING_MORPH\\n\\t\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t\\t#endif\\n\\t\\tuniform sampler2DArray morphTargetsTexture;\\n\\t\\tuniform ivec2 morphTargetsTextureSize;\\n\\t\\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\\t\\t\\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\\t\\t\\tint y = texelIndex / morphTargetsTextureSize.x;\\n\\t\\t\\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\t\\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\\t\\t\\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\\t\\t}\\n\\t#else\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t\\t#else\\n\\t\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\t#ifdef MORPHTARGETS_TEXTURE\\n\\t\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\\t\\t}\\n\\t#else\\n\\t\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\t\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\t\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\t\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t\\t#ifndef USE_MORPHNORMALS\\n\\t\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\\n#ifdef FLAT_SHADED\\n\\tvec3 fdx = dFdx( vViewPosition );\\n\\tvec3 fdy = dFdy( vViewPosition );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal *= faceDirection;\\n\\t#endif\\n#endif\\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\\n\\t#ifdef USE_TANGENT\\n\\t\\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\t#else\\n\\t\\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\\n\\t\\t#if defined( USE_NORMALMAP )\\n\\t\\t\\tvNormalMapUv\\n\\t\\t#elif defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tvClearcoatNormalMapUv\\n\\t\\t#else\\n\\t\\t\\tvUv\\n\\t\\t#endif\\n\\t\\t);\\n\\t#endif\\n\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\t\\ttbn[0] *= faceDirection;\\n\\t\\ttbn[1] *= faceDirection;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\t#ifdef USE_TANGENT\\n\\t\\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\\n\\t#else\\n\\t\\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\\n\\t#endif\\n\\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\\n\\t\\ttbn2[0] *= faceDirection;\\n\\t\\ttbn2[1] *= faceDirection;\\n\\t#endif\\n#endif\\nvec3 nonPerturbedNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef USE_NORMALMAP_OBJECTSPACE\\n\\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * faceDirection;\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\tnormal = normalize( tbn * mapN );\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\\n#endif\";\n\nvar normal_pars_fragment = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_pars_vertex = \"#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\";\n\nvar normal_vertex = \"#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef USE_NORMALMAP_OBJECTSPACE\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\\n\\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\\n\\t\\tvec3 q0 = dFdx( eye_pos.xyz );\\n\\t\\tvec3 q1 = dFdy( eye_pos.xyz );\\n\\t\\tvec2 st0 = dFdx( uv.st );\\n\\t\\tvec2 st1 = dFdy( uv.st );\\n\\t\\tvec3 N = surf_norm;\\n\\t\\tvec3 q1perp = cross( q1, N );\\n\\t\\tvec3 q0perp = cross( N, q0 );\\n\\t\\tvec3 T = q1perp * st0.x + q0perp * st1.x;\\n\\t\\tvec3 B = q1perp * st0.y + q0perp * st1.y;\\n\\t\\tfloat det = max( dot( T, T ), dot( B, B ) );\\n\\t\\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\\n\\t\\treturn mat3( T * scale, B * scale, N );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = nonPerturbedNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\";\n\nvar iridescence_pars_fragment = \"#ifdef USE_IRIDESCENCEMAP\\n\\tuniform sampler2D iridescenceMap;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform sampler2D iridescenceThicknessMap;\\n#endif\";\n\nvar opaque_fragment = \"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= material.transmissionAlpha;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec2 packDepthToRG( in highp float v ) {\\n\\treturn packDepthToRGBA( v ).yx;\\n}\\nfloat unpackRGToDepth( const in highp vec2 v ) {\\n\\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\\n\\treturn depth * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * depth - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_BATCHING\\n\\tmvPosition = batchingMatrix * mvPosition;\\n#endif\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#if NUM_SPOT_LIGHT_MAPS > 0\\n\\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\\n\\t\\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t  f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t  f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\t\\n\\t\\tfloat lightToPositionLength = length( lightToPosition );\\n\\t\\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\\n\\t\\t\\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\t\\tdp += shadowBias;\\n\\t\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\t\\tshadow = (\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#if NUM_SPOT_LIGHT_COORDS > 0\\n\\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\\n\\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\\n#endif\\n#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\\n\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\tvec4 shadowWorldPosition;\\n#endif\\n#if defined( USE_SHADOWMAP )\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if NUM_SPOT_LIGHT_COORDS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition;\\n\\t\\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\t\\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\\n\\t\\t#endif\\n\\t\\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\tuniform highp sampler2D boneTexture;\\n\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\tint size = textureSize( boneTexture, 0 ).x;\\n\\t\\tint j = int( i ) * 4;\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\\n\\t\\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\\n\\t\\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\\n\\t\\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\\n\\t\\treturn mat4( v1, v2, v3, v4 );\\n\\t}\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate( a ) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn saturate( toneMappingExposure * color );\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3(  1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108,  1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605,  1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\\n\\tvec3( 1.6605, - 0.1246, - 0.0182 ),\\n\\tvec3( - 0.5876, 1.1329, - 0.1006 ),\\n\\tvec3( - 0.0728, - 0.0083, 1.1187 )\\n);\\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\\n\\tvec3( 0.6274, 0.0691, 0.0164 ),\\n\\tvec3( 0.3293, 0.9195, 0.0880 ),\\n\\tvec3( 0.0433, 0.0113, 0.8956 )\\n);\\nvec3 agxDefaultContrastApprox( vec3 x ) {\\n\\tvec3 x2 = x * x;\\n\\tvec3 x4 = x2 * x2;\\n\\treturn + 15.5 * x4 * x2\\n\\t\\t- 40.14 * x4 * x\\n\\t\\t+ 31.96 * x4\\n\\t\\t- 6.868 * x2 * x\\n\\t\\t+ 0.4298 * x2\\n\\t\\t+ 0.1191 * x\\n\\t\\t- 0.00232;\\n}\\nvec3 AgXToneMapping( vec3 color ) {\\n\\tconst mat3 AgXInsetMatrix = mat3(\\n\\t\\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\\n\\t\\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\\n\\t\\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\\n\\t);\\n\\tconst mat3 AgXOutsetMatrix = mat3(\\n\\t\\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\\n\\t\\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\\n\\t\\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\\n\\t);\\n\\tconst float AgxMinEv = - 12.47393;\\tconst float AgxMaxEv = 4.026069;\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\\n\\tcolor = AgXInsetMatrix * color;\\n\\tcolor = max( color, 1e-10 );\\tcolor = log2( color );\\n\\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\\n\\tcolor = clamp( color, 0.0, 1.0 );\\n\\tcolor = agxDefaultContrastApprox( color );\\n\\tcolor = AgXOutsetMatrix * color;\\n\\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\\n\\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\\n\\tcolor = clamp( color, 0.0, 1.0 );\\n\\treturn color;\\n}\\nvec3 NeutralToneMapping( vec3 color ) {\\n\\tfloat startCompression = 0.8 - 0.04;\\n\\tfloat desaturation = 0.15;\\n\\tcolor *= toneMappingExposure;\\n\\tfloat x = min(color.r, min(color.g, color.b));\\n\\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\\n\\tcolor -= offset;\\n\\tfloat peak = max(color.r, max(color.g, color.b));\\n\\tif (peak < startCompression) return color;\\n\\tfloat d = 1. - startCompression;\\n\\tfloat newPeak = 1. - d * d / (peak + d - startCompression);\\n\\tcolor *= newPeak / peak;\\n\\tfloat g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);\\n\\treturn mix(color, newPeak * vec3(1, 1, 1), g);\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmission_fragment = \"#ifdef USE_TRANSMISSION\\n\\tmaterial.transmission = transmission;\\n\\tmaterial.transmissionAlpha = 1.0;\\n\\tmaterial.thickness = thickness;\\n\\tmaterial.attenuationDistance = attenuationDistance;\\n\\tmaterial.attenuationColor = attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\\n\\t#endif\\n\\tvec3 pos = vWorldPosition;\\n\\tvec3 v = normalize( cameraPosition - pos );\\n\\tvec3 n = inverseTransformDirection( normal, viewMatrix );\\n\\tvec4 transmitted = getIBLVolumeRefraction(\\n\\t\\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\\n\\t\\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\\n\\t\\tmaterial.attenuationColor, material.attenuationDistance );\\n\\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\\n\\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\\n#endif\";\n\nvar transmission_pars_fragment = \"#ifdef USE_TRANSMISSION\\n\\tuniform float transmission;\\n\\tuniform float thickness;\\n\\tuniform float attenuationDistance;\\n\\tuniform vec3 attenuationColor;\\n\\t#ifdef USE_TRANSMISSIONMAP\\n\\t\\tuniform sampler2D transmissionMap;\\n\\t#endif\\n\\t#ifdef USE_THICKNESSMAP\\n\\t\\tuniform sampler2D thicknessMap;\\n\\t#endif\\n\\tuniform vec2 transmissionSamplerSize;\\n\\tuniform sampler2D transmissionSamplerMap;\\n\\tuniform mat4 modelMatrix;\\n\\tuniform mat4 projectionMatrix;\\n\\tvarying vec3 vWorldPosition;\\n\\tfloat w0( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\\n\\t}\\n\\tfloat w1( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a *  a * ( 3.0 * a - 6.0 ) + 4.0 );\\n\\t}\\n\\tfloat w2( float a ){\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\\n\\t}\\n\\tfloat w3( float a ) {\\n\\t\\treturn ( 1.0 / 6.0 ) * ( a * a * a );\\n\\t}\\n\\tfloat g0( float a ) {\\n\\t\\treturn w0( a ) + w1( a );\\n\\t}\\n\\tfloat g1( float a ) {\\n\\t\\treturn w2( a ) + w3( a );\\n\\t}\\n\\tfloat h0( float a ) {\\n\\t\\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\\n\\t}\\n\\tfloat h1( float a ) {\\n\\t\\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\\n\\t}\\n\\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\\n\\t\\tuv = uv * texelSize.zw + 0.5;\\n\\t\\tvec2 iuv = floor( uv );\\n\\t\\tvec2 fuv = fract( uv );\\n\\t\\tfloat g0x = g0( fuv.x );\\n\\t\\tfloat g1x = g1( fuv.x );\\n\\t\\tfloat h0x = h0( fuv.x );\\n\\t\\tfloat h1x = h1( fuv.x );\\n\\t\\tfloat h0y = h0( fuv.y );\\n\\t\\tfloat h1y = h1( fuv.y );\\n\\t\\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\n\\t\\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\\n\\t\\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\\n\\t\\t\\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\\n\\t}\\n\\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\\n\\t\\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\\n\\t\\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\\n\\t\\tvec2 fLodSizeInv = 1.0 / fLodSize;\\n\\t\\tvec2 cLodSizeInv = 1.0 / cLodSize;\\n\\t\\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\\n\\t\\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\\n\\t\\treturn mix( fSample, cSample, fract( lod ) );\\n\\t}\\n\\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\\n\\t\\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\\n\\t\\tvec3 modelScale;\\n\\t\\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\\n\\t\\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\\n\\t\\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\\n\\t\\treturn normalize( refractionVector ) * thickness * modelScale;\\n\\t}\\n\\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\\n\\t\\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\\n\\t}\\n\\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\\n\\t\\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\\n\\t\\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\\n\\t}\\n\\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tif ( isinf( attenuationDistance ) ) {\\n\\t\\t\\treturn vec3( 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\\n\\t\\t\\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\\t\\t\\treturn transmittance;\\n\\t\\t}\\n\\t}\\n\\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\\n\\t\\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\\n\\t\\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\\n\\t\\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\trefractionCoords += 1.0;\\n\\t\\trefractionCoords /= 2.0;\\n\\t\\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\tvec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\\n\\t\\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\\n\\t\\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\\n\\t\\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\\n\\t}\\n#endif\";\n\nvar uv_pars_fragment = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvarying vec2 vUv;\\n#endif\\n#ifdef USE_MAP\\n\\tvarying vec2 vMapUv;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tvarying vec2 vAlphaMapUv;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tvarying vec2 vLightMapUv;\\n#endif\\n#ifdef USE_AOMAP\\n\\tvarying vec2 vAoMapUv;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tvarying vec2 vBumpMapUv;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tvarying vec2 vNormalMapUv;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tvarying vec2 vEmissiveMapUv;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tvarying vec2 vMetalnessMapUv;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tvarying vec2 vRoughnessMapUv;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tvarying vec2 vAnisotropyMapUv;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tvarying vec2 vClearcoatMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvarying vec2 vClearcoatNormalMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tvarying vec2 vClearcoatRoughnessMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tvarying vec2 vIridescenceMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tvarying vec2 vIridescenceThicknessMapUv;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tvarying vec2 vSheenColorMapUv;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tvarying vec2 vSheenRoughnessMapUv;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tvarying vec2 vSpecularMapUv;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tvarying vec2 vSpecularColorMapUv;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tvarying vec2 vSpecularIntensityMapUv;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tuniform mat3 transmissionMapTransform;\\n\\tvarying vec2 vTransmissionMapUv;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tuniform mat3 thicknessMapTransform;\\n\\tvarying vec2 vThicknessMapUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvarying vec2 vUv;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform mat3 mapTransform;\\n\\tvarying vec2 vMapUv;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform mat3 alphaMapTransform;\\n\\tvarying vec2 vAlphaMapUv;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tuniform mat3 lightMapTransform;\\n\\tvarying vec2 vLightMapUv;\\n#endif\\n#ifdef USE_AOMAP\\n\\tuniform mat3 aoMapTransform;\\n\\tvarying vec2 vAoMapUv;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tuniform mat3 bumpMapTransform;\\n\\tvarying vec2 vBumpMapUv;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tuniform mat3 normalMapTransform;\\n\\tvarying vec2 vNormalMapUv;\\n#endif\\n#ifdef USE_DISPLACEMENTMAP\\n\\tuniform mat3 displacementMapTransform;\\n\\tvarying vec2 vDisplacementMapUv;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tuniform mat3 emissiveMapTransform;\\n\\tvarying vec2 vEmissiveMapUv;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tuniform mat3 metalnessMapTransform;\\n\\tvarying vec2 vMetalnessMapUv;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tuniform mat3 roughnessMapTransform;\\n\\tvarying vec2 vRoughnessMapUv;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tuniform mat3 anisotropyMapTransform;\\n\\tvarying vec2 vAnisotropyMapUv;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tuniform mat3 clearcoatMapTransform;\\n\\tvarying vec2 vClearcoatMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform mat3 clearcoatNormalMapTransform;\\n\\tvarying vec2 vClearcoatNormalMapUv;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform mat3 clearcoatRoughnessMapTransform;\\n\\tvarying vec2 vClearcoatRoughnessMapUv;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tuniform mat3 sheenColorMapTransform;\\n\\tvarying vec2 vSheenColorMapUv;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tuniform mat3 sheenRoughnessMapTransform;\\n\\tvarying vec2 vSheenRoughnessMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tuniform mat3 iridescenceMapTransform;\\n\\tvarying vec2 vIridescenceMapUv;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform mat3 iridescenceThicknessMapTransform;\\n\\tvarying vec2 vIridescenceThicknessMapUv;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tuniform mat3 specularMapTransform;\\n\\tvarying vec2 vSpecularMapUv;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tuniform mat3 specularColorMapTransform;\\n\\tvarying vec2 vSpecularColorMapUv;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tuniform mat3 specularIntensityMapTransform;\\n\\tvarying vec2 vSpecularIntensityMapUv;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tuniform mat3 transmissionMapTransform;\\n\\tvarying vec2 vTransmissionMapUv;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tuniform mat3 thicknessMapTransform;\\n\\tvarying vec2 vThicknessMapUv;\\n#endif\";\n\nvar uv_vertex = \"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\\n\\tvUv = vec3( uv, 1 ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_LIGHTMAP\\n\\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_AOMAP\\n\\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_BUMPMAP\\n\\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_NORMALMAP\\n\\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_DISPLACEMENTMAP\\n\\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_EMISSIVEMAP\\n\\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_METALNESSMAP\\n\\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ROUGHNESSMAP\\n\\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_ANISOTROPYMAP\\n\\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOATMAP\\n\\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_IRIDESCENCEMAP\\n\\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SHEEN_COLORMAP\\n\\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULARMAP\\n\\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULAR_COLORMAP\\n\\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_SPECULAR_INTENSITYMAP\\n\\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_TRANSMISSIONMAP\\n\\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\\n#endif\\n#ifdef USE_THICKNESSMAP\\n\\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_BATCHING\\n\\t\\tworldPosition = batchingMatrix * worldPosition;\\n\\t#endif\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nconst vertex$h = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nconst fragment$h = \"uniform sampler2D t2D;\\nuniform float backgroundIntensity;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n}\";\n\nconst vertex$g = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$g = \"#ifdef ENVMAP_TYPE_CUBE\\n\\tuniform samplerCube envMap;\\n#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\tuniform sampler2D envMap;\\n#endif\\nuniform float flipEnvMap;\\nuniform float backgroundBlurriness;\\nuniform float backgroundIntensity;\\nuniform mat3 backgroundRotation;\\nvarying vec3 vWorldDirection;\\n#include <cube_uv_reflection_fragment>\\nvoid main() {\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\\n\\t#else\\n\\t\\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\t#endif\\n\\ttexColor.rgb *= backgroundIntensity;\\n\\tgl_FragColor = texColor;\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n}\";\n\nconst vertex$f = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nconst fragment$f = \"uniform samplerCube tCube;\\nuniform float tFlip;\\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\nvoid main() {\\n\\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\\n\\tgl_FragColor = texColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n}\";\n\nconst vertex$e = \"#include <common>\\n#include <batching_pars_vertex>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <batching_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nconst fragment$e = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <alphahash_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include <clipping_planes_fragment>\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <alphahash_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nconst vertex$d = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <batching_pars_vertex>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <batching_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nconst fragment$d = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include <common>\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <alphahash_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main () {\\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include <clipping_planes_fragment>\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <alphahash_fragment>\\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nconst vertex$c = \"varying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include <begin_vertex>\\n\\t#include <project_vertex>\\n}\";\n\nconst fragment$c = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include <common>\\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tgl_FragColor = texture2D( tEquirect, sampleUV );\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n}\";\n\nconst vertex$b = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$b = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <clipping_planes_fragment>\\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <opaque_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";\n\nconst vertex$a = \"#include <common>\\n#include <batching_pars_vertex>\\n#include <uv_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <batching_vertex>\\n\\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\\n\\t\\t#include <beginnormal_vertex>\\n\\t\\t#include <morphnormal_vertex>\\n\\t\\t#include <skinbase_vertex>\\n\\t\\t#include <skinnormal_vertex>\\n\\t\\t#include <defaultnormal_vertex>\\n\\t#endif\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$a = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <alphahash_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <clipping_planes_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <alphahash_fragment>\\n\\t#include <specularmap_fragment>\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include <aomap_fragment>\\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include <envmap_fragment>\\n\\t#include <opaque_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$9 = \"#define LAMBERT\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <batching_pars_vertex>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <batching_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$9 = \"#define LAMBERT\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <alphahash_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_lambert_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <clipping_planes_fragment>\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <alphahash_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_lambert_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\t#include <opaque_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$8 = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <batching_pars_vertex>\\n#include <uv_pars_vertex>\\n#include <color_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <batching_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nconst fragment$8 = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <alphahash_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <clipping_planes_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <alphahash_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\t#include <opaque_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$7 = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include <common>\\n#include <batching_pars_vertex>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <batching_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$7 = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#include <packing>\\n#include <uv_pars_fragment>\\n#include <normal_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\\n\\t#include <clipping_planes_fragment>\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\\n\\t#ifdef OPAQUE\\n\\t\\tgl_FragColor.a = 1.0;\\n\\t#endif\\n}\";\n\nconst vertex$6 = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <batching_pars_vertex>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <envmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <batching_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <envmap_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$6 = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <alphahash_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_phong_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <specularmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <clipping_planes_fragment>\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <alphahash_fragment>\\n\\t#include <specularmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_phong_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include <envmap_fragment>\\n\\t#include <opaque_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$5 = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifdef USE_TRANSMISSION\\n\\tvarying vec3 vWorldPosition;\\n#endif\\n#include <common>\\n#include <batching_pars_vertex>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <batching_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n#ifdef USE_TRANSMISSION\\n\\tvWorldPosition = worldPosition.xyz;\\n#endif\\n}\";\n\nconst fragment$5 = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define IOR\\n\\t#define USE_SPECULAR\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef IOR\\n\\tuniform float ior;\\n#endif\\n#ifdef USE_SPECULAR\\n\\tuniform float specularIntensity;\\n\\tuniform vec3 specularColor;\\n\\t#ifdef USE_SPECULAR_COLORMAP\\n\\t\\tuniform sampler2D specularColorMap;\\n\\t#endif\\n\\t#ifdef USE_SPECULAR_INTENSITYMAP\\n\\t\\tuniform sampler2D specularIntensityMap;\\n\\t#endif\\n#endif\\n#ifdef USE_CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_IRIDESCENCE\\n\\tuniform float iridescence;\\n\\tuniform float iridescenceIOR;\\n\\tuniform float iridescenceThicknessMinimum;\\n\\tuniform float iridescenceThicknessMaximum;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheenColor;\\n\\tuniform float sheenRoughness;\\n\\t#ifdef USE_SHEEN_COLORMAP\\n\\t\\tuniform sampler2D sheenColorMap;\\n\\t#endif\\n\\t#ifdef USE_SHEEN_ROUGHNESSMAP\\n\\t\\tuniform sampler2D sheenRoughnessMap;\\n\\t#endif\\n#endif\\n#ifdef USE_ANISOTROPY\\n\\tuniform vec2 anisotropyVector;\\n\\t#ifdef USE_ANISOTROPYMAP\\n\\t\\tuniform sampler2D anisotropyMap;\\n\\t#endif\\n#endif\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <alphahash_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <iridescence_fragment>\\n#include <cube_uv_reflection_fragment>\\n#include <envmap_common_pars_fragment>\\n#include <envmap_physical_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_physical_pars_fragment>\\n#include <transmission_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <clearcoat_pars_fragment>\\n#include <iridescence_pars_fragment>\\n#include <roughnessmap_pars_fragment>\\n#include <metalnessmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <clipping_planes_fragment>\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <alphahash_fragment>\\n\\t#include <roughnessmap_fragment>\\n\\t#include <metalnessmap_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <clearcoat_normal_fragment_begin>\\n\\t#include <clearcoat_normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_physical_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\\n\\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\\n\\t#include <transmission_fragment>\\n\\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\\n\\t#ifdef USE_SHEEN\\n\\t\\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\\n\\t\\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT\\n\\t\\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\\n\\t\\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\\n\\t\\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\\n\\t#endif\\n\\t#include <opaque_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$4 = \"#define TOON\\nvarying vec3 vViewPosition;\\n#include <common>\\n#include <batching_pars_vertex>\\n#include <uv_pars_vertex>\\n#include <displacementmap_pars_vertex>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <normal_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <shadowmap_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\t#include <color_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <batching_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <normal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <displacementmap_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$4 = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <dithering_pars_fragment>\\n#include <color_pars_fragment>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <alphahash_pars_fragment>\\n#include <aomap_pars_fragment>\\n#include <lightmap_pars_fragment>\\n#include <emissivemap_pars_fragment>\\n#include <gradientmap_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <normal_pars_fragment>\\n#include <lights_toon_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <bumpmap_pars_fragment>\\n#include <normalmap_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <clipping_planes_fragment>\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <alphahash_fragment>\\n\\t#include <normal_fragment_begin>\\n\\t#include <normal_fragment_maps>\\n\\t#include <emissivemap_fragment>\\n\\t#include <lights_toon_fragment>\\n\\t#include <lights_fragment_begin>\\n\\t#include <lights_fragment_maps>\\n\\t#include <lights_fragment_end>\\n\\t#include <aomap_fragment>\\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include <opaque_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n\\t#include <dithering_fragment>\\n}\";\n\nconst vertex$3 = \"uniform float size;\\nuniform float scale;\\n#include <common>\\n#include <color_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\n#ifdef USE_POINTS_UV\\n\\tvarying vec2 vUv;\\n\\tuniform mat3 uvTransform;\\n#endif\\nvoid main() {\\n\\t#ifdef USE_POINTS_UV\\n\\t\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\t#endif\\n\\t#include <color_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#include <morphcolor_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <project_vertex>\\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$3 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <color_pars_fragment>\\n#include <map_particle_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <alphahash_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_particle_fragment>\\n\\t#include <color_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <alphahash_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <opaque_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n\\t#include <fog_fragment>\\n\\t#include <premultiplied_alpha_fragment>\\n}\";\n\nconst vertex$2 = \"#include <common>\\n#include <batching_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <morphtarget_pars_vertex>\\n#include <skinning_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <shadowmap_pars_vertex>\\nvoid main() {\\n\\t#include <batching_vertex>\\n\\t#include <beginnormal_vertex>\\n\\t#include <morphinstance_vertex>\\n\\t#include <morphnormal_vertex>\\n\\t#include <skinbase_vertex>\\n\\t#include <skinnormal_vertex>\\n\\t#include <defaultnormal_vertex>\\n\\t#include <begin_vertex>\\n\\t#include <morphtarget_vertex>\\n\\t#include <skinning_vertex>\\n\\t#include <project_vertex>\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <worldpos_vertex>\\n\\t#include <shadowmap_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$2 = \"uniform vec3 color;\\nuniform float opacity;\\n#include <common>\\n#include <packing>\\n#include <fog_pars_fragment>\\n#include <bsdfs>\\n#include <lights_pars_begin>\\n#include <logdepthbuf_pars_fragment>\\n#include <shadowmap_pars_fragment>\\n#include <shadowmask_pars_fragment>\\nvoid main() {\\n\\t#include <logdepthbuf_fragment>\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n\\t#include <fog_fragment>\\n}\";\n\nconst vertex$1 = \"uniform float rotation;\\nuniform vec2 center;\\n#include <common>\\n#include <uv_pars_vertex>\\n#include <fog_pars_vertex>\\n#include <logdepthbuf_pars_vertex>\\n#include <clipping_planes_pars_vertex>\\nvoid main() {\\n\\t#include <uv_vertex>\\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include <logdepthbuf_vertex>\\n\\t#include <clipping_planes_vertex>\\n\\t#include <fog_vertex>\\n}\";\n\nconst fragment$1 = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include <common>\\n#include <uv_pars_fragment>\\n#include <map_pars_fragment>\\n#include <alphamap_pars_fragment>\\n#include <alphatest_pars_fragment>\\n#include <alphahash_pars_fragment>\\n#include <fog_pars_fragment>\\n#include <logdepthbuf_pars_fragment>\\n#include <clipping_planes_pars_fragment>\\nvoid main() {\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include <clipping_planes_fragment>\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\t#include <logdepthbuf_fragment>\\n\\t#include <map_fragment>\\n\\t#include <alphamap_fragment>\\n\\t#include <alphatest_fragment>\\n\\t#include <alphahash_fragment>\\n\\toutgoingLight = diffuseColor.rgb;\\n\\t#include <opaque_fragment>\\n\\t#include <tonemapping_fragment>\\n\\t#include <colorspace_fragment>\\n\\t#include <fog_fragment>\\n}\";\n\nconst ShaderChunk = {\n\talphahash_fragment: alphahash_fragment,\n\talphahash_pars_fragment: alphahash_pars_fragment,\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\talphatest_pars_fragment: alphatest_pars_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbatching_pars_vertex: batching_pars_vertex,\n\tbatching_vertex: batching_vertex,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tiridescence_fragment: iridescence_fragment,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tcolorspace_fragment: colorspace_fragment,\n\tcolorspace_pars_fragment: colorspace_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_fragment: lights_lambert_fragment,\n\tlights_lambert_pars_fragment: lights_lambert_pars_fragment,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphinstance_vertex: morphinstance_vertex,\n\tmorphcolor_vertex: morphcolor_vertex,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormal_pars_fragment: normal_pars_fragment,\n\tnormal_pars_vertex: normal_pars_vertex,\n\tnormal_vertex: normal_vertex,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tiridescence_pars_fragment: iridescence_pars_fragment,\n\topaque_fragment: opaque_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmission_fragment: transmission_fragment,\n\ttransmission_pars_fragment: transmission_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_vert: vertex$h,\n\tbackground_frag: fragment$h,\n\tbackgroundCube_vert: vertex$g,\n\tbackgroundCube_frag: fragment$g,\n\tcube_vert: vertex$f,\n\tcube_frag: fragment$f,\n\tdepth_vert: vertex$e,\n\tdepth_frag: fragment$e,\n\tdistanceRGBA_vert: vertex$d,\n\tdistanceRGBA_frag: fragment$d,\n\tequirect_vert: vertex$c,\n\tequirect_frag: fragment$c,\n\tlinedashed_vert: vertex$b,\n\tlinedashed_frag: fragment$b,\n\tmeshbasic_vert: vertex$a,\n\tmeshbasic_frag: fragment$a,\n\tmeshlambert_vert: vertex$9,\n\tmeshlambert_frag: fragment$9,\n\tmeshmatcap_vert: vertex$8,\n\tmeshmatcap_frag: fragment$8,\n\tmeshnormal_vert: vertex$7,\n\tmeshnormal_frag: fragment$7,\n\tmeshphong_vert: vertex$6,\n\tmeshphong_frag: fragment$6,\n\tmeshphysical_vert: vertex$5,\n\tmeshphysical_frag: fragment$5,\n\tmeshtoon_vert: vertex$4,\n\tmeshtoon_frag: fragment$4,\n\tpoints_vert: vertex$3,\n\tpoints_frag: fragment$3,\n\tshadow_vert: vertex$2,\n\tshadow_frag: fragment$2,\n\tsprite_vert: vertex$1,\n\tsprite_frag: fragment$1\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\n\t\talphaTest: { value: 0 }\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\t\tspecularMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tenvMapRotation: { value: /*@__PURE__*/ new Matrix3() },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 }, // basic, lambert, phong\n\t\tior: { value: 1.5 }, // physical\n\t\trefractionRatio: { value: 0.98 }, // basic, lambert, phong\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 },\n\t\taoMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 },\n\t\tlightMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tnormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null },\n\t\temissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null },\n\t\tmetalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null },\n\t\troughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotLightMap: { value: [] },\n\t\tspotShadowMap: { value: [] },\n\t\tspotLightMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 },\n\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\tmapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaMap: { value: null },\n\t\talphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\talphaTest: { value: 0 }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: /*@__PURE__*/ new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshnormal_vert,\n\t\tfragmentShader: ShaderChunk.meshnormal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t\tbackgroundIntensity: { value: 1 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\n\tbackgroundCube: {\n\n\t\tuniforms: {\n\t\t\tenvMap: { value: null },\n\t\t\tflipEnvMap: { value: - 1 },\n\t\t\tbackgroundBlurriness: { value: 0 },\n\t\t\tbackgroundIntensity: { value: 1 },\n\t\t\tbackgroundRotation: { value: /*@__PURE__*/ new Matrix3() }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.backgroundCube_vert,\n\t\tfragmentShader: ShaderChunk.backgroundCube_frag\n\n\t},\n\n\tcube: {\n\n\t\tuniforms: {\n\t\t\ttCube: { value: null },\n\t\t\ttFlip: { value: - 1 },\n\t\t\topacity: { value: 1.0 }\n\t\t},\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: /*@__PURE__*/ new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: /*@__PURE__*/ new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: /*@__PURE__*/ mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tclearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tclearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tiridescence: { value: 0 },\n\t\t\tiridescenceMap: { value: null },\n\t\t\tiridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tiridescenceIOR: { value: 1.3 },\n\t\t\tiridescenceThicknessMinimum: { value: 100 },\n\t\t\tiridescenceThicknessMaximum: { value: 400 },\n\t\t\tiridescenceThicknessMap: { value: null },\n\t\t\tiridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheen: { value: 0 },\n\t\t\tsheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tsheenColorMap: { value: null },\n\t\t\tsheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tsheenRoughness: { value: 1 },\n\t\t\tsheenRoughnessMap: { value: null },\n\t\t\tsheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t\ttransmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\ttransmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },\n\t\t\ttransmissionSamplerMap: { value: null },\n\t\t\tthickness: { value: 0 },\n\t\t\tthicknessMap: { value: null },\n\t\t\tthicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tattenuationDistance: { value: 0 },\n\t\t\tattenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },\n\t\t\tspecularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },\n\t\t\tspecularColorMap: { value: null },\n\t\t\tspecularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tspecularIntensity: { value: 1 },\n\t\t\tspecularIntensityMap: { value: null },\n\t\t\tspecularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t\tanisotropyVector: { value: /*@__PURE__*/ new Vector2() },\n\t\t\tanisotropyMap: { value: null },\n\t\t\tanisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nconst _rgb = { r: 0, b: 0, g: 0 };\nconst _e1$1 = /*@__PURE__*/ new Euler();\nconst _m1$1 = /*@__PURE__*/ new Matrix4();\n\nfunction WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = alpha === true ? 0 : 1;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene ) {\n\n\t\tlet forceClear = false;\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tconst usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background\n\t\t\tbackground = ( usePMREM ? cubeuvmaps : cubemaps ).get( background );\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tconst environmentBlendMode = renderer.xr.getEnvironmentBlendMode();\n\n\t\tif ( environmentBlendMode === 'additive' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );\n\n\t\t} else if ( environmentBlendMode === 'alpha-blend' ) {\n\n\t\t\tstate.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.backgroundCube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.backgroundCube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// add \"envMap\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\t_e1$1.copy( scene.backgroundRotation );\n\n\t\t\t// accommodate left-handed frame\n\t\t\t_e1$1.x *= - 1; _e1$1.y *= - 1; _e1$1.z *= - 1;\n\n\t\t\tif ( background.isCubeTexture && background.isRenderTargetTexture === false ) {\n\n\t\t\t\t// environment maps which are not cube render targets or PMREMs follow a different convention\n\t\t\t\t_e1$1.y *= - 1;\n\t\t\t\t_e1$1.z *= - 1;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;\n\t\t\tboxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;\n\t\t\tboxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tboxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) );\n\t\t\tboxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tboxMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// add \"map\" material property so the renderer can evaluate it like for built-in materials\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\t\t\tplaneMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;\n\t\t\tplaneMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\tplaneMesh.layers.enableAll();\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tcolor.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) );\n\n\t\tstate.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, attributes ) {\n\n\tconst maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\tlet forceUpdate = false;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tconst state = getBindingState( geometry, program, material );\n\n\t\tif ( currentState !== state ) {\n\n\t\t\tcurrentState = state;\n\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t}\n\n\t\tupdateBuffers = needsUpdate( object, geometry, program, index );\n\n\t\tif ( updateBuffers ) saveCache( object, geometry, program, index );\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, gl.ELEMENT_ARRAY_BUFFER );\n\n\t\t}\n\n\t\tif ( updateBuffers || forceUpdate ) {\n\n\t\t\tforceUpdate = false;\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\treturn gl.createVertexArray();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\treturn gl.bindVertexArray( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\treturn gl.deleteVertexArray( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( object, geometry, program, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tconst cachedAttribute = cachedAttributes[ name ];\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\t\tif ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( object, geometry, program, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet attribute = attributes[ name ];\n\n\t\t\t\tif ( attribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tconst data = {};\n\t\t\t\tdata.attribute = attribute;\n\n\t\t\t\tif ( attribute && attribute.data ) {\n\n\t\t\t\t\tdata.data = attribute.data;\n\n\t\t\t\t}\n\n\t\t\t\tcache[ name ] = data;\n\n\t\t\t\tattributesNum ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tgl.vertexAttribDivisor( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) {\n\n\t\tif ( integer === true ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute.location >= 0 ) {\n\n\t\t\t\tlet geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute === undefined ) {\n\n\t\t\t\t\tif ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;\n\t\t\t\t\tif ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;\n\n\t\t\t\t}\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\t// check for integer attributes\n\n\t\t\t\t\tconst integer = ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType );\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tstride * bytesPerElement,\n\t\t\t\t\t\t\t\t( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\t\tenableAttribute( programAttribute.location + i );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n\n\t\t\t\t\t\tfor ( let i = 0; i < programAttribute.locationSize; i ++ ) {\n\n\t\t\t\t\t\t\tvertexAttribPointer(\n\t\t\t\t\t\t\t\tprogramAttribute.location + i,\n\t\t\t\t\t\t\t\tsize / programAttribute.locationSize,\n\t\t\t\t\t\t\t\ttype,\n\t\t\t\t\t\t\t\tnormalized,\n\t\t\t\t\t\t\t\tsize * bytesPerElement,\n\t\t\t\t\t\t\t\t( size / programAttribute.locationSize ) * i * bytesPerElement,\n\t\t\t\t\t\t\t\tinteger\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute.location, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute.location, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\t\tforceUpdate = true;\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatibility\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info ) {\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tgl.drawArraysInstanced( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\tfunction renderMultiDraw( starts, counts, drawCount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\n\t\tif ( extension === null ) {\n\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\tthis.render( starts[ i ], counts[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\textension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );\n\n\t\t\tlet elementCount = 0;\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\telementCount += counts[ i ];\n\n\t\t\t}\n\n\t\t\tinfo.update( elementCount, mode, 1 );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\tthis.renderMultiDraw = renderMultiDraw;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );\n\tconst maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );\n\tconst maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );\n\tconst maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );\n\n\tconst maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );\n\tconst maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );\n\tconst maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );\n\tconst maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\n\tconst maxSamples = gl.getParameter( gl.MAX_SAMPLES );\n\n\treturn {\n\n\t\tisWebGL2: true, // keeping this for backwards compatibility\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\n\t};\n\n\tthis.setGlobalState = function ( planes, camera ) {\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass OrthographicCamera extends Camera {\n\n\tconstructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\t\tsuper();\n\n\t\tthis.isOrthographicCamera = true;\n\n\t\tthis.type = 'OrthographicCamera';\n\n\t\tthis.zoom = 1;\n\t\tthis.view = null;\n\n\t\tthis.left = left;\n\t\tthis.right = right;\n\t\tthis.top = top;\n\t\tthis.bottom = bottom;\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t}\n\n\tsetViewOffset( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tclearViewOffset() {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t}\n\n\tupdateProjectionMatrix() {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst LOD_MIN = 4;\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\nlet _oldActiveCubeFace = 0;\nlet _oldActiveMipmapLevel = 0;\nlet _oldXrEnabled = false;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n *\n * Paper: Fast, Accurate Image-Based Lighting\n * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view\n*/\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._lodMax = 0;\n\t\tthis._cubeSize = 0;\n\t\tthis._lodPlanes = [];\n\t\tthis._sizeLods = [];\n\t\tthis._sigmas = [];\n\n\t\tthis._blurMaterial = null;\n\t\tthis._cubemapMaterial = null;\n\t\tthis._equirectMaterial = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\n\t\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\n\t\t_oldXrEnabled = this._renderer.xr.enabled;\n\n\t\tthis._renderer.xr.enabled = false;\n\n\t\tthis._setSize( 256 );\n\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\t\tcubeUVRenderTarget.depthBuffer = true;\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * or HDR. The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t * The smallest supported equirectangular image size is 64 x 32.\n\t */\n\tfromEquirectangular( equirectangular, renderTarget = null ) {\n\n\t\treturn this._fromTexture( equirectangular, renderTarget );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * or HDR. The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t * The smallest supported cube size is 16 x 16.\n\t */\n\tfromCubemap( cubemap, renderTarget = null ) {\n\n\t\treturn this._fromTexture( cubemap, renderTarget );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\t\t\tthis._compileMaterial( this._cubemapMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\t\t\tthis._compileMaterial( this._equirectMaterial );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._dispose();\n\n\t\tif ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();\n\t\tif ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();\n\n\t}\n\n\t// private interface\n\n\t_setSize( cubeSize ) {\n\n\t\tthis._lodMax = Math.floor( Math.log2( cubeSize ) );\n\t\tthis._cubeSize = Math.pow( 2, this._lodMax );\n\n\t}\n\n\t_dispose() {\n\n\t\tif ( this._blurMaterial !== null ) this._blurMaterial.dispose();\n\n\t\tif ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();\n\n\t\tfor ( let i = 0; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tthis._lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );\n\t\tthis._renderer.xr.enabled = _oldXrEnabled;\n\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture, renderTarget ) {\n\n\t\tif ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {\n\n\t\t\tthis._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );\n\n\t\t} else { // Equirectangular\n\n\t\t\tthis._setSize( texture.image.width / 4 );\n\n\t\t}\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\t_oldActiveCubeFace = this._renderer.getActiveCubeFace();\n\t\t_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();\n\t\t_oldXrEnabled = this._renderer.xr.enabled;\n\n\t\tthis._renderer.xr.enabled = false;\n\n\t\tconst cubeUVRenderTarget = renderTarget || this._allocateTargets();\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets() {\n\n\t\tconst width = 3 * Math.max( this._cubeSize, 16 * 7 );\n\t\tconst height = 4 * this._cubeSize;\n\n\t\tconst params = {\n\t\t\tmagFilter: LinearFilter,\n\t\t\tminFilter: LinearFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: HalfFloatType,\n\t\t\tformat: RGBAFormat,\n\t\t\tcolorSpace: LinearSRGBColorSpace,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( width, height, params );\n\n\t\tif ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {\n\n\t\t\tif ( this._pingPongRenderTarget !== null ) {\n\n\t\t\t\tthis._dispose();\n\n\t\t\t}\n\n\t\t\tthis._pingPongRenderTarget = _createRenderTarget( width, height, params );\n\n\t\t\tconst { _lodMax } = this;\n\t\t\t( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );\n\n\t\t\tthis._blurMaterial = _getBlurShader( _lodMax, width, height );\n\n\t\t}\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst originalAutoClear = renderer.autoClear;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.autoClear = false;\n\n\t\tconst backgroundMaterial = new MeshBasicMaterial( {\n\t\t\tname: 'PMREM.Background',\n\t\t\tside: BackSide,\n\t\t\tdepthWrite: false,\n\t\t\tdepthTest: false,\n\t\t} );\n\n\t\tconst backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );\n\n\t\tlet useSolidColor = false;\n\t\tconst background = scene.background;\n\n\t\tif ( background ) {\n\n\t\t\tif ( background.isColor ) {\n\n\t\t\t\tbackgroundMaterial.color.copy( background );\n\t\t\t\tscene.background = null;\n\t\t\t\tuseSolidColor = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tbackgroundMaterial.color.copy( _clearColor );\n\t\t\tuseSolidColor = true;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\n\t\t\tif ( col === 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col === 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\tconst size = this._cubeSize;\n\n\t\t\t_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );\n\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\n\t\t\tif ( useSolidColor ) {\n\n\t\t\t\trenderer.render( backgroundBox, cubeCamera );\n\n\t\t\t}\n\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\tbackgroundBox.geometry.dispose();\n\t\tbackgroundBox.material.dispose();\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.autoClear = originalAutoClear;\n\t\tscene.background = background;\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tconst isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );\n\n\t\tif ( isCubeTexture ) {\n\n\t\t\tif ( this._cubemapMaterial === null ) {\n\n\t\t\t\tthis._cubemapMaterial = _getCubemapMaterial();\n\n\t\t\t}\n\n\t\t\tthis._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t} else {\n\n\t\t\tif ( this._equirectMaterial === null ) {\n\n\t\t\t\tthis._equirectMaterial = _getEquirectMaterial();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;\n\t\tconst mesh = new Mesh( this._lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tconst size = this._cubeSize;\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < this._lodPlanes.length; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = this._sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tconst { _lodMax } = this;\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = _lodMax - lodIn;\n\n\t\tconst outputSize = this._sizeLods[ lodOut ];\n\t\tconst x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );\n\t\tconst y = 4 * ( this._cubeSize - outputSize );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\n\n\nfunction _createPlanes( lodMax ) {\n\n\tconst lodPlanes = [];\n\tconst sizeLods = [];\n\tconst sigmas = [];\n\n\tlet lod = lodMax;\n\n\tconst totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n\tfor ( let i = 0; i < totalLods; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\tsizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > lodMax - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];\n\n\t\t} else if ( i === 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\tsigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 2 );\n\t\tconst min = - texelSize;\n\t\tconst max = 1 + texelSize;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\tlodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { lodPlanes, sizeLods, sigmas };\n\n}\n\nfunction _createRenderTarget( width, height, params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( lodMax, width, height ) {\n\n\tconst weights = new Float32Array( MAX_SAMPLES );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new ShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: {\n\t\t\t'n': MAX_SAMPLES,\n\t\t\t'CUBEUV_TEXEL_WIDTH': 1.0 / width,\n\t\t\t'CUBEUV_TEXEL_HEIGHT': 1.0 / height,\n\t\t\t'CUBEUV_MAX_MIP': `${lodMax}.0`,\n\t\t},\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include <cube_uv_reflection_fragment>\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include <common>\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCubemapMaterial() {\n\n\treturn new ShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'flipEnvMap': { value: - 1 }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction WebGLCubeUVMaps( renderer ) {\n\n\tlet cubeUVmaps = new WeakMap();\n\n\tlet pmremGenerator = null;\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tconst isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );\n\t\t\tconst isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );\n\n\t\t\t// equirect/cube map to cubeUV conversion\n\n\t\t\tif ( isEquirectMap || isCubeMap ) {\n\n\t\t\t\tlet renderTarget = cubeUVmaps.get( texture );\n\n\t\t\t\tconst currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0;\n\n\t\t\t\tif ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) {\n\n\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );\n\t\t\t\t\trenderTarget.texture.pmremVersion = texture.pmremVersion;\n\n\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( renderTarget !== undefined ) {\n\n\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\t\tif ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {\n\n\t\t\t\t\t\t\tif ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );\n\n\t\t\t\t\t\t\trenderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );\n\t\t\t\t\t\t\trenderTarget.texture.pmremVersion = texture.pmremVersion;\n\n\t\t\t\t\t\t\tcubeUVmaps.set( texture, renderTarget );\n\n\t\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\t\treturn renderTarget.texture;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction isCubeTextureComplete( image ) {\n\n\t\tlet count = 0;\n\t\tconst length = 6;\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tif ( image[ i ] !== undefined ) count ++;\n\n\t\t}\n\n\t\treturn count === length;\n\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemapUV = cubeUVmaps.get( texture );\n\n\t\tif ( cubemapUV !== undefined ) {\n\n\t\t\tcubeUVmaps.delete( texture );\n\t\t\tcubemapUV.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubeUVmaps = new WeakMap();\n\n\t\tif ( pmremGenerator !== null ) {\n\n\t\t\tpmremGenerator.dispose();\n\t\t\tpmremGenerator = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\tfunction getExtension( name ) {\n\n\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t\tlet extension;\n\n\t\tswitch ( name ) {\n\n\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\tbreak;\n\n\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\textension = gl.getExtension( name );\n\n\t\t}\n\n\t\textensions[ name ] = extension;\n\n\t\treturn extension;\n\n\t}\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\treturn getExtension( name ) !== null;\n\n\t\t},\n\n\t\tinit: function () {\n\n\t\t\tgetExtension( 'EXT_color_buffer_float' );\n\t\t\tgetExtension( 'WEBGL_clip_cull_distance' );\n\t\t\tgetExtension( 'OES_texture_float_linear' );\n\t\t\tgetExtension( 'EXT_color_buffer_half_float' );\n\t\t\tgetExtension( 'WEBGL_multisampled_render_to_texture' );\n\t\t\tgetExtension( 'WEBGL_render_shared_exponent' );\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tconst extension = getExtension( name );\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extension;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = {};\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\n\t\tif ( geometry.index !== null ) {\n\n\t\t\tattributes.remove( geometry.index );\n\n\t\t}\n\n\t\tfor ( const name in geometry.attributes ) {\n\n\t\t\tattributes.remove( geometry.attributes[ name ] );\n\n\t\t}\n\n\t\tfor ( const name in geometry.morphAttributes ) {\n\n\t\t\tconst array = geometry.morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.remove( array[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tdelete geometries[ geometry.id ];\n\n\t\tconst attribute = wireframeAttributes.get( geometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( geometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( geometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tif ( geometries[ geometry.id ] === true ) return geometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries[ geometry.id ] = true;\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn geometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], gl.ARRAY_BUFFER );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else if ( geometryPosition !== undefined ) {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info ) {\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tgl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\tfunction renderMultiDraw( starts, counts, drawCount ) {\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\tconst extension = extensions.get( 'WEBGL_multi_draw' );\n\n\t\tif ( extension === null ) {\n\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\tthis.render( starts[ i ] / bytesPerElement, counts[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\textension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount );\n\n\t\t\tlet elementCount = 0;\n\t\t\tfor ( let i = 0; i < drawCount; i ++ ) {\n\n\t\t\t\telementCount += counts[ i ];\n\n\t\t\t}\n\n\t\t\tinfo.update( elementCount, mode, 1 );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\tthis.renderMultiDraw = renderMultiDraw;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase gl.TRIANGLES:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINES:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_STRIP:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase gl.LINE_LOOP:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase gl.POINTS:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction WebGLMorphtargets( gl, capabilities, textures ) {\n\n\tconst morphTextures = new WeakMap();\n\tconst morph = new Vector4();\n\n\tfunction update( object, geometry, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// instead of using attributes, the WebGL 2 code path encodes morph targets\n\t\t// into an array of data textures. Each layer represents a single morph target.\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet entry = morphTextures.get( geometry );\n\n\t\tif ( entry === undefined || entry.count !== morphTargetsCount ) {\n\n\t\t\tif ( entry !== undefined ) entry.texture.dispose();\n\n\t\t\tconst hasMorphPosition = geometry.morphAttributes.position !== undefined;\n\t\t\tconst hasMorphNormals = geometry.morphAttributes.normal !== undefined;\n\t\t\tconst hasMorphColors = geometry.morphAttributes.color !== undefined;\n\n\t\t\tconst morphTargets = geometry.morphAttributes.position || [];\n\t\t\tconst morphNormals = geometry.morphAttributes.normal || [];\n\t\t\tconst morphColors = geometry.morphAttributes.color || [];\n\n\t\t\tlet vertexDataCount = 0;\n\n\t\t\tif ( hasMorphPosition === true ) vertexDataCount = 1;\n\t\t\tif ( hasMorphNormals === true ) vertexDataCount = 2;\n\t\t\tif ( hasMorphColors === true ) vertexDataCount = 3;\n\n\t\t\tlet width = geometry.attributes.position.count * vertexDataCount;\n\t\t\tlet height = 1;\n\n\t\t\tif ( width > capabilities.maxTextureSize ) {\n\n\t\t\t\theight = Math.ceil( width / capabilities.maxTextureSize );\n\t\t\t\twidth = capabilities.maxTextureSize;\n\n\t\t\t}\n\n\t\t\tconst buffer = new Float32Array( width * height * 4 * morphTargetsCount );\n\n\t\t\tconst texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );\n\t\t\ttexture.type = FloatType;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\t// fill buffer\n\n\t\t\tconst vertexDataStride = vertexDataCount * 4;\n\n\t\t\tfor ( let i = 0; i < morphTargetsCount; i ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\t\tconst morphNormal = morphNormals[ i ];\n\t\t\t\tconst morphColor = morphColors[ i ];\n\n\t\t\t\tconst offset = width * height * 4 * i;\n\n\t\t\t\tfor ( let j = 0; j < morphTarget.count; j ++ ) {\n\n\t\t\t\t\tconst stride = j * vertexDataStride;\n\n\t\t\t\t\tif ( hasMorphPosition === true ) {\n\n\t\t\t\t\t\tmorph.fromBufferAttribute( morphTarget, j );\n\n\t\t\t\t\t\tbuffer[ offset + stride + 0 ] = morph.x;\n\t\t\t\t\t\tbuffer[ offset + stride + 1 ] = morph.y;\n\t\t\t\t\t\tbuffer[ offset + stride + 2 ] = morph.z;\n\t\t\t\t\t\tbuffer[ offset + stride + 3 ] = 0;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasMorphNormals === true ) {\n\n\t\t\t\t\t\tmorph.fromBufferAttribute( morphNormal, j );\n\n\t\t\t\t\t\tbuffer[ offset + stride + 4 ] = morph.x;\n\t\t\t\t\t\tbuffer[ offset + stride + 5 ] = morph.y;\n\t\t\t\t\t\tbuffer[ offset + stride + 6 ] = morph.z;\n\t\t\t\t\t\tbuffer[ offset + stride + 7 ] = 0;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hasMorphColors === true ) {\n\n\t\t\t\t\t\tmorph.fromBufferAttribute( morphColor, j );\n\n\t\t\t\t\t\tbuffer[ offset + stride + 8 ] = morph.x;\n\t\t\t\t\t\tbuffer[ offset + stride + 9 ] = morph.y;\n\t\t\t\t\t\tbuffer[ offset + stride + 10 ] = morph.z;\n\t\t\t\t\t\tbuffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tentry = {\n\t\t\t\tcount: morphTargetsCount,\n\t\t\t\ttexture: texture,\n\t\t\t\tsize: new Vector2( width, height )\n\t\t\t};\n\n\t\t\tmorphTextures.set( geometry, entry );\n\n\t\t\tfunction disposeTexture() {\n\n\t\t\t\ttexture.dispose();\n\n\t\t\t\tmorphTextures.delete( geometry );\n\n\t\t\t\tgeometry.removeEventListener( 'dispose', disposeTexture );\n\n\t\t\t}\n\n\t\t\tgeometry.addEventListener( 'dispose', disposeTexture );\n\n\t\t}\n\n\t\t//\n\t\tif ( object.isInstancedMesh === true && object.morphTexture !== null ) {\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures );\n\n\t\t} else {\n\n\t\t\tlet morphInfluencesSum = 0;\n\n\t\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t\t}\n\n\t\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );\n\n\t\t}\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tif ( updateMap.get( object ) !== frame ) {\n\n\t\t\t\tattributes.update( object.instanceMatrix, gl.ARRAY_BUFFER );\n\n\t\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\t\tattributes.update( object.instanceColor, gl.ARRAY_BUFFER );\n\n\t\t\t\t}\n\n\t\t\t\tupdateMap.set( object, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( updateMap.get( skeleton ) !== frame ) {\n\n\t\t\t\tskeleton.update();\n\n\t\t\t\tupdateMap.set( skeleton, frame );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass DepthTexture extends Texture {\n\n\tconstructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\t\tformat = format !== undefined ? format : DepthFormat;\n\n\t\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t\t}\n\n\t\tif ( type === undefined && format === DepthFormat ) type = UnsignedIntType;\n\t\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isDepthTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\t\tthis.flipY = false;\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.compareFunction = null;\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.compareFunction = source.compareFunction;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;\n\n\t\treturn data;\n\n\t}\n\n}\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n *  \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with  name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\n\nconst emptyTexture = /*@__PURE__*/ new Texture();\n\nconst emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );\nemptyShadowTexture.compareFunction = LessEqualCompare;\n\nconst emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();\nconst empty3dTexture = /*@__PURE__*/ new Data3DTexture();\nconst emptyCubeTexture = /*@__PURE__*/ new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or THREE.MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single integer / boolean\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single integer / boolean vector (from flat array or THREE.VectorN)\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2i( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3i( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4i( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4iv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single unsigned integer\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single unsigned integer vector (from flat array or THREE.VectorN)\n\nfunction setValueV2ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2ui( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3ui( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4ui( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4uiv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\tconst emptyTexture2D = ( this.type === gl.SAMPLER_2D_SHADOW ) ? emptyShadowTexture : emptyTexture;\n\n\ttextures.setTexture2D( v || emptyTexture2D, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || empty3dTexture, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTextureCube( v || emptyCubeTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyArrayTexture, unit );\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\t\tcase 0x8dc6: return setValueV2ui; // _VEC2\n\t\tcase 0x8dc7: return setValueV3ui; // _VEC3\n\t\tcase 0x8dc8: return setValueV4ui; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n\n// Array of scalars\n\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Array of vectors (from flat array or array of THREE.VectorN)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (from flat array or array of THREE.MatrixN)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of integer / boolean\n\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\n// Array of integer / boolean vectors (from flat array)\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n// Array of unsigned integer\n\nfunction setValueV1uiArray( gl, v ) {\n\n\tgl.uniform1uiv( this.addr, v );\n\n}\n\n// Array of unsigned integer vectors (from flat array)\n\nfunction setValueV2uiArray( gl, v ) {\n\n\tgl.uniform2uiv( this.addr, v );\n\n}\n\nfunction setValueV3uiArray( gl, v ) {\n\n\tgl.uniform3uiv( this.addr, v );\n\n}\n\nfunction setValueV4uiArray( gl, v ) {\n\n\tgl.uniform4uiv( this.addr, v );\n\n}\n\n\n// Array of textures (2D / 3D / Cube / 2DArray)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT3DArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT2DArrayArray( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tif ( ! arraysEqual( cache, units ) ) {\n\n\t\tgl.uniform1iv( this.addr, units );\n\n\t\tcopyArray( cache, units );\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );\n\n\t}\n\n}\n\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x1405: return setValueV1uiArray; // UINT\n\t\tcase 0x8dc6: return setValueV2uiArray; // _VEC2\n\t\tcase 0x8dc7: return setValueV3uiArray; // _VEC3\n\t\tcase 0x8dc8: return setValueV4uiArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3DArray;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArrayArray;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nclass SingleUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.type = activeInfo.type;\n\t\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass PureArrayUniform {\n\n\tconstructor( id, activeInfo, addr ) {\n\n\t\tthis.id = id;\n\t\tthis.addr = addr;\n\t\tthis.cache = [];\n\t\tthis.type = activeInfo.type;\n\t\tthis.size = activeInfo.size;\n\t\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t\t// this.path = activeInfo.name; // DEBUG\n\n\t}\n\n}\n\nclass StructuredUniform {\n\n\tconstructor( id ) {\n\n\t\tthis.id = id;\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t}\n\n\tsetValue( gl, value, textures ) {\n\n\t\tconst seq = this.seq;\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t\t}\n\n\t}\n\n}\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n//  - followed by an optional right bracket (found when array index)\n//  - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nclass WebGLUniforms {\n\n\tconstructor( gl, program ) {\n\n\t\tthis.seq = [];\n\t\tthis.map = {};\n\n\t\tconst n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );\n\n\t\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\t\tparseUniform( info, addr, this );\n\n\t\t}\n\n\t}\n\n\tsetValue( gl, name, value, textures ) {\n\n\t\tconst u = this.map[ name ];\n\n\t\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n\t}\n\n\tsetOptional( gl, object, name ) {\n\n\t\tconst v = object[ name ];\n\n\t\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n\t}\n\n\tstatic upload( gl, seq, values, textures ) {\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ],\n\t\t\t\tv = values[ u.id ];\n\n\t\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tstatic seqWithValue( seq, values ) {\n\n\t\tconst r = [];\n\n\t\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\t\tconst u = seq[ i ];\n\t\t\tif ( u.id in values ) r.push( u );\n\n\t\t}\n\n\t\treturn r;\n\n\t}\n\n}\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\n// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/\nconst COMPLETION_STATUS_KHR = 0x91B1;\n\nlet programIdCount = 0;\n\nfunction handleSource( string, errorLine ) {\n\n\tconst lines = string.split( '\\n' );\n\tconst lines2 = [];\n\n\tconst from = Math.max( errorLine - 6, 0 );\n\tconst to = Math.min( errorLine + 6, lines.length );\n\n\tfor ( let i = from; i < to; i ++ ) {\n\n\t\tconst line = i + 1;\n\t\tlines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );\n\n\t}\n\n\treturn lines2.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( colorSpace ) {\n\n\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\tconst encodingPrimaries = ColorManagement.getPrimaries( colorSpace );\n\n\tlet gamutMapping;\n\n\tif ( workingPrimaries === encodingPrimaries ) {\n\n\t\tgamutMapping = '';\n\n\t} else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {\n\n\t\tgamutMapping = 'LinearDisplayP3ToLinearSRGB';\n\n\t} else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {\n\n\t\tgamutMapping = 'LinearSRGBToLinearDisplayP3';\n\n\t}\n\n\tswitch ( colorSpace ) {\n\n\t\tcase LinearSRGBColorSpace:\n\t\tcase LinearDisplayP3ColorSpace:\n\t\t\treturn [ gamutMapping, 'LinearTransferOETF' ];\n\n\t\tcase SRGBColorSpace:\n\t\tcase DisplayP3ColorSpace:\n\t\t\treturn [ gamutMapping, 'sRGBTransferOETF' ];\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );\n\t\t\treturn [ gamutMapping, 'LinearTransferOETF' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );\n\tconst errors = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && errors === '' ) return '';\n\n\tconst errorMatches = /ERROR: 0:(\\d+)/.exec( errors );\n\tif ( errorMatches ) {\n\n\t\t// --enable-privileged-webgl-extension\n\t\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\t\tconst errorLine = parseInt( errorMatches[ 1 ] );\n\t\treturn type.toUpperCase() + '\\n\\n' + errors + '\\n\\n' + handleSource( gl.getShaderSource( shader ), errorLine );\n\n\t} else {\n\n\t\treturn errors;\n\n\t}\n\n}\n\nfunction getTexelEncodingFunction( functionName, colorSpace ) {\n\n\tconst components = getEncodingComponents( colorSpace );\n\treturn `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`;\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase AgXToneMapping:\n\t\t\ttoneMappingName = 'AgX';\n\t\t\tbreak;\n\n\t\tcase NeutralToneMapping:\n\t\t\ttoneMappingName = 'Neutral';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateVertexExtensions( parameters ) {\n\n\tconst chunks = [\n\t\tparameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '',\n\t\tparameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '',\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\tlet locationSize = 1;\n\t\tif ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;\n\t\tif ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;\n\t\tif ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = {\n\t\t\ttype: info.type,\n\t\t\tlocation: gl.getAttribLocation( program, name ),\n\t\t\tlocationSize: locationSize\n\t\t};\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\tconst numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nconst shaderChunkMap = new Map( [\n\t[ 'encodings_fragment', 'colorspace_fragment' ], // @deprecated, r154\n\t[ 'encodings_pars_fragment', 'colorspace_pars_fragment' ], // @deprecated, r154\n\t[ 'output_fragment', 'opaque_fragment' ], // @deprecated, r154\n] );\n\nfunction includeReplacer( match, include ) {\n\n\tlet string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tconst newInclude = shaderChunkMap.get( include );\n\n\t\tif ( newInclude !== undefined ) {\n\n\t\t\tstring = ShaderChunk[ newInclude ];\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Shader chunk \"%s\" has been deprecated. Use \"%s\" instead.', include, newInclude );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t\t}\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string.replace( unrollLoopPattern, loopReplacer );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = `precision ${parameters.precision} float;\n\tprecision ${parameters.precision} int;\n\tprecision ${parameters.precision} sampler2D;\n\tprecision ${parameters.precision} samplerCube;\n\tprecision ${parameters.precision} sampler3D;\n\tprecision ${parameters.precision} sampler2DArray;\n\tprecision ${parameters.precision} sampler2DShadow;\n\tprecision ${parameters.precision} samplerCubeShadow;\n\tprecision ${parameters.precision} sampler2DArrayShadow;\n\tprecision ${parameters.precision} isampler2D;\n\tprecision ${parameters.precision} isampler3D;\n\tprecision ${parameters.precision} isamplerCube;\n\tprecision ${parameters.precision} isampler2DArray;\n\tprecision ${parameters.precision} usampler2D;\n\tprecision ${parameters.precision} usampler3D;\n\tprecision ${parameters.precision} usamplerCube;\n\tprecision ${parameters.precision} usampler2DArray;\n\t`;\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction generateCubeUVSize( parameters ) {\n\n\tconst imageHeight = parameters.envMapCubeUVHeight;\n\n\tif ( imageHeight === null ) return null;\n\n\tconst maxMip = Math.log2( imageHeight ) - 2;\n\n\tconst texelHeight = 1.0 / imageHeight;\n\n\tconst texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );\n\n\treturn { texelWidth, texelHeight, maxMip };\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\t// TODO Send this event to Three.js DevTools\n\t// console.log( 'WebGLProgram', cacheKey );\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\tconst envMapCubeUVSize = generateCubeUVSize( parameters );\n\n\tconst customVertexExtensions = generateVertexExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',\n\t\t\tparameters.batching ? '#define USE_BATCHING' : '',\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\t\t\tparameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '',\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\t//\n\n\t\t\tparameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '',\n\t\t\tparameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '',\n\t\t\tparameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '',\n\t\t\tparameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '',\n\t\t\tparameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '',\n\t\t\tparameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '',\n\t\t\tparameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '',\n\t\t\tparameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '',\n\n\t\t\tparameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '',\n\t\t\tparameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '',\n\n\t\t\tparameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '',\n\n\t\t\tparameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '',\n\t\t\tparameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '',\n\t\t\tparameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '',\n\n\t\t\tparameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '',\n\t\t\tparameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '',\n\n\t\t\tparameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '',\n\t\t\tparameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '',\n\n\t\t\tparameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '',\n\t\t\tparameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '',\n\t\t\tparameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '',\n\n\t\t\tparameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '',\n\t\t\tparameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '',\n\n\t\t\t//\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\t( parameters.morphColors ) ? '#define USE_MORPHCOLORS' : '',\n\t\t\t( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE' : '',\n\t\t\t( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',\n\t\t\t( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\n\n\t\t\tparameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_MORPH',\n\n\t\t\t'\tuniform sampler2D morphTexture;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_UV1',\n\n\t\t\t'\tattribute vec2 uv1;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV2',\n\n\t\t\t'\tattribute vec2 uv2;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_UV3',\n\n\t\t\t'\tattribute vec2 uv3;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if defined( USE_COLOR_ALPHA )',\n\n\t\t\t'\tattribute vec4 color;',\n\n\t\t\t'#elif defined( USE_COLOR )',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_TYPE ' + parameters.shaderType,\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.useFog && parameters.fog ? '#define USE_FOG' : '',\n\t\t\tparameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '',\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',\n\t\t\tenvMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\tparameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',\n\t\t\tparameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\n\t\t\tparameters.anisotropy ? '#define USE_ANISOTROPY' : '',\n\t\t\tparameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',\n\n\t\t\tparameters.clearcoat ? '#define USE_CLEARCOAT' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\n\t\t\tparameters.iridescence ? '#define USE_IRIDESCENCE' : '',\n\t\t\tparameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',\n\t\t\tparameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',\n\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',\n\t\t\tparameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',\n\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.alphaTest ? '#define USE_ALPHATEST' : '',\n\t\t\tparameters.alphaHash ? '#define USE_ALPHAHASH' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',\n\t\t\tparameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',\n\n\t\t\tparameters.transmission ? '#define USE_TRANSMISSION' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\t\t\tparameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',\n\n\t\t\tparameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',\n\t\t\tparameters.vertexUv1s ? '#define USE_UV1' : '',\n\t\t\tparameters.vertexUv2s ? '#define USE_UV2' : '',\n\t\t\tparameters.vertexUv3s ? '#define USE_UV3' : '',\n\n\t\t\tparameters.pointsUvs ? '#define USE_POINTS_UV' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',\n\n\t\t\tparameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '',\n\n\t\t\tparameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\t\t\tparameters.opaque ? '#define OPAQUE' : '',\n\n\t\t\tShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ),\n\n\t\t\tparameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\tcustomVertexExtensions,\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\tfunction onFirstUse( self ) {\n\n\t\t// check for link errors\n\t\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\t\tlet runnable = true;\n\t\t\tlet haveDiagnostics = true;\n\n\t\t\tif ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {\n\n\t\t\t\trunnable = false;\n\n\t\t\t\tif ( typeof renderer.debug.onShaderError === 'function' ) {\n\n\t\t\t\t\trenderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// default error reporting\n\n\t\t\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\t\t\tconsole.error(\n\t\t\t\t\t\t'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +\n\t\t\t\t\t\t'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\\n\\n' +\n\t\t\t\t\t\t'Material Name: ' + self.name + '\\n' +\n\t\t\t\t\t\t'Material Type: ' + self.type + '\\n\\n' +\n\t\t\t\t\t\t'Program Info Log: ' + programLog + '\\n' +\n\t\t\t\t\t\tvertexErrors + '\\n' +\n\t\t\t\t\t\tfragmentErrors\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t} else if ( programLog !== '' ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );\n\n\t\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\t\thaveDiagnostics = false;\n\n\t\t\t}\n\n\t\t\tif ( haveDiagnostics ) {\n\n\t\t\t\tself.diagnostics = {\n\n\t\t\t\t\trunnable: runnable,\n\n\t\t\t\t\tprogramLog: programLog,\n\n\t\t\t\t\tvertexShader: {\n\n\t\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t\t},\n\n\t\t\t\t\tfragmentShader: {\n\n\t\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t\t}\n\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Clean up\n\n\t\t// Crashes in iOS9 and iOS10. #18402\n\t\t// gl.detachShader( program, glVertexShader );\n\t\t// gl.detachShader( program, glFragmentShader );\n\n\t\tgl.deleteShader( glVertexShader );\n\t\tgl.deleteShader( glFragmentShader );\n\n\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t}\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\t// Populates cachedUniforms and cachedAttributes\n\t\t\tonFirstUse( this );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\t// Populates cachedAttributes and cachedUniforms\n\t\t\tonFirstUse( this );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported,\n\t// flag the program as ready immediately. It may cause a stall when it's first used.\n\n\tlet programReady = ( parameters.rendererExtensionParallelShaderCompile === false );\n\n\tthis.isReady = function () {\n\n\t\tif ( programReady === false ) {\n\n\t\t\tprogramReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR );\n\n\t\t}\n\n\t\treturn programReady;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.type = parameters.shaderType;\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nlet _id$1 = 0;\n\nclass WebGLShaderCache {\n\n\tconstructor() {\n\n\t\tthis.shaderCache = new Map();\n\t\tthis.materialCache = new Map();\n\n\t}\n\n\tupdate( material ) {\n\n\t\tconst vertexShader = material.vertexShader;\n\t\tconst fragmentShader = material.fragmentShader;\n\n\t\tconst vertexShaderStage = this._getShaderStage( vertexShader );\n\t\tconst fragmentShaderStage = this._getShaderStage( fragmentShader );\n\n\t\tconst materialShaders = this._getShaderCacheForMaterial( material );\n\n\t\tif ( materialShaders.has( vertexShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( vertexShaderStage );\n\t\t\tvertexShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\tif ( materialShaders.has( fragmentShaderStage ) === false ) {\n\n\t\t\tmaterialShaders.add( fragmentShaderStage );\n\t\t\tfragmentShaderStage.usedTimes ++;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tremove( material ) {\n\n\t\tconst materialShaders = this.materialCache.get( material );\n\n\t\tfor ( const shaderStage of materialShaders ) {\n\n\t\t\tshaderStage.usedTimes --;\n\n\t\t\tif ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );\n\n\t\t}\n\n\t\tthis.materialCache.delete( material );\n\n\t\treturn this;\n\n\t}\n\n\tgetVertexShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.vertexShader ).id;\n\n\t}\n\n\tgetFragmentShaderID( material ) {\n\n\t\treturn this._getShaderStage( material.fragmentShader ).id;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shaderCache.clear();\n\t\tthis.materialCache.clear();\n\n\t}\n\n\t_getShaderCacheForMaterial( material ) {\n\n\t\tconst cache = this.materialCache;\n\t\tlet set = cache.get( material );\n\n\t\tif ( set === undefined ) {\n\n\t\t\tset = new Set();\n\t\t\tcache.set( material, set );\n\n\t\t}\n\n\t\treturn set;\n\n\t}\n\n\t_getShaderStage( code ) {\n\n\t\tconst cache = this.shaderCache;\n\t\tlet stage = cache.get( code );\n\n\t\tif ( stage === undefined ) {\n\n\t\t\tstage = new WebGLShaderStage( code );\n\t\t\tcache.set( code, stage );\n\n\t\t}\n\n\t\treturn stage;\n\n\t}\n\n}\n\nclass WebGLShaderStage {\n\n\tconstructor( code ) {\n\n\t\tthis.id = _id$1 ++;\n\n\t\tthis.code = code;\n\t\tthis.usedTimes = 0;\n\n\t}\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst _programLayers = new Layers();\n\tconst _customShaders = new WebGLShaderCache();\n\tconst _activeChannels = new Set();\n\tconst programs = [];\n\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tfunction getChannel( value ) {\n\n\t\t_activeChannels.add( value );\n\n\t\tif ( value === 0 ) return 'uv';\n\n\t\treturn `uv${ value }`;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst geometry = object.geometry;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\tconst envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\tlet morphTextureStride = 0;\n\n\t\tif ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;\n\t\tif ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;\n\t\tif ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;\n\n\t\t//\n\n\t\tlet vertexShader, fragmentShader;\n\t\tlet customVertexShaderID, customFragmentShaderID;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t\t_customShaders.update( material );\n\n\t\t\tcustomVertexShaderID = _customShaders.getVertexShaderID( material );\n\t\t\tcustomFragmentShaderID = _customShaders.getFragmentShaderID( material );\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst IS_INSTANCEDMESH = object.isInstancedMesh === true;\n\t\tconst IS_BATCHEDMESH = object.isBatchedMesh === true;\n\n\t\tconst HAS_MAP = !! material.map;\n\t\tconst HAS_MATCAP = !! material.matcap;\n\t\tconst HAS_ENVMAP = !! envMap;\n\t\tconst HAS_AOMAP = !! material.aoMap;\n\t\tconst HAS_LIGHTMAP = !! material.lightMap;\n\t\tconst HAS_BUMPMAP = !! material.bumpMap;\n\t\tconst HAS_NORMALMAP = !! material.normalMap;\n\t\tconst HAS_DISPLACEMENTMAP = !! material.displacementMap;\n\t\tconst HAS_EMISSIVEMAP = !! material.emissiveMap;\n\n\t\tconst HAS_METALNESSMAP = !! material.metalnessMap;\n\t\tconst HAS_ROUGHNESSMAP = !! material.roughnessMap;\n\n\t\tconst HAS_ANISOTROPY = material.anisotropy > 0;\n\t\tconst HAS_CLEARCOAT = material.clearcoat > 0;\n\t\tconst HAS_IRIDESCENCE = material.iridescence > 0;\n\t\tconst HAS_SHEEN = material.sheen > 0;\n\t\tconst HAS_TRANSMISSION = material.transmission > 0;\n\n\t\tconst HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap;\n\n\t\tconst HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;\n\t\tconst HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;\n\t\tconst HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;\n\n\t\tconst HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;\n\t\tconst HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;\n\n\t\tconst HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;\n\t\tconst HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;\n\n\t\tconst HAS_SPECULARMAP = !! material.specularMap;\n\t\tconst HAS_SPECULAR_COLORMAP = !! material.specularColorMap;\n\t\tconst HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;\n\n\t\tconst HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;\n\t\tconst HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;\n\n\t\tconst HAS_GRADIENTMAP = !! material.gradientMap;\n\n\t\tconst HAS_ALPHAMAP = !! material.alphaMap;\n\n\t\tconst HAS_ALPHATEST = material.alphaTest > 0;\n\n\t\tconst HAS_ALPHAHASH = !! material.alphaHash;\n\n\t\tconst HAS_EXTENSIONS = !! material.extensions;\n\n\t\tlet toneMapping = NoToneMapping;\n\n\t\tif ( material.toneMapped ) {\n\n\t\t\tif ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\ttoneMapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst parameters = {\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderType: material.type,\n\t\t\tshaderName: material.name,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tcustomVertexShaderID: customVertexShaderID,\n\t\t\tcustomFragmentShaderID: customFragmentShaderID,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tbatching: IS_BATCHEDMESH,\n\t\t\tinstancing: IS_INSTANCEDMESH,\n\t\t\tinstancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,\n\t\t\tinstancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,\n\n\t\t\tsupportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,\n\t\t\toutputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),\n\t\t\talphaToCoverage: !! material.alphaToCoverage,\n\n\t\t\tmap: HAS_MAP,\n\t\t\tmatcap: HAS_MATCAP,\n\t\t\tenvMap: HAS_ENVMAP,\n\t\t\tenvMapMode: HAS_ENVMAP && envMap.mapping,\n\t\t\tenvMapCubeUVHeight: envMapCubeUVHeight,\n\t\t\taoMap: HAS_AOMAP,\n\t\t\tlightMap: HAS_LIGHTMAP,\n\t\t\tbumpMap: HAS_BUMPMAP,\n\t\t\tnormalMap: HAS_NORMALMAP,\n\t\t\tdisplacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,\n\t\t\temissiveMap: HAS_EMISSIVEMAP,\n\n\t\t\tnormalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,\n\t\t\tnormalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,\n\n\t\t\tmetalnessMap: HAS_METALNESSMAP,\n\t\t\troughnessMap: HAS_ROUGHNESSMAP,\n\n\t\t\tanisotropy: HAS_ANISOTROPY,\n\t\t\tanisotropyMap: HAS_ANISOTROPYMAP,\n\n\t\t\tclearcoat: HAS_CLEARCOAT,\n\t\t\tclearcoatMap: HAS_CLEARCOATMAP,\n\t\t\tclearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,\n\t\t\tclearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,\n\n\t\t\tiridescence: HAS_IRIDESCENCE,\n\t\t\tiridescenceMap: HAS_IRIDESCENCEMAP,\n\t\t\tiridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,\n\n\t\t\tsheen: HAS_SHEEN,\n\t\t\tsheenColorMap: HAS_SHEEN_COLORMAP,\n\t\t\tsheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,\n\n\t\t\tspecularMap: HAS_SPECULARMAP,\n\t\t\tspecularColorMap: HAS_SPECULAR_COLORMAP,\n\t\t\tspecularIntensityMap: HAS_SPECULAR_INTENSITYMAP,\n\n\t\t\ttransmission: HAS_TRANSMISSION,\n\t\t\ttransmissionMap: HAS_TRANSMISSIONMAP,\n\t\t\tthicknessMap: HAS_THICKNESSMAP,\n\n\t\t\tgradientMap: HAS_GRADIENTMAP,\n\n\t\t\topaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false,\n\n\t\t\talphaMap: HAS_ALPHAMAP,\n\t\t\talphaTest: HAS_ALPHATEST,\n\t\t\talphaHash: HAS_ALPHAHASH,\n\n\t\t\tcombine: material.combine,\n\n\t\t\t//\n\n\t\t\tmapUv: HAS_MAP && getChannel( material.map.channel ),\n\t\t\taoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),\n\t\t\tlightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),\n\t\t\tbumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),\n\t\t\tnormalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),\n\t\t\tdisplacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),\n\t\t\temissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),\n\n\t\t\tmetalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),\n\t\t\troughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),\n\n\t\t\tanisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ),\n\n\t\t\tclearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),\n\t\t\tclearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),\n\t\t\tclearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),\n\n\t\t\tiridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),\n\t\t\tiridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),\n\n\t\t\tsheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),\n\t\t\tsheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),\n\n\t\t\tspecularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),\n\t\t\tspecularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),\n\t\t\tspecularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),\n\n\t\t\ttransmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),\n\t\t\tthicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),\n\n\t\t\talphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),\n\n\t\t\t//\n\n\t\t\tvertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,\n\n\t\t\tpointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog === true,\n\t\t\tfogExp2: ( !! fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading === true,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation === true,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: object.isSkinnedMesh === true,\n\n\t\t\tmorphTargets: geometry.morphAttributes.position !== undefined,\n\t\t\tmorphNormals: geometry.morphAttributes.normal !== undefined,\n\t\t\tmorphColors: geometry.morphAttributes.color !== undefined,\n\t\t\tmorphTargetsCount: morphTargetsCount,\n\t\t\tmorphTextureStride: morphTextureStride,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumSpotLightMaps: lights.spotLightMap.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\t\t\tnumSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,\n\n\t\t\tnumLightProbes: lights.numLightProbes,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: toneMapping,\n\t\t\tuseLegacyLights: renderer._useLegacyLights,\n\n\t\t\tdecodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tuseDepthPacking: material.depthPacking >= 0,\n\t\t\tdepthPacking: material.depthPacking || 0,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ),\n\t\t\textensionMultiDraw: HAS_EXTENSIONS && material.extensions.multiDraw === true && extensions.has( 'WEBGL_multi_draw' ),\n\n\t\t\trendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\t// the usage of getChannel() determines the active texture channels for this shader\n\n\t\tparameters.vertexUv1s = _activeChannels.has( 1 );\n\t\tparameters.vertexUv2s = _activeChannels.has( 2 );\n\t\tparameters.vertexUv3s = _activeChannels.has( 3 );\n\n\t\t_activeChannels.clear();\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.customVertexShaderID );\n\t\t\tarray.push( parameters.customFragmentShaderID );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tgetProgramCacheKeyParameters( array, parameters );\n\t\t\tgetProgramCacheKeyBooleans( array, parameters );\n\t\t\tarray.push( renderer.outputColorSpace );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getProgramCacheKeyParameters( array, parameters ) {\n\n\t\tarray.push( parameters.precision );\n\t\tarray.push( parameters.outputColorSpace );\n\t\tarray.push( parameters.envMapMode );\n\t\tarray.push( parameters.envMapCubeUVHeight );\n\t\tarray.push( parameters.mapUv );\n\t\tarray.push( parameters.alphaMapUv );\n\t\tarray.push( parameters.lightMapUv );\n\t\tarray.push( parameters.aoMapUv );\n\t\tarray.push( parameters.bumpMapUv );\n\t\tarray.push( parameters.normalMapUv );\n\t\tarray.push( parameters.displacementMapUv );\n\t\tarray.push( parameters.emissiveMapUv );\n\t\tarray.push( parameters.metalnessMapUv );\n\t\tarray.push( parameters.roughnessMapUv );\n\t\tarray.push( parameters.anisotropyMapUv );\n\t\tarray.push( parameters.clearcoatMapUv );\n\t\tarray.push( parameters.clearcoatNormalMapUv );\n\t\tarray.push( parameters.clearcoatRoughnessMapUv );\n\t\tarray.push( parameters.iridescenceMapUv );\n\t\tarray.push( parameters.iridescenceThicknessMapUv );\n\t\tarray.push( parameters.sheenColorMapUv );\n\t\tarray.push( parameters.sheenRoughnessMapUv );\n\t\tarray.push( parameters.specularMapUv );\n\t\tarray.push( parameters.specularColorMapUv );\n\t\tarray.push( parameters.specularIntensityMapUv );\n\t\tarray.push( parameters.transmissionMapUv );\n\t\tarray.push( parameters.thicknessMapUv );\n\t\tarray.push( parameters.combine );\n\t\tarray.push( parameters.fogExp2 );\n\t\tarray.push( parameters.sizeAttenuation );\n\t\tarray.push( parameters.morphTargetsCount );\n\t\tarray.push( parameters.morphAttributeCount );\n\t\tarray.push( parameters.numDirLights );\n\t\tarray.push( parameters.numPointLights );\n\t\tarray.push( parameters.numSpotLights );\n\t\tarray.push( parameters.numSpotLightMaps );\n\t\tarray.push( parameters.numHemiLights );\n\t\tarray.push( parameters.numRectAreaLights );\n\t\tarray.push( parameters.numDirLightShadows );\n\t\tarray.push( parameters.numPointLightShadows );\n\t\tarray.push( parameters.numSpotLightShadows );\n\t\tarray.push( parameters.numSpotLightShadowsWithMaps );\n\t\tarray.push( parameters.numLightProbes );\n\t\tarray.push( parameters.shadowMapType );\n\t\tarray.push( parameters.toneMapping );\n\t\tarray.push( parameters.numClippingPlanes );\n\t\tarray.push( parameters.numClipIntersection );\n\t\tarray.push( parameters.depthPacking );\n\n\t}\n\n\tfunction getProgramCacheKeyBooleans( array, parameters ) {\n\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.supportsVertexTextures )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.instancing )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.instancingColor )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.instancingMorph )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.matcap )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.envMap )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.normalMapObjectSpace )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.normalMapTangentSpace )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.clearcoat )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.iridescence )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.alphaTest )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.vertexColors )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.vertexAlphas )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.vertexUv1s )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.vertexUv2s )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.vertexUv3s )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.vertexTangents )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.anisotropy )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.alphaHash )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.batching )\n\t\t\t_programLayers.enable( 19 );\n\n\t\tarray.push( _programLayers.mask );\n\t\t_programLayers.disableAll();\n\n\t\tif ( parameters.fog )\n\t\t\t_programLayers.enable( 0 );\n\t\tif ( parameters.useFog )\n\t\t\t_programLayers.enable( 1 );\n\t\tif ( parameters.flatShading )\n\t\t\t_programLayers.enable( 2 );\n\t\tif ( parameters.logarithmicDepthBuffer )\n\t\t\t_programLayers.enable( 3 );\n\t\tif ( parameters.skinning )\n\t\t\t_programLayers.enable( 4 );\n\t\tif ( parameters.morphTargets )\n\t\t\t_programLayers.enable( 5 );\n\t\tif ( parameters.morphNormals )\n\t\t\t_programLayers.enable( 6 );\n\t\tif ( parameters.morphColors )\n\t\t\t_programLayers.enable( 7 );\n\t\tif ( parameters.premultipliedAlpha )\n\t\t\t_programLayers.enable( 8 );\n\t\tif ( parameters.shadowMapEnabled )\n\t\t\t_programLayers.enable( 9 );\n\t\tif ( parameters.useLegacyLights )\n\t\t\t_programLayers.enable( 10 );\n\t\tif ( parameters.doubleSided )\n\t\t\t_programLayers.enable( 11 );\n\t\tif ( parameters.flipSided )\n\t\t\t_programLayers.enable( 12 );\n\t\tif ( parameters.useDepthPacking )\n\t\t\t_programLayers.enable( 13 );\n\t\tif ( parameters.dithering )\n\t\t\t_programLayers.enable( 14 );\n\t\tif ( parameters.transmission )\n\t\t\t_programLayers.enable( 15 );\n\t\tif ( parameters.sheen )\n\t\t\t_programLayers.enable( 16 );\n\t\tif ( parameters.opaque )\n\t\t\t_programLayers.enable( 17 );\n\t\tif ( parameters.pointsUvs )\n\t\t\t_programLayers.enable( 18 );\n\t\tif ( parameters.decodeVideoTexture )\n\t\t\t_programLayers.enable( 19 );\n\t\tif ( parameters.alphaToCoverage )\n\t\t\t_programLayers.enable( 20 );\n\n\t\tarray.push( _programLayers.mask );\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\tfunction releaseShaderCache( material ) {\n\n\t\t_customShaders.remove( material );\n\n\t}\n\n\tfunction dispose() {\n\n\t\t_customShaders.dispose();\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\treleaseShaderCache: releaseShaderCache,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList() {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transmissive = [];\n\tconst transparent = [];\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransmissive.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.push( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.push( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.push( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\tif ( material.transmission > 0.0 ) {\n\n\t\t\ttransmissive.unshift( renderItem );\n\n\t\t} else if ( material.transparent === true ) {\n\n\t\t\ttransparent.unshift( renderItem );\n\n\t\t} else {\n\n\t\t\topaque.unshift( renderItem );\n\n\t\t}\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransmissive: transmissive,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists() {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, renderCallDepth ) {\n\n\t\tconst listArray = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( listArray === undefined ) {\n\n\t\t\tlist = new WebGLRenderList();\n\t\t\tlists.set( scene, [ list ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= listArray.length ) {\n\n\t\t\t\tlist = new WebGLRenderList();\n\t\t\t\tlistArray.push( list );\n\n\t\t\t} else {\n\n\t\t\t\tlist = listArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingAndTexturingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1,\n\t\t\tnumSpotMaps: - 1,\n\n\t\t\tnumLightProbes: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotLightMap: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotLightMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: [],\n\t\tnumSpotLightShadowsWithMaps: 0,\n\t\tnumLightProbes: 0\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights, useLegacyLights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\t\tlet numSpotMaps = 0;\n\t\tlet numSpotShadowsWithMaps = 0;\n\n\t\tlet numLightProbes = 0;\n\n\t\t// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]\n\t\tlights.sort( shadowCastingAndTexturingLightsFirst );\n\n\t\t// artist-friendly light intensity scaling factor\n\t\tconst scaleFactor = ( useLegacyLights === true ) ? Math.PI : 1;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity * scaleFactor;\n\t\t\t\tg += color.g * intensity * scaleFactor;\n\t\t\t\tb += color.b * intensity * scaleFactor;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t\tnumLightProbes ++;\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\tif ( light.map ) {\n\n\t\t\t\t\tstate.spotLightMap[ numSpotMaps ] = light.map;\n\t\t\t\t\tnumSpotMaps ++;\n\n\t\t\t\t\t// make sure the lightMatrix is up to date\n\t\t\t\t\t// TODO : do it if required only\n\t\t\t\t\tshadow.updateMatrices( light );\n\n\t\t\t\t\tif ( light.castShadow ) numSpotShadowsWithMaps ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spotLightMatrix[ spotLength ] = shadow.matrix;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ||\n\t\t\thash.numSpotMaps !== numSpotMaps ||\n\t\t\thash.numLightProbes !== numLightProbes ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;\n\t\t\tstate.spotLightMap.length = numSpotMaps;\n\t\t\tstate.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;\n\t\t\tstate.numLightProbes = numLightProbes;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\t\t\thash.numSpotMaps = numSpotMaps;\n\n\t\t\thash.numLightProbes = numLightProbes;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions ) {\n\n\tconst lights = new WebGLLights( extensions );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights( useLegacyLights ) {\n\n\t\tlights.setup( lightsArray, useLegacyLights );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights,\n\n\t\ttransmissionRenderTarget: null\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tconst renderStateArray = renderStates.get( scene );\n\t\tlet renderState;\n\n\t\tif ( renderStateArray === undefined ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions );\n\t\t\trenderStates.set( scene, [ renderState ] );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStateArray.length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions );\n\t\t\t\trenderStateArray.push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStateArray[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nclass MeshDepthMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDepthMaterial = true;\n\n\t\tthis.type = 'MeshDepthMaterial';\n\n\t\tthis.depthPacking = BasicDepthPacking;\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.depthPacking = source.depthPacking;\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshDistanceMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshDistanceMaterial = true;\n\n\t\tthis.type = 'MeshDistanceMaterial';\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst vertex = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nconst fragment = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include <packing>\\nvoid main() {\\n\\tconst float samples = float( VSM_SAMPLES );\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\\n\\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\\n\\tfor ( float i = 0.0; i < samples; i ++ ) {\\n\\t\\tfloat uvOffset = uvStart + i * uvStride;\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean / samples;\\n\\tsquared_mean = squared_mean / samples;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, _capabilities ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),\n\t\t_distanceMaterial = new MeshDistanceMaterial(),\n\n\t\t_materialCache = {},\n\n\t\t_maxTextureSize = _capabilities.maxTextureSize;\n\n\tconst shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\t\tdefines: {\n\t\t\tVSM_SAMPLES: 8\n\t\t},\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vertex,\n\t\tfragmentShader: fragment\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\tlet _previousType = this.type;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// check for shadow map type changes\n\n\t\tconst toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap );\n\t\tconst fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > _maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null || toVSM === true || fromVSM === true ) {\n\n\t\t\t\tconst pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};\n\n\t\t\t\tif ( shadow.map !== null ) {\n\n\t\t\t\t\tshadow.map.dispose();\n\n\t\t\t\t}\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\t_previousType = this.type;\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\tif ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {\n\n\t\t\tshadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;\n\t\t\tshadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;\n\n\t\t\tshadowMaterialVertical.needsUpdate = true;\n\t\t\tshadowMaterialHorizontal.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( shadow.mapPass === null ) {\n\n\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );\n\n\t\t}\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterial( object, material, light, type ) {\n\n\t\tlet result = null;\n\n\t\tconst customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;\n\n\t\tif ( customMaterial !== undefined ) {\n\n\t\t\tresult = customMaterial;\n\n\t\t} else {\n\n\t\t\tresult = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;\n\n\t\t\tif ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||\n\t\t\t\t( material.displacementMap && material.displacementScale !== 0 ) ||\n\t\t\t\t( material.alphaMap && material.alphaTest > 0 ) ||\n\t\t\t\t( material.map && material.alphaTest > 0 ) ) {\n\n\t\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t\t// appropriate state\n\n\t\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t\t}\n\n\t\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\t\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\t}\n\n\t\t\t\tresult = cachedMaterial;\n\n\t\t\t}\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.alphaMap = material.alphaMap;\n\t\tresult.alphaTest = material.alphaTest;\n\t\tresult.map = material.map;\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.displacementMap = material.displacementMap;\n\t\tresult.displacementScale = material.displacementScale;\n\t\tresult.displacementBias = material.displacementBias;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tconst materialProperties = _renderer.properties.get( result );\n\t\t\tmaterialProperties.light = light;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, groupMaterial, light, type );\n\n\t\t\t\t\t\t\tobject.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t\tobject.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, material, light, type );\n\n\t\t\t\t\tobject.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t\tobject.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t// make sure to remove the unique distance/depth materials used for shadow map rendering\n\n\t\tfor ( const id in _materialCache ) {\n\n\t\t\tconst cache = _materialCache[ id ];\n\n\t\t\tconst uuid = event.target.uuid;\n\n\t\t\tif ( uuid in cache ) {\n\n\t\t\t\tconst shadowMaterial = cache[ uuid ];\n\t\t\t\tshadowMaterial.dispose();\n\t\t\t\tdelete cache[ uuid ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl ) {\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( gl.DEPTH_TEST );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( gl.DEPTH_TEST );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NEVER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.ALWAYS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LESS );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.EQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.GREATER );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.NOTEQUAL );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tgl.depthFunc( gl.LEQUAL );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( gl.STENCIL_TEST );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( gl.STENCIL_TEST );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t     currentStencilRef !== stencilRef ||\n\t\t\t\t     currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t     currentStencilZFail !== stencilZFail ||\n\t\t\t\t     currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tconst uboBindings = new WeakMap();\n\tconst uboProgramMap = new WeakMap();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentBoundFramebuffers = {};\n\tlet currentDrawbuffers = new WeakMap();\n\tlet defaultDrawbuffers = [];\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = false;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentBlendColor = new Color( 0, 0, 0 );\n\tlet currentBlendAlpha = 0;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( gl.VERSION );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst scissorParam = gl.getParameter( gl.SCISSOR_BOX );\n\tconst viewportParam = gl.getParameter( gl.VIEWPORT );\n\n\tconst currentScissor = new Vector4().fromArray( scissorParam );\n\tconst currentViewport = new Vector4().fromArray( viewportParam );\n\n\tfunction createTexture( type, target, count, dimensions ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );\n\t\tgl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tif ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\tgl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t} else {\n\n\t\t\t\tgl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );\n\temptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );\n\temptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 );\n\temptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( gl.DEPTH_TEST );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( gl.CULL_FACE );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction bindFramebuffer( target, framebuffer ) {\n\n\t\tif ( currentBoundFramebuffers[ target ] !== framebuffer ) {\n\n\t\t\tgl.bindFramebuffer( target, framebuffer );\n\n\t\t\tcurrentBoundFramebuffers[ target ] = framebuffer;\n\n\t\t\t// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER\n\n\t\t\tif ( target === gl.DRAW_FRAMEBUFFER ) {\n\n\t\t\t\tcurrentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;\n\n\t\t\t}\n\n\t\t\tif ( target === gl.FRAMEBUFFER ) {\n\n\t\t\t\tcurrentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction drawBuffers( renderTarget, framebuffer ) {\n\n\t\tlet drawBuffers = defaultDrawbuffers;\n\n\t\tlet needsUpdate = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tdrawBuffers = currentDrawbuffers.get( framebuffer );\n\n\t\t\tif ( drawBuffers === undefined ) {\n\n\t\t\t\tdrawBuffers = [];\n\t\t\t\tcurrentDrawbuffers.set( framebuffer, drawBuffers );\n\n\t\t\t}\n\n\t\t\tconst textures = renderTarget.textures;\n\n\t\t\tif ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {\n\n\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\tdrawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;\n\n\t\t\t\t}\n\n\t\t\t\tdrawBuffers.length = textures.length;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( drawBuffers[ 0 ] !== gl.BACK ) {\n\n\t\t\t\tdrawBuffers[ 0 ] = gl.BACK;\n\n\t\t\t\tneedsUpdate = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tgl.drawBuffers( drawBuffers );\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: gl.FUNC_ADD,\n\t\t[ SubtractEquation ]: gl.FUNC_SUBTRACT,\n\t\t[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT\n\t};\n\n\tequationToGL[ MinEquation ] = gl.MIN;\n\tequationToGL[ MaxEquation ] = gl.MAX;\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: gl.ZERO,\n\t\t[ OneFactor ]: gl.ONE,\n\t\t[ SrcColorFactor ]: gl.SRC_COLOR,\n\t\t[ SrcAlphaFactor ]: gl.SRC_ALPHA,\n\t\t[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,\n\t\t[ DstColorFactor ]: gl.DST_COLOR,\n\t\t[ DstAlphaFactor ]: gl.DST_ALPHA,\n\t\t[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,\n\t\t[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,\n\t\t[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,\n\t\t[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA,\n\t\t[ ConstantColorFactor ]: gl.CONSTANT_COLOR,\n\t\t[ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR,\n\t\t[ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA,\n\t\t[ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled === true ) {\n\n\t\t\t\tdisable( gl.BLEND );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( currentBlendingEnabled === false ) {\n\n\t\t\tenable( gl.BLEND );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( gl.FUNC_ADD );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ONE, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.SRC_ALPHA, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( gl.ZERO, gl.SRC_COLOR );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\t\t\t\tcurrentBlendColor.set( 0, 0, 0 );\n\t\t\t\tcurrentBlendAlpha = 0;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tif ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) {\n\n\t\t\tgl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha );\n\n\t\t\tcurrentBlendColor.copy( blendColor );\n\t\t\tcurrentBlendAlpha = blendAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = false;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( gl.CULL_FACE )\n\t\t\t: enable( gl.CULL_FACE );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t\tmaterial.alphaToCoverage === true\n\t\t\t? enable( gl.SAMPLE_ALPHA_TO_COVERAGE )\n\t\t\t: disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( gl.CW );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( gl.CCW );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( gl.CULL_FACE );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( gl.BACK );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( gl.FRONT_AND_BACK );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.CULL_FACE );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( gl.POLYGON_OFFSET_FILL );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( gl.POLYGON_OFFSET_FILL );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( gl.SCISSOR_TEST );\n\n\t\t} else {\n\n\t\t\tdisable( gl.SCISSOR_TEST );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture, webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) {\n\n\t\t\tif ( currentTextureSlot === null ) {\n\n\t\t\t\twebglSlot = gl.TEXTURE0 + maxTextures - 1;\n\n\t\t\t} else {\n\n\t\t\t\twebglSlot = currentTextureSlot;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ webglSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ webglSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\t\tgl.activeTexture( webglSlot );\n\t\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t\t}\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexSubImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexSubImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texStorage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texStorage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\tfunction updateUBOMapping( uniformsGroup, program ) {\n\n\t\tlet mapping = uboProgramMap.get( program );\n\n\t\tif ( mapping === undefined ) {\n\n\t\t\tmapping = new WeakMap();\n\n\t\t\tuboProgramMap.set( program, mapping );\n\n\t\t}\n\n\t\tlet blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( blockIndex === undefined ) {\n\n\t\t\tblockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );\n\n\t\t\tmapping.set( uniformsGroup, blockIndex );\n\n\t\t}\n\n\t}\n\n\tfunction uniformBlockBinding( uniformsGroup, program ) {\n\n\t\tconst mapping = uboProgramMap.get( program );\n\t\tconst blockIndex = mapping.get( uniformsGroup );\n\n\t\tif ( uboBindings.get( program ) !== blockIndex ) {\n\n\t\t\t// bind shader specific block index to global block point\n\t\t\tgl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );\n\n\t\t\tuboBindings.set( program, blockIndex );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\t// reset state\n\n\t\tgl.disable( gl.BLEND );\n\t\tgl.disable( gl.CULL_FACE );\n\t\tgl.disable( gl.DEPTH_TEST );\n\t\tgl.disable( gl.POLYGON_OFFSET_FILL );\n\t\tgl.disable( gl.SCISSOR_TEST );\n\t\tgl.disable( gl.STENCIL_TEST );\n\t\tgl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );\n\n\t\tgl.blendEquation( gl.FUNC_ADD );\n\t\tgl.blendFunc( gl.ONE, gl.ZERO );\n\t\tgl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO );\n\t\tgl.blendColor( 0, 0, 0, 0 );\n\n\t\tgl.colorMask( true, true, true, true );\n\t\tgl.clearColor( 0, 0, 0, 0 );\n\n\t\tgl.depthMask( true );\n\t\tgl.depthFunc( gl.LESS );\n\t\tgl.clearDepth( 1 );\n\n\t\tgl.stencilMask( 0xffffffff );\n\t\tgl.stencilFunc( gl.ALWAYS, 0, 0xffffffff );\n\t\tgl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );\n\t\tgl.clearStencil( 0 );\n\n\t\tgl.cullFace( gl.BACK );\n\t\tgl.frontFace( gl.CCW );\n\n\t\tgl.polygonOffset( 0, 0 );\n\n\t\tgl.activeTexture( gl.TEXTURE0 );\n\n\t\tgl.bindFramebuffer( gl.FRAMEBUFFER, null );\n\t\tgl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );\n\t\tgl.bindFramebuffer( gl.READ_FRAMEBUFFER, null );\n\n\t\tgl.useProgram( null );\n\n\t\tgl.lineWidth( 1 );\n\n\t\tgl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tgl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\t// reset internals\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentBoundFramebuffers = {};\n\t\tcurrentDrawbuffers = new WeakMap();\n\t\tdefaultDrawbuffers = [];\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = false;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentBlendColor = new Color( 0, 0, 0 );\n\t\tcurrentBlendAlpha = 0;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcurrentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\t\tcurrentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tbindFramebuffer: bindFramebuffer,\n\t\tdrawBuffers: drawBuffers,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\tcompressedTexImage3D: compressedTexImage3D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tupdateUBOMapping: updateUBOMapping,\n\t\tuniformBlockBinding: uniformBlockBinding,\n\n\t\ttexStorage2D: texStorage2D,\n\t\ttexStorage3D: texStorage3D,\n\t\ttexSubImage2D: texSubImage2D,\n\t\ttexSubImage3D: texSubImage3D,\n\t\tcompressedTexSubImage2D: compressedTexSubImage2D,\n\t\tcompressedTexSubImage3D: compressedTexSubImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;\n\tconst supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );\n\n\tconst _imageDimensions = new Vector2();\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\tconst _sources = new WeakMap(); // maps WebglTexture objects to instances of Source\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\t// eslint-disable-next-line compat/compat\n\t\t\tnew OffscreenCanvas( width, height ) : createElementNS( 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\tconst dimensions = getDimensions( image );\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( dimensions.width > maxSize || dimensions.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( dimensions.width, dimensions.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ||\n\t\t\t\t( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) {\n\n\t\t\t\tconst width = Math.floor( scale * dimensions.width );\n\t\t\t\tconst height = Math.floor( scale * dimensions.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture ) {\n\n\t\treturn texture.generateMipmaps && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === _gl.RED ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RED_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.R8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.R16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.R32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG ) {\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RG_INTEGER ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI;\n\t\t\tif ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI;\n\t\t\tif ( glType === _gl.BYTE ) internalFormat = _gl.RG8I;\n\t\t\tif ( glType === _gl.SHORT ) internalFormat = _gl.RG16I;\n\t\t\tif ( glType === _gl.INT ) internalFormat = _gl.RG32I;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RGB ) {\n\n\t\t\tif ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5;\n\n\t\t}\n\n\t\tif ( glFormat === _gl.RGBA ) {\n\n\t\t\tconst transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );\n\n\t\t\tif ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;\n\t\t\tif ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;\n\t\t\tif ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;\n\t\t\tif ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;\n\n\t\t}\n\n\t\tif ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||\n\t\t\tinternalFormat === _gl.RG16F || internalFormat === _gl.RG32F ||\n\t\t\tinternalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\tfunction getMipLevels( texture, image ) {\n\n\t\tif ( textureNeedsGenerateMipmaps( texture ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {\n\n\t\t\treturn Math.log2( Math.max( image.width, image.height ) ) + 1;\n\n\t\t} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {\n\n\t\t\t// user-defined mipmaps\n\n\t\t\treturn texture.mipmaps.length;\n\n\t\t} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {\n\n\t\t\treturn image.mipmaps.length;\n\n\t\t} else {\n\n\t\t\t// texture without mipmaps (only base level)\n\n\t\t\treturn 1;\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t// check if it's necessary to remove the WebGLTexture object\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures ) {\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\t\t\twebglTexture.usedTimes --;\n\n\t\t\t// the WebGLTexture object is not used anymore, remove it\n\n\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\tdeleteTexture( texture );\n\n\t\t\t}\n\n\t\t\t// remove the weak map entry if no WebGLTexture uses the source anymore\n\n\t\t\tif ( Object.keys( webglTextures ).length === 0 ) {\n\n\t\t\t\t_sources.delete( source );\n\n\t\t\t}\n\n\t\t}\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deleteTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tconst source = texture.source;\n\t\tconst webglTextures = _sources.get( source );\n\t\tdelete webglTextures[ textureProperties.__cacheKey ];\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) {\n\n\t\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) {\n\n\t\t\t\tfor ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) {\n\n\t\t\t\tfor ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) {\n\n\t\t\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\tif ( attachmentProperties.__webglTexture ) {\n\n\t\t\t\t_gl.deleteTexture( attachmentProperties.__webglTexture );\n\n\t\t\t\tinfo.memory.textures --;\n\n\t\t\t}\n\n\t\t\tproperties.remove( textures[ i ] );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= capabilities.maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\tfunction getTextureCacheKey( texture ) {\n\n\t\tconst array = [];\n\n\t\tarray.push( texture.wrapS );\n\t\tarray.push( texture.wrapT );\n\t\tarray.push( texture.wrapR || 0 );\n\t\tarray.push( texture.magFilter );\n\t\tarray.push( texture.minFilter );\n\t\tarray.push( texture.anisotropy );\n\t\tarray.push( texture.internalFormat );\n\t\tarray.push( texture.format );\n\t\tarray.push( texture.type );\n\t\tarray.push( texture.generateMipmaps );\n\t\tarray.push( texture.premultiplyAlpha );\n\t\tarray.push( texture.flipY );\n\t\tarray.push( texture.unpackAlignment );\n\t\tarray.push( texture.colorSpace );\n\n\t\treturn array.join();\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === null ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: _gl.REPEAT,\n\t\t[ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,\n\t\t[ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: _gl.NEAREST,\n\t\t[ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,\n\t\t[ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,\n\n\t\t[ LinearFilter ]: _gl.LINEAR,\n\t\t[ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,\n\t\t[ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR\n\t};\n\n\tconst compareToGL = {\n\t\t[ NeverCompare ]: _gl.NEVER,\n\t\t[ AlwaysCompare ]: _gl.ALWAYS,\n\t\t[ LessCompare ]: _gl.LESS,\n\t\t[ LessEqualCompare ]: _gl.LEQUAL,\n\t\t[ EqualCompare ]: _gl.EQUAL,\n\t\t[ GreaterEqualCompare ]: _gl.GEQUAL,\n\t\t[ GreaterCompare ]: _gl.GREATER,\n\t\t[ NotEqualCompare ]: _gl.NOTEQUAL\n\t};\n\n\tfunction setTextureParameters( textureType, texture ) {\n\n\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false &&\n\t\t\t( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||\n\t\t\ttexture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );\n\n\t\t}\n\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );\n\n\t\tif ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );\n\n\t\t}\n\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );\n\t\t_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );\n\n\t\tif ( texture.compareFunction ) {\n\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE );\n\t\t\t_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );\n\n\t\t}\n\n\t\tif ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {\n\n\t\t\tif ( texture.magFilter === NearestFilter ) return;\n\t\t\tif ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;\n\t\t\tif ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tlet forceUpload = false;\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t}\n\n\t\t// create Source <-> WebGLTextures mapping if necessary\n\n\t\tconst source = texture.source;\n\t\tlet webglTextures = _sources.get( source );\n\n\t\tif ( webglTextures === undefined ) {\n\n\t\t\twebglTextures = {};\n\t\t\t_sources.set( source, webglTextures );\n\n\t\t}\n\n\t\t// check if there is already a WebGLTexture object for the given texture parameters\n\n\t\tconst textureCacheKey = getTextureCacheKey( texture );\n\n\t\tif ( textureCacheKey !== textureProperties.__cacheKey ) {\n\n\t\t\t// if not, create a new instance of WebGLTexture\n\n\t\t\tif ( webglTextures[ textureCacheKey ] === undefined ) {\n\n\t\t\t\t// create new entry\n\n\t\t\t\twebglTextures[ textureCacheKey ] = {\n\t\t\t\t\ttexture: _gl.createTexture(),\n\t\t\t\t\tusedTimes: 0\n\t\t\t\t};\n\n\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t// when a new instance of WebGLTexture was created, a texture upload is required\n\t\t\t\t// even if the image contents are identical\n\n\t\t\t\tforceUpload = true;\n\n\t\t\t}\n\n\t\t\twebglTextures[ textureCacheKey ].usedTimes ++;\n\n\t\t\t// every time the texture cache key changes, it's necessary to check if an instance of\n\t\t\t// WebGLTexture can be deleted in order to avoid a memory leak.\n\n\t\t\tconst webglTexture = webglTextures[ textureProperties.__cacheKey ];\n\n\t\t\tif ( webglTexture !== undefined ) {\n\n\t\t\t\twebglTextures[ textureProperties.__cacheKey ].usedTimes --;\n\n\t\t\t\tif ( webglTexture.usedTimes === 0 ) {\n\n\t\t\t\t\tdeleteTexture( texture );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// store references to cache key and WebGLTexture object\n\n\t\t\ttextureProperties.__cacheKey = textureCacheKey;\n\t\t\ttextureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;\n\n\t\t}\n\n\t\treturn forceUpload;\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = _gl.TEXTURE_2D;\n\n\t\tif ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY;\n\t\tif ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\t\t\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\n\t\t\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\n\n\t\t\tlet image = resizeImage( texture.image, false, capabilities.maxTextureSize );\n\t\t\timage = verifyColorSpace( texture, image );\n\n\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\n\t\t\tconst glType = utils.convert( texture.type );\n\t\t\tlet glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );\n\n\t\t\tsetTextureParameters( textureType, texture );\n\n\t\t\tlet mipmap;\n\t\t\tconst mipmaps = texture.mipmaps;\n\n\t\t\tconst useTexStorage = ( texture.isVideoTexture !== true && glInternalFormat !== RGB_ETC1_Format );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst dataReady = source.dataReady;\n\t\t\tconst levels = getMipLevels( texture, image );\n\n\t\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t\t// populate depth texture with dummy data\n\n\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT16;\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = _gl.DEPTH24_STENCIL8;\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\t\tif ( texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isDataArrayTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\tstate.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\tstate.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\n\t\t\t\t}\n\n\t\t\t} else if ( texture.isFramebufferTexture ) {\n\n\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tlet width = image.width, height = image.height;\n\n\t\t\t\t\t\tfor ( let i = 0; i < levels; i ++ ) {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t\t\t\t\twidth >>= 1;\n\t\t\t\t\t\t\theight >>= 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t\t// use manually created mipmaps if available\n\t\t\t\t// if there are no manual mipmaps\n\t\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\t\tif ( mipmaps.length > 0 ) {\n\n\t\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t\tconst dimensions = getDimensions( mipmaps[ 0 ] );\n\n\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.generateMipmaps = false;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\tif ( allocateMemory ) {\n\n\t\t\t\t\t\t\tconst dimensions = getDimensions( image );\n\n\t\t\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tgenerateMipmap( textureType );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tconst forceUpload = initTexture( textureProperties, texture );\n\t\tconst source = texture.source;\n\n\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );\n\n\t\tconst sourceProperties = properties.get( source );\n\n\t\tif ( source.version !== sourceProperties.__version || forceUpload === true ) {\n\n\t\t\tstate.activeTexture( _gl.TEXTURE0 + slot );\n\n\t\t\tconst workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );\n\t\t\tconst texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );\n\t\t\tconst unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );\n\n\t\t\tconst isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );\n\t\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\t\tconst cubeImage = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], true, capabilities.maxCubemapSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t\t}\n\n\t\t\t\tcubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );\n\n\t\t\t}\n\n\t\t\tconst image = cubeImage[ 0 ],\n\t\t\t\tglFormat = utils.convert( texture.format, texture.colorSpace ),\n\t\t\t\tglType = utils.convert( texture.type ),\n\t\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\n\t\t\tconst useTexStorage = ( texture.isVideoTexture !== true );\n\t\t\tconst allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );\n\t\t\tconst dataReady = source.dataReady;\n\t\t\tlet levels = getMipLevels( texture, image );\n\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );\n\n\t\t\tlet mipmaps;\n\n\t\t\tif ( isCompressed ) {\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tif ( texture.format !== RGBAFormat ) {\n\n\t\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\t\tstate.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tstate.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\t\tif ( useTexStorage && allocateMemory ) {\n\n\t\t\t\t\t// TODO: Uniformly handle mipmap definitions\n\t\t\t\t\t// Normal textures and compressed cube textures define base level + mips with their mipmap array\n\t\t\t\t\t// Uncompressed cube textures use their mipmap array only for mips (no base level)\n\n\t\t\t\t\tif ( mipmaps.length > 0 ) levels ++;\n\n\t\t\t\t\tconst dimensions = getDimensions( cubeImage[ 0 ] );\n\n\t\t\t\t\tstate.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\t\tif ( useTexStorage ) {\n\n\t\t\t\t\t\t\t\tif ( dataReady ) {\n\n\t\t\t\t\t\t\t\t\tstate.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tstate.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\t// We assume images for cube map have the same size.\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tsourceProperties.__version = source.version;\n\n\t\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) {\n\n\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\tconst glType = utils.convert( texture.type );\n\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( ! renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\tconst width = Math.max( 1, renderTarget.width >> level );\n\t\t\tconst height = Math.max( 1, renderTarget.height >> level );\n\n\t\t\tif ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {\n\n\t\t\t\tstate.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null );\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );\n\n\t\t} else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753\n\n\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level );\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\tif ( isMultisample || useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT32F;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = _gl.DEPTH_COMPONENT24;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );\n\n\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst textures = renderTarget.textures;\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tconst texture = textures[ i ];\n\n\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\tif ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else if ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\t\tmultisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\tif ( useMultisampledRTT( renderTarget ) ) {\n\n\t\t\t\tmultisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t}\n\n\t// rebind framebuffer with external textures\n\tfunction rebindTextures( renderTarget, colorTexture, depthTexture ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tif ( colorTexture !== undefined ) {\n\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 );\n\n\t\t}\n\n\t\tif ( depthTexture !== undefined ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultipleRenderTargets = ( textures.length > 1 );\n\n\t\tif ( ! isMultipleRenderTargets ) {\n\n\t\t\tif ( textureProperties.__webglTexture === undefined ) {\n\n\t\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t}\n\n\t\t\ttextureProperties.__version = texture.version;\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = [];\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\trenderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer();\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attachmentProperties = properties.get( textures[ i ] );\n\n\t\t\t\t\tif ( attachmentProperties.__webglTexture === undefined ) {\n\n\t\t\t\t\t\tattachmentProperties.__webglTexture = _gl.createTexture();\n\n\t\t\t\t\t\tinfo.memory.textures ++;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = [];\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tconst texture = textures[ i ];\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst glFormat = utils.convert( texture.format, texture.colorSpace );\n\t\t\t\t\tconst glType = utils.convert( texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t}\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tgenerateMipmap( _gl.TEXTURE_CUBE_MAP );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else if ( isMultipleRenderTargets ) {\n\n\t\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\t\tconst attachment = textures[ i ];\n\t\t\t\tconst attachmentProperties = properties.get( attachment );\n\n\t\t\t\tstate.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );\n\t\t\t\tsetTextureParameters( _gl.TEXTURE_2D, attachment );\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );\n\n\t\t\t\tif ( textureNeedsGenerateMipmaps( attachment ) ) {\n\n\t\t\t\t\tgenerateMipmap( _gl.TEXTURE_2D );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t} else {\n\n\t\t\tlet glTextureType = _gl.TEXTURE_2D;\n\n\t\t\tif ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {\n\n\t\t\t\tglTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( glTextureType, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( glTextureType, texture );\n\n\t\t\tif ( texture.mipmaps && texture.mipmaps.length > 0 ) {\n\n\t\t\t\tfor ( let level = 0; level < texture.mipmaps.length; level ++ ) {\n\n\t\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tgenerateMipmap( glTextureType );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst textures = renderTarget.textures;\n\n\t\tfor ( let i = 0, il = textures.length; i < il; i ++ ) {\n\n\t\t\tconst texture = textures[ i ];\n\n\t\t\tif ( textureNeedsGenerateMipmaps( texture ) ) {\n\n\t\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;\n\t\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\t\tgenerateMipmap( target );\n\t\t\t\tstate.unbindTexture();\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\tconst textures = renderTarget.textures;\n\t\t\tconst width = renderTarget.width;\n\t\t\tconst height = renderTarget.height;\n\t\t\tlet mask = _gl.COLOR_BUFFER_BIT;\n\t\t\tconst invalidationArray = [];\n\t\t\tconst depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\tconst isMultipleRenderTargets = ( textures.length > 1 );\n\n\t\t\t// If MRT we need to remove FBO attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null );\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\n\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\tinvalidationArray.push( _gl.COLOR_ATTACHMENT0 + i );\n\n\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\tinvalidationArray.push( depthStyle );\n\n\t\t\t\t}\n\n\t\t\t\tconst ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false;\n\n\t\t\t\tif ( ignoreDepthValues === false ) {\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;\n\n\t\t\t\t\t// resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799)\n\n\t\t\t\t\tif ( renderTarget.stencilBuffer && renderTargetProperties.__isTransmissionRenderTarget !== true ) mask |= _gl.STENCIL_BUFFER_BIT;\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( ignoreDepthValues === true ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, [ depthStyle ] );\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );\n\n\t\t\t\tif ( supportsInvalidateFramebuffer ) {\n\n\t\t\t\t\t_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArray );\n\n\t\t\t\t}\n\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );\n\n\t\t\t// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments\n\t\t\tif ( isMultipleRenderTargets ) {\n\n\t\t\t\tfor ( let i = 0; i < textures.length; i ++ ) {\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );\n\n\t\t\t\t\tconst webglTexture = properties.get( textures[ i ] ).__webglTexture;\n\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );\n\t\t\t\t\t_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tstate.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn Math.min( capabilities.maxSamples, renderTarget.samples );\n\n\t}\n\n\tfunction useMultisampledRTT( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\treturn renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\tfunction verifyColorSpace( texture, image ) {\n\n\t\tconst colorSpace = texture.colorSpace;\n\t\tconst format = texture.format;\n\t\tconst type = texture.type;\n\n\t\tif ( texture.isCompressedTexture === true || texture.isVideoTexture === true ) return image;\n\n\t\tif ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {\n\n\t\t\t// sRGB\n\n\t\t\tif ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {\n\n\t\t\t\t// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format\n\n\t\t\t\tif ( format !== RGBAFormat || type !== UnsignedByteType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction getDimensions( image ) {\n\n\t\tif ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) {\n\n\t\t\t// if intrinsic data are not available, fallback to width/height\n\n\t\t\t_imageDimensions.width = image.naturalWidth || image.width;\n\t\t\t_imageDimensions.height = image.naturalHeight || image.height;\n\n\t\t} else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) {\n\n\t\t\t_imageDimensions.width = image.displayWidth;\n\t\t\t_imageDimensions.height = image.displayHeight;\n\n\t\t} else {\n\n\t\t\t_imageDimensions.width = image.width;\n\t\t\t_imageDimensions.height = image.height;\n\n\t\t}\n\n\t\treturn _imageDimensions;\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.rebindTextures = rebindTextures;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\tthis.setupDepthRenderbuffer = setupDepthRenderbuffer;\n\tthis.setupFrameBufferTexture = setupFrameBufferTexture;\n\tthis.useMultisampledRTT = useMultisampledRTT;\n\n}\n\nfunction WebGLUtils( gl, extensions ) {\n\n\tfunction convert( p, colorSpace = NoColorSpace ) {\n\n\t\tlet extension;\n\n\t\tconst transfer = ColorManagement.getTransfer( colorSpace );\n\n\t\tif ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;\n\t\tif ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;\n\t\tif ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;\n\t\tif ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;\n\n\t\tif ( p === ByteType ) return gl.BYTE;\n\t\tif ( p === ShortType ) return gl.SHORT;\n\t\tif ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;\n\t\tif ( p === IntType ) return gl.INT;\n\t\tif ( p === UnsignedIntType ) return gl.UNSIGNED_INT;\n\t\tif ( p === FloatType ) return gl.FLOAT;\n\t\tif ( p === HalfFloatType ) return gl.HALF_FLOAT;\n\n\t\tif ( p === AlphaFormat ) return gl.ALPHA;\n\t\tif ( p === RGBFormat ) return gl.RGB;\n\t\tif ( p === RGBAFormat ) return gl.RGBA;\n\t\tif ( p === LuminanceFormat ) return gl.LUMINANCE;\n\t\tif ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;\n\t\tif ( p === DepthFormat ) return gl.DEPTH_COMPONENT;\n\t\tif ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedFormat ) return gl.RED;\n\t\tif ( p === RedIntegerFormat ) return gl.RED_INTEGER;\n\t\tif ( p === RGFormat ) return gl.RG;\n\t\tif ( p === RGIntegerFormat ) return gl.RG_INTEGER;\n\t\tif ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;\n\n\t\t// S3TC\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\tif ( transfer === SRGBTransfer ) {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\t\tif ( extension !== null ) {\n\n\t\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// PVRTC\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC1\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ETC2\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ASTC\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;\n\t\t\t\tif ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// BPTC\n\n\t\tif ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;\n\t\t\t\tif ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;\n\t\t\t\tif ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// RGTC\n\n\t\tif ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_rgtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;\n\t\t\t\tif ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;\n\t\t\t\tif ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( p === UnsignedInt248Type ) return gl.UNSIGNED_INT_24_8;\n\n\t\t// if \"p\" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)\n\n\t\treturn ( gl[ p ] !== undefined ) ? gl[ p ] : null;\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nclass ArrayCamera extends PerspectiveCamera {\n\n\tconstructor( array = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isArrayCamera = true;\n\n\t\tthis.cameras = array;\n\n\t}\n\n}\n\nclass Group extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isGroup = true;\n\n\t\tthis.type = 'Group';\n\n\t}\n\n}\n\nconst _moveEvent = { type: 'move' };\n\nclass WebXRController {\n\n\tconstructor() {\n\n\t\tthis._targetRay = null;\n\t\tthis._grip = null;\n\t\tthis._hand = null;\n\n\t}\n\n\tgetHandSpace() {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = {};\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t}\n\n\tgetTargetRaySpace() {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\t\t\tthis._targetRay.hasLinearVelocity = false;\n\t\t\tthis._targetRay.linearVelocity = new Vector3();\n\t\t\tthis._targetRay.hasAngularVelocity = false;\n\t\t\tthis._targetRay.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t}\n\n\tgetGripSpace() {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\t\t\tthis._grip.hasLinearVelocity = false;\n\t\t\tthis._grip.linearVelocity = new Vector3();\n\t\t\tthis._grip.hasAngularVelocity = false;\n\t\t\tthis._grip.angularVelocity = new Vector3();\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t}\n\n\tdispatchEvent( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tconnect( inputSource ) {\n\n\t\tif ( inputSource && inputSource.hand ) {\n\n\t\t\tconst hand = this._hand;\n\n\t\t\tif ( hand ) {\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Initialize hand with joints when connected\n\t\t\t\t\tthis._getHandJoint( hand, inputjoint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tupdate( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( const inputjoint of inputSource.hand.values() ) {\n\n\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\tconst jointPose = frame.getJointPose( inputjoint, referenceSpace );\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = this._getHandJoint( hand, inputjoint );\n\n\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\tjoint.matrixWorldNeedsUpdate = true;\n\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t}\n\n\t\t\t\t// Custom events\n\n\t\t\t\t// Check pinchz\n\t\t\t\tconst indexTip = hand.joints[ 'index-finger-tip' ];\n\t\t\t\tconst thumbTip = hand.joints[ 'thumb-tip' ];\n\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\ttarget: this\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\t\t\t\t\t\tgrip.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\t\tif ( gripPose.linearVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = true;\n\t\t\t\t\t\t\tgrip.linearVelocity.copy( gripPose.linearVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasLinearVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( gripPose.angularVelocity ) {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = true;\n\t\t\t\t\t\t\tgrip.angularVelocity.copy( gripPose.angularVelocity );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tgrip.hasAngularVelocity = false;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it\n\t\t\t\tif ( inputPose === null && gripPose !== null ) {\n\n\t\t\t\t\tinputPose = gripPose;\n\n\t\t\t\t}\n\n\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\t\t\t\t\ttargetRay.matrixWorldNeedsUpdate = true;\n\n\t\t\t\t\tif ( inputPose.linearVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = true;\n\t\t\t\t\t\ttargetRay.linearVelocity.copy( inputPose.linearVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasLinearVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( inputPose.angularVelocity ) {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = true;\n\t\t\t\t\t\ttargetRay.angularVelocity.copy( inputPose.angularVelocity );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttargetRay.hasAngularVelocity = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.dispatchEvent( _moveEvent );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// private method\n\n\t_getHandJoint( hand, inputjoint ) {\n\n\t\tif ( hand.joints[ inputjoint.jointName ] === undefined ) {\n\n\t\t\tconst joint = new Group();\n\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\tjoint.visible = false;\n\t\t\thand.joints[ inputjoint.jointName ] = joint;\n\n\t\t\thand.add( joint );\n\n\t\t}\n\n\t\treturn hand.joints[ inputjoint.jointName ];\n\n\t}\n\n}\n\nconst _occlusion_vertex = `\nvoid main() {\n\n\tgl_Position = vec4( position, 1.0 );\n\n}`;\n\nconst _occlusion_fragment = `\nuniform sampler2DArray depthColor;\nuniform float depthWidth;\nuniform float depthHeight;\n\nvoid main() {\n\n\tvec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );\n\n\tif ( coord.x >= 1.0 ) {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;\n\n\t} else {\n\n\t\tgl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;\n\n\t}\n\n}`;\n\nclass WebXRDepthSensing {\n\n\tconstructor() {\n\n\t\tthis.texture = null;\n\t\tthis.mesh = null;\n\n\t\tthis.depthNear = 0;\n\t\tthis.depthFar = 0;\n\n\t}\n\n\tinit( renderer, depthData, renderState ) {\n\n\t\tif ( this.texture === null ) {\n\n\t\t\tconst texture = new Texture();\n\n\t\t\tconst texProps = renderer.properties.get( texture );\n\t\t\ttexProps.__webglTexture = depthData.texture;\n\n\t\t\tif ( ( depthData.depthNear != renderState.depthNear ) || ( depthData.depthFar != renderState.depthFar ) ) {\n\n\t\t\t\tthis.depthNear = depthData.depthNear;\n\t\t\t\tthis.depthFar = depthData.depthFar;\n\n\t\t\t}\n\n\t\t\tthis.texture = texture;\n\n\t\t}\n\n\t}\n\n\trender( renderer, cameraXR ) {\n\n\t\tif ( this.texture !== null ) {\n\n\t\t\tif ( this.mesh === null ) {\n\n\t\t\t\tconst viewport = cameraXR.cameras[ 0 ].viewport;\n\t\t\t\tconst material = new ShaderMaterial( {\n\t\t\t\t\tvertexShader: _occlusion_vertex,\n\t\t\t\t\tfragmentShader: _occlusion_fragment,\n\t\t\t\t\tuniforms: {\n\t\t\t\t\t\tdepthColor: { value: this.texture },\n\t\t\t\t\t\tdepthWidth: { value: viewport.z },\n\t\t\t\t\t\tdepthHeight: { value: viewport.w }\n\t\t\t\t\t}\n\t\t\t\t} );\n\n\t\t\t\tthis.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material );\n\n\t\t\t}\n\n\t\t\trenderer.render( this.mesh, cameraXR );\n\n\t\t}\n\n\t}\n\n\treset() {\n\n\t\tthis.texture = null;\n\t\tthis.mesh = null;\n\n\t}\n\n}\n\nclass WebXRManager extends EventDispatcher {\n\n\tconstructor( renderer, gl ) {\n\n\t\tsuper();\n\n\t\tconst scope = this;\n\n\t\tlet session = null;\n\n\t\tlet framebufferScaleFactor = 1.0;\n\n\t\tlet referenceSpace = null;\n\t\tlet referenceSpaceType = 'local-floor';\n\t\t// Set default foveation to maximum.\n\t\tlet foveation = 1.0;\n\t\tlet customReferenceSpace = null;\n\n\t\tlet pose = null;\n\t\tlet glBinding = null;\n\t\tlet glProjLayer = null;\n\t\tlet glBaseLayer = null;\n\t\tlet xrFrame = null;\n\n\t\tconst depthSensing = new WebXRDepthSensing();\n\t\tconst attributes = gl.getContextAttributes();\n\n\t\tlet initialRenderTarget = null;\n\t\tlet newRenderTarget = null;\n\n\t\tconst controllers = [];\n\t\tconst controllerInputSources = [];\n\n\t\tconst currentSize = new Vector2();\n\t\tlet currentPixelRatio = null;\n\n\t\t//\n\n\t\tconst cameraL = new PerspectiveCamera();\n\t\tcameraL.layers.enable( 1 );\n\t\tcameraL.viewport = new Vector4();\n\n\t\tconst cameraR = new PerspectiveCamera();\n\t\tcameraR.layers.enable( 2 );\n\t\tcameraR.viewport = new Vector4();\n\n\t\tconst cameras = [ cameraL, cameraR ];\n\n\t\tconst cameraXR = new ArrayCamera();\n\t\tcameraXR.layers.enable( 1 );\n\t\tcameraXR.layers.enable( 2 );\n\n\t\tlet _currentDepthNear = null;\n\t\tlet _currentDepthFar = null;\n\n\t\t//\n\n\t\tthis.cameraAutoUpdate = true;\n\t\tthis.enabled = false;\n\n\t\tthis.isPresenting = false;\n\n\t\tthis.getController = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getTargetRaySpace();\n\n\t\t};\n\n\t\tthis.getControllerGrip = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getGripSpace();\n\n\t\t};\n\n\t\tthis.getHand = function ( index ) {\n\n\t\t\tlet controller = controllers[ index ];\n\n\t\t\tif ( controller === undefined ) {\n\n\t\t\t\tcontroller = new WebXRController();\n\t\t\t\tcontrollers[ index ] = controller;\n\n\t\t\t}\n\n\t\t\treturn controller.getHandSpace();\n\n\t\t};\n\n\t\t//\n\n\t\tfunction onSessionEvent( event ) {\n\n\t\t\tconst controllerIndex = controllerInputSources.indexOf( event.inputSource );\n\n\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\tif ( controller !== undefined ) {\n\n\t\t\t\tcontroller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace );\n\t\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction onSessionEnd() {\n\n\t\t\tsession.removeEventListener( 'select', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.removeEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.removeEventListener( 'end', onSessionEnd );\n\t\t\tsession.removeEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\n\t\t\t\tif ( inputSource === null ) continue;\n\n\t\t\t\tcontrollerInputSources[ i ] = null;\n\n\t\t\t\tcontrollers[ i ].disconnect( inputSource );\n\n\t\t\t}\n\n\t\t\t_currentDepthNear = null;\n\t\t\t_currentDepthFar = null;\n\n\t\t\tdepthSensing.reset();\n\n\t\t\t// restore framebuffer/rendering state\n\n\t\t\trenderer.setRenderTarget( initialRenderTarget );\n\n\t\t\tglBaseLayer = null;\n\t\t\tglProjLayer = null;\n\t\t\tglBinding = null;\n\t\t\tsession = null;\n\t\t\tnewRenderTarget = null;\n\n\t\t\t//\n\n\t\t\tanimation.stop();\n\n\t\t\tscope.isPresenting = false;\n\n\t\t\trenderer.setPixelRatio( currentPixelRatio );\n\t\t\trenderer.setSize( currentSize.width, currentSize.height, false );\n\n\t\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t\t}\n\n\t\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\t\tframebufferScaleFactor = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\t\treferenceSpaceType = value;\n\n\t\t\tif ( scope.isPresenting === true ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getReferenceSpace = function () {\n\n\t\t\treturn customReferenceSpace || referenceSpace;\n\n\t\t};\n\n\t\tthis.setReferenceSpace = function ( space ) {\n\n\t\t\tcustomReferenceSpace = space;\n\n\t\t};\n\n\t\tthis.getBaseLayer = function () {\n\n\t\t\treturn glProjLayer !== null ? glProjLayer : glBaseLayer;\n\n\t\t};\n\n\t\tthis.getBinding = function () {\n\n\t\t\treturn glBinding;\n\n\t\t};\n\n\t\tthis.getFrame = function () {\n\n\t\t\treturn xrFrame;\n\n\t\t};\n\n\t\tthis.getSession = function () {\n\n\t\t\treturn session;\n\n\t\t};\n\n\t\tthis.setSession = async function ( value ) {\n\n\t\t\tsession = value;\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\tinitialRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\t\t\t\tsession.addEventListener( 'inputsourceschange', onInputSourcesChange );\n\n\t\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\t\tawait gl.makeXRCompatible();\n\n\t\t\t\t}\n\n\t\t\t\tcurrentPixelRatio = renderer.getPixelRatio();\n\t\t\t\trenderer.getSize( currentSize );\n\n\t\t\t\tif ( session.renderState.layers === undefined ) {\n\n\t\t\t\t\tconst layerInit = {\n\t\t\t\t\t\tantialias: attributes.antialias,\n\t\t\t\t\t\talpha: true,\n\t\t\t\t\t\tdepth: attributes.depth,\n\t\t\t\t\t\tstencil: attributes.stencil,\n\t\t\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBaseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\t\t\tsession.updateRenderState( { baseLayer: glBaseLayer } );\n\n\t\t\t\t\trenderer.setPixelRatio( 1 );\n\t\t\t\t\trenderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglBaseLayer.framebufferWidth,\n\t\t\t\t\t\tglBaseLayer.framebufferHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil\n\t\t\t\t\t\t}\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet depthFormat = null;\n\t\t\t\t\tlet depthType = null;\n\t\t\t\t\tlet glDepthFormat = null;\n\n\t\t\t\t\tif ( attributes.depth ) {\n\n\t\t\t\t\t\tglDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;\n\t\t\t\t\t\tdepthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;\n\t\t\t\t\t\tdepthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst projectionlayerInit = {\n\t\t\t\t\t\tcolorFormat: gl.RGBA8,\n\t\t\t\t\t\tdepthFormat: glDepthFormat,\n\t\t\t\t\t\tscaleFactor: framebufferScaleFactor\n\t\t\t\t\t};\n\n\t\t\t\t\tglBinding = new XRWebGLBinding( session, gl );\n\n\t\t\t\t\tglProjLayer = glBinding.createProjectionLayer( projectionlayerInit );\n\n\t\t\t\t\tsession.updateRenderState( { layers: [ glProjLayer ] } );\n\n\t\t\t\t\trenderer.setPixelRatio( 1 );\n\t\t\t\t\trenderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false );\n\n\t\t\t\t\tnewRenderTarget = new WebGLRenderTarget(\n\t\t\t\t\t\tglProjLayer.textureWidth,\n\t\t\t\t\t\tglProjLayer.textureHeight,\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tformat: RGBAFormat,\n\t\t\t\t\t\t\ttype: UnsignedByteType,\n\t\t\t\t\t\t\tdepthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),\n\t\t\t\t\t\t\tstencilBuffer: attributes.stencil,\n\t\t\t\t\t\t\tcolorSpace: renderer.outputColorSpace,\n\t\t\t\t\t\t\tsamples: attributes.antialias ? 4 : 0\n\t\t\t\t\t\t} );\n\n\t\t\t\t\tconst renderTargetProperties = renderer.properties.get( newRenderTarget );\n\t\t\t\t\trenderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues;\n\n\t\t\t\t}\n\n\t\t\t\tnewRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278\n\n\t\t\t\tthis.setFoveation( foveation );\n\n\t\t\t\tcustomReferenceSpace = null;\n\t\t\t\treferenceSpace = await session.requestReferenceSpace( referenceSpaceType );\n\n\t\t\t\tanimation.setContext( session );\n\t\t\t\tanimation.start();\n\n\t\t\t\tscope.isPresenting = true;\n\n\t\t\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.getEnvironmentBlendMode = function () {\n\n\t\t\tif ( session !== null ) {\n\n\t\t\t\treturn session.environmentBlendMode;\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction onInputSourcesChange( event ) {\n\n\t\t\t// Notify disconnected\n\n\t\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.removed[ i ];\n\t\t\t\tconst index = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( index >= 0 ) {\n\n\t\t\t\t\tcontrollerInputSources[ index ] = null;\n\t\t\t\t\tcontrollers[ index ].disconnect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Notify connected\n\n\t\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\t\tconst inputSource = event.added[ i ];\n\n\t\t\t\tlet controllerIndex = controllerInputSources.indexOf( inputSource );\n\n\t\t\t\tif ( controllerIndex === - 1 ) {\n\n\t\t\t\t\t// Assign input source a controller that currently has no input source\n\n\t\t\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\t\t\tif ( i >= controllerInputSources.length ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources.push( inputSource );\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t} else if ( controllerInputSources[ i ] === null ) {\n\n\t\t\t\t\t\t\tcontrollerInputSources[ i ] = inputSource;\n\t\t\t\t\t\t\tcontrollerIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// If all controllers do currently receive input we ignore new ones\n\n\t\t\t\t\tif ( controllerIndex === - 1 ) break;\n\n\t\t\t\t}\n\n\t\t\t\tconst controller = controllers[ controllerIndex ];\n\n\t\t\t\tif ( controller ) {\n\n\t\t\t\t\tcontroller.connect( inputSource );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst cameraLPos = new Vector3();\n\t\tconst cameraRPos = new Vector3();\n\n\t\t/**\n\t\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t\t * the cameras' projection and world matrices have already been set.\n\t\t * And that near and far planes are identical for both cameras.\n\t\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t\t */\n\t\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t\t// VR systems will have identical far and near planes, and\n\t\t\t// most likely identical top and bottom frustum extents.\n\t\t\t// Use the left camera for these values.\n\t\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\t\tconst left = near * leftFov;\n\t\t\tconst right = near * rightFov;\n\n\t\t\t// Calculate the new camera's position offset from the\n\t\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t\t// TODO: Better way to apply this offset?\n\t\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.translateX( xOffset );\n\t\t\tcamera.translateZ( zOffset );\n\t\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t\t// Find the union of the frustum values of the cameras and scale\n\t\t\t// the values so that the near plane's position does not change in world space,\n\t\t\t// although must now be relative to the new union camera.\n\t\t\tconst near2 = near + zOffset;\n\t\t\tconst far2 = far + zOffset;\n\t\t\tconst left2 = left - xOffset;\n\t\t\tconst right2 = right + ( ipd - xOffset );\n\t\t\tconst top2 = topFov * far / far2 * near2;\n\t\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\n\t\t}\n\n\t\tfunction updateCamera( camera, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t\t}\n\n\t\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t}\n\n\t\tthis.updateCamera = function ( camera ) {\n\n\t\t\tif ( session === null ) return;\n\n\t\t\tif ( depthSensing.texture !== null ) {\n\n\t\t\t\tcamera.near = depthSensing.depthNear;\n\t\t\t\tcamera.far = depthSensing.depthFar;\n\n\t\t\t}\n\n\t\t\tcameraXR.near = cameraR.near = cameraL.near = camera.near;\n\t\t\tcameraXR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\t\tif ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) {\n\n\t\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\t\tsession.updateRenderState( {\n\t\t\t\t\tdepthNear: cameraXR.near,\n\t\t\t\t\tdepthFar: cameraXR.far\n\t\t\t\t} );\n\n\t\t\t\t_currentDepthNear = cameraXR.near;\n\t\t\t\t_currentDepthFar = cameraXR.far;\n\n\t\t\t\tcameraL.near = _currentDepthNear;\n\t\t\t\tcameraL.far = _currentDepthFar;\n\t\t\t\tcameraR.near = _currentDepthNear;\n\t\t\t\tcameraR.far = _currentDepthFar;\n\n\t\t\t\tcameraL.updateProjectionMatrix();\n\t\t\t\tcameraR.updateProjectionMatrix();\n\t\t\t\tcamera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tconst parent = camera.parent;\n\t\t\tconst cameras = cameraXR.cameras;\n\n\t\t\tupdateCamera( cameraXR, parent );\n\n\t\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t\t}\n\n\t\t\t// update projection matrix for proper view frustum culling\n\n\t\t\tif ( cameras.length === 2 ) {\n\n\t\t\t\tsetProjectionFromUnion( cameraXR, cameraL, cameraR );\n\n\t\t\t} else {\n\n\t\t\t\t// assume single camera setup (AR)\n\n\t\t\t\tcameraXR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t\t}\n\n\t\t\t// update user camera and its children\n\n\t\t\tupdateUserCamera( camera, cameraXR, parent );\n\n\t\t};\n\n\t\tfunction updateUserCamera( camera, cameraXR, parent ) {\n\n\t\t\tif ( parent === null ) {\n\n\t\t\t\tcamera.matrix.copy( cameraXR.matrixWorld );\n\n\t\t\t} else {\n\n\t\t\t\tcamera.matrix.copy( parent.matrixWorld );\n\t\t\t\tcamera.matrix.invert();\n\t\t\t\tcamera.matrix.multiply( cameraXR.matrixWorld );\n\n\t\t\t}\n\n\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\tcamera.updateMatrixWorld( true );\n\n\t\t\tcamera.projectionMatrix.copy( cameraXR.projectionMatrix );\n\t\t\tcamera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );\n\n\t\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\t\tcamera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );\n\t\t\t\tcamera.zoom = 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.getCamera = function () {\n\n\t\t\treturn cameraXR;\n\n\t\t};\n\n\t\tthis.getFoveation = function () {\n\n\t\t\tif ( glProjLayer === null && glBaseLayer === null ) {\n\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t\treturn foveation;\n\n\t\t};\n\n\t\tthis.setFoveation = function ( value ) {\n\n\t\t\t// 0 = no foveation = full resolution\n\t\t\t// 1 = maximum foveation = the edges render at lower resolution\n\n\t\t\tfoveation = value;\n\n\t\t\tif ( glProjLayer !== null ) {\n\n\t\t\t\tglProjLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t\tif ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {\n\n\t\t\t\tglBaseLayer.fixedFoveation = value;\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.hasDepthSensing = function () {\n\n\t\t\treturn depthSensing.texture !== null;\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time, frame ) {\n\n\t\t\tpose = frame.getViewerPose( customReferenceSpace || referenceSpace );\n\t\t\txrFrame = frame;\n\n\t\t\tif ( pose !== null ) {\n\n\t\t\t\tconst views = pose.views;\n\n\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\trenderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );\n\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t}\n\n\t\t\t\tlet cameraXRNeedsUpdate = false;\n\n\t\t\t\t// check if it's necessary to rebuild cameraXR's camera list\n\n\t\t\t\tif ( views.length !== cameraXR.cameras.length ) {\n\n\t\t\t\t\tcameraXR.cameras.length = 0;\n\t\t\t\t\tcameraXRNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\t\tconst view = views[ i ];\n\n\t\t\t\t\tlet viewport = null;\n\n\t\t\t\t\tif ( glBaseLayer !== null ) {\n\n\t\t\t\t\t\tviewport = glBaseLayer.getViewport( view );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst glSubImage = glBinding.getViewSubImage( glProjLayer, view );\n\t\t\t\t\t\tviewport = glSubImage.viewport;\n\n\t\t\t\t\t\t// For side-by-side projection, we only produce a single texture for both eyes.\n\t\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\t\trenderer.setRenderTargetTextures(\n\t\t\t\t\t\t\t\tnewRenderTarget,\n\t\t\t\t\t\t\t\tglSubImage.colorTexture,\n\t\t\t\t\t\t\t\tglProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );\n\n\t\t\t\t\t\t\trenderer.setRenderTarget( newRenderTarget );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlet camera = cameras[ i ];\n\n\t\t\t\t\tif ( camera === undefined ) {\n\n\t\t\t\t\t\tcamera = new PerspectiveCamera();\n\t\t\t\t\t\tcamera.layers.enable( i );\n\t\t\t\t\t\tcamera.viewport = new Vector4();\n\t\t\t\t\t\tcameras[ i ] = camera;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\t\tcamera.matrix.decompose( camera.position, camera.quaternion, camera.scale );\n\t\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\t\tcamera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();\n\t\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\t\tcameraXR.matrix.copy( camera.matrix );\n\t\t\t\t\t\tcameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( cameraXRNeedsUpdate === true ) {\n\n\t\t\t\t\t\tcameraXR.cameras.push( camera );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t//\n\n\t\t\t\tconst enabledFeatures = session.enabledFeatures;\n\n\t\t\t\tif ( enabledFeatures && enabledFeatures.includes( 'depth-sensing' ) ) {\n\n\t\t\t\t\tconst depthData = glBinding.getDepthInformation( views[ 0 ] );\n\n\t\t\t\t\tif ( depthData && depthData.isValid && depthData.texture ) {\n\n\t\t\t\t\t\tdepthSensing.init( renderer, depthData, session.renderState );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\t\tconst inputSource = controllerInputSources[ i ];\n\t\t\t\tconst controller = controllers[ i ];\n\n\t\t\t\tif ( inputSource !== null && controller !== undefined ) {\n\n\t\t\t\t\tcontroller.update( inputSource, frame, customReferenceSpace || referenceSpace );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tdepthSensing.render( renderer, cameraXR );\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t\t\tif ( frame.detectedPlanes ) {\n\n\t\t\t\tscope.dispatchEvent( { type: 'planesdetected', data: frame } );\n\n\t\t\t}\n\n\t\t\txrFrame = null;\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\n\t\t};\n\n\t\tthis.dispose = function () {};\n\n\t}\n\n}\n\nconst _e1 = /*@__PURE__*/ new Euler();\nconst _m1 = /*@__PURE__*/ new Matrix4();\n\nfunction WebGLMaterials( renderer, properties ) {\n\n\tfunction refreshTransformUniform( map, uniform ) {\n\n\t\tif ( map.matrixAutoUpdate === true ) {\n\n\t\t\tmap.updateMatrix();\n\n\t\t}\n\n\t\tuniform.value.copy( map.matrix );\n\n\t}\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tfog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material, transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\n\t\t\trefreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform );\n\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.bumpScale.value *= - 1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\n\t\t\trefreshTransformUniform( material.normalMap, uniforms.normalMapTransform );\n\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.normalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\n\t\t\trefreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform );\n\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t\trefreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t\trefreshTransformUniform( material.specularMap, uniforms.specularMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst envMap = materialProperties.envMap;\n\t\tconst envMapRotation = materialProperties.envMapRotation;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\t_e1.copy( envMapRotation );\n\n\t\t\t// accommodate left-handed frame\n\t\t\t_e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1;\n\n\t\t\tif ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {\n\n\t\t\t\t// environment maps which are not cube render targets or PMREMs follow a different convention\n\t\t\t\t_e1.y *= - 1;\n\t\t\t\t_e1.z *= - 1;\n\n\t\t\t}\n\n\t\t\tuniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) );\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.ior.value = material.ior;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\n\t\t\t// artist-friendly light intensity scaling factor\n\t\t\tconst scaleFactor = ( renderer._useLegacyLights === true ) ? Math.PI : 1;\n\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor;\n\n\t\t\trefreshTransformUniform( material.lightMap, uniforms.lightMapTransform );\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t\trefreshTransformUniform( material.aoMap, uniforms.aoMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.uvTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t\trefreshTransformUniform( material.map, uniforms.mapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t\trefreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );\n\n\t\t}\n\n\t\tif ( material.alphaTest > 0 ) {\n\n\t\t\tuniforms.alphaTest.value = material.alphaTest;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t\trefreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform );\n\n\t\t}\n\n\t\tuniforms.roughness.value = material.roughness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t\trefreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform );\n\n\t\t}\n\n\t\tif ( material.envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {\n\n\t\tuniforms.ior.value = material.ior; // also part of uniforms common\n\n\t\tif ( material.sheen > 0 ) {\n\n\t\t\tuniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );\n\n\t\t\tuniforms.sheenRoughness.value = material.sheenRoughness;\n\n\t\t\tif ( material.sheenColorMap ) {\n\n\t\t\t\tuniforms.sheenColorMap.value = material.sheenColorMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.sheenRoughnessMap ) {\n\n\t\t\t\tuniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.clearcoat > 0 ) {\n\n\t\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\n\t\t\tif ( material.clearcoatMap ) {\n\n\t\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\t\trefreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform );\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\n\t\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.iridescence > 0 ) {\n\n\t\t\tuniforms.iridescence.value = material.iridescence;\n\t\t\tuniforms.iridescenceIOR.value = material.iridescenceIOR;\n\t\t\tuniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ];\n\t\t\tuniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ];\n\n\t\t\tif ( material.iridescenceMap ) {\n\n\t\t\t\tuniforms.iridescenceMap.value = material.iridescenceMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform );\n\n\t\t\t}\n\n\t\t\tif ( material.iridescenceThicknessMap ) {\n\n\t\t\t\tuniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.transmission > 0 ) {\n\n\t\t\tuniforms.transmission.value = material.transmission;\n\t\t\tuniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;\n\t\t\tuniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );\n\n\t\t\tif ( material.transmissionMap ) {\n\n\t\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t\t\trefreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.thickness.value = material.thickness;\n\n\t\t\tif ( material.thicknessMap ) {\n\n\t\t\t\tuniforms.thicknessMap.value = material.thicknessMap;\n\n\t\t\t\trefreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform );\n\n\t\t\t}\n\n\t\t\tuniforms.attenuationDistance.value = material.attenuationDistance;\n\t\t\tuniforms.attenuationColor.value.copy( material.attenuationColor );\n\n\t\t}\n\n\t\tif ( material.anisotropy > 0 ) {\n\n\t\t\tuniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );\n\n\t\t\tif ( material.anisotropyMap ) {\n\n\t\t\t\tuniforms.anisotropyMap.value = material.anisotropyMap;\n\n\t\t\t\trefreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform );\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.specularIntensity.value = material.specularIntensity;\n\t\tuniforms.specularColor.value.copy( material.specularColor );\n\n\t\tif ( material.specularColorMap ) {\n\n\t\t\tuniforms.specularColorMap.value = material.specularColorMap;\n\n\t\t\trefreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform );\n\n\t\t}\n\n\t\tif ( material.specularIntensityMap ) {\n\n\t\t\tuniforms.specularIntensityMap.value = material.specularIntensityMap;\n\n\t\t\trefreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tconst light = properties.get( material ).light;\n\n\t\tuniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld );\n\t\tuniforms.nearDistance.value = light.shadow.camera.near;\n\t\tuniforms.farDistance.value = light.shadow.camera.far;\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction WebGLUniformsGroups( gl, info, capabilities, state ) {\n\n\tlet buffers = {};\n\tlet updateList = {};\n\tlet allocatedBindingPoints = [];\n\n\tconst maxBindingPoints = gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ); // binding points are global whereas block indices are per shader program\n\n\tfunction bind( uniformsGroup, program ) {\n\n\t\tconst webglProgram = program.program;\n\t\tstate.uniformBlockBinding( uniformsGroup, webglProgram );\n\n\t}\n\n\tfunction update( uniformsGroup, program ) {\n\n\t\tlet buffer = buffers[ uniformsGroup.id ];\n\n\t\tif ( buffer === undefined ) {\n\n\t\t\tprepareUniformsGroup( uniformsGroup );\n\n\t\t\tbuffer = createBuffer( uniformsGroup );\n\t\t\tbuffers[ uniformsGroup.id ] = buffer;\n\n\t\t\tuniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\t}\n\n\t\t// ensure to update the binding points/block indices mapping for this program\n\n\t\tconst webglProgram = program.program;\n\t\tstate.updateUBOMapping( uniformsGroup, webglProgram );\n\n\t\t// update UBO once per frame\n\n\t\tconst frame = info.render.frame;\n\n\t\tif ( updateList[ uniformsGroup.id ] !== frame ) {\n\n\t\t\tupdateBufferData( uniformsGroup );\n\n\t\t\tupdateList[ uniformsGroup.id ] = frame;\n\n\t\t}\n\n\t}\n\n\tfunction createBuffer( uniformsGroup ) {\n\n\t\t// the setup of an UBO is independent of a particular shader program but global\n\n\t\tconst bindingPointIndex = allocateBindingPointIndex();\n\t\tuniformsGroup.__bindingPointIndex = bindingPointIndex;\n\n\t\tconst buffer = gl.createBuffer();\n\t\tconst size = uniformsGroup.__size;\n\t\tconst usage = uniformsGroup.usage;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\t\tgl.bufferData( gl.UNIFORM_BUFFER, size, usage );\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\t\tgl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer );\n\n\t\treturn buffer;\n\n\t}\n\n\tfunction allocateBindingPointIndex() {\n\n\t\tfor ( let i = 0; i < maxBindingPoints; i ++ ) {\n\n\t\t\tif ( allocatedBindingPoints.indexOf( i ) === - 1 ) {\n\n\t\t\t\tallocatedBindingPoints.push( i );\n\t\t\t\treturn i;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconsole.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );\n\n\t\treturn 0;\n\n\t}\n\n\tfunction updateBufferData( uniformsGroup ) {\n\n\t\tconst buffer = buffers[ uniformsGroup.id ];\n\t\tconst uniforms = uniformsGroup.uniforms;\n\t\tconst cache = uniformsGroup.__cache;\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, buffer );\n\n\t\tfor ( let i = 0, il = uniforms.length; i < il; i ++ ) {\n\n\t\t\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\n\n\t\t\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uniform = uniformArray[ j ];\n\n\t\t\t\tif ( hasUniformChanged( uniform, i, j, cache ) === true ) {\n\n\t\t\t\t\tconst offset = uniform.__offset;\n\n\t\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\t\tlet arrayOffset = 0;\n\n\t\t\t\t\tfor ( let k = 0; k < values.length; k ++ ) {\n\n\t\t\t\t\t\tconst value = values[ k ];\n\n\t\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\t\t// TODO add integer and struct support\n\t\t\t\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\t\t\t\tuniform.__data[ 0 ] = value;\n\t\t\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );\n\n\t\t\t\t\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t\t\t\t\t// manually converting 3x3 to 3x4\n\n\t\t\t\t\t\t\tuniform.__data[ 0 ] = value.elements[ 0 ];\n\t\t\t\t\t\t\tuniform.__data[ 1 ] = value.elements[ 1 ];\n\t\t\t\t\t\t\tuniform.__data[ 2 ] = value.elements[ 2 ];\n\t\t\t\t\t\t\tuniform.__data[ 3 ] = 0;\n\t\t\t\t\t\t\tuniform.__data[ 4 ] = value.elements[ 3 ];\n\t\t\t\t\t\t\tuniform.__data[ 5 ] = value.elements[ 4 ];\n\t\t\t\t\t\t\tuniform.__data[ 6 ] = value.elements[ 5 ];\n\t\t\t\t\t\t\tuniform.__data[ 7 ] = 0;\n\t\t\t\t\t\t\tuniform.__data[ 8 ] = value.elements[ 6 ];\n\t\t\t\t\t\t\tuniform.__data[ 9 ] = value.elements[ 7 ];\n\t\t\t\t\t\t\tuniform.__data[ 10 ] = value.elements[ 8 ];\n\t\t\t\t\t\t\tuniform.__data[ 11 ] = 0;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tvalue.toArray( uniform.__data, arrayOffset );\n\n\t\t\t\t\t\t\tarrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tgl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tgl.bindBuffer( gl.UNIFORM_BUFFER, null );\n\n\t}\n\n\tfunction hasUniformChanged( uniform, index, indexArray, cache ) {\n\n\t\tconst value = uniform.value;\n\t\tconst indexString = index + '_' + indexArray;\n\n\t\tif ( cache[ indexString ] === undefined ) {\n\n\t\t\t// cache entry does not exist so far\n\n\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\tcache[ indexString ] = value;\n\n\t\t\t} else {\n\n\t\t\t\tcache[ indexString ] = value.clone();\n\n\t\t\t}\n\n\t\t\treturn true;\n\n\t\t} else {\n\n\t\t\tconst cachedObject = cache[ indexString ];\n\n\t\t\t// compare current value with cached entry\n\n\t\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t\tif ( cachedObject !== value ) {\n\n\t\t\t\t\tcache[ indexString ] = value;\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( cachedObject.equals( value ) === false ) {\n\n\t\t\t\t\tcachedObject.copy( value );\n\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tfunction prepareUniformsGroup( uniformsGroup ) {\n\n\t\t// determine total buffer size according to the STD140 layout\n\t\t// Hint: STD140 is the only supported layout in WebGL 2\n\n\t\tconst uniforms = uniformsGroup.uniforms;\n\n\t\tlet offset = 0; // global buffer offset in bytes\n\t\tconst chunkSize = 16; // size of a chunk in bytes\n\n\t\tfor ( let i = 0, l = uniforms.length; i < l; i ++ ) {\n\n\t\t\tconst uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];\n\n\t\t\tfor ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uniform = uniformArray[ j ];\n\n\t\t\t\tconst values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];\n\n\t\t\t\tfor ( let k = 0, kl = values.length; k < kl; k ++ ) {\n\n\t\t\t\t\tconst value = values[ k ];\n\n\t\t\t\t\tconst info = getUniformSize( value );\n\n\t\t\t\t\t// Calculate the chunk offset\n\t\t\t\t\tconst chunkOffsetUniform = offset % chunkSize;\n\n\t\t\t\t\t// Check for chunk overflow\n\t\t\t\t\tif ( chunkOffsetUniform !== 0 && ( chunkSize - chunkOffsetUniform ) < info.boundary ) {\n\n\t\t\t\t\t\t// Add padding and adjust offset\n\t\t\t\t\t\toffset += ( chunkSize - chunkOffsetUniform );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following two properties will be used for partial buffer updates\n\n\t\t\t\t\tuniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT );\n\t\t\t\t\tuniform.__offset = offset;\n\n\n\t\t\t\t\t// Update the global offset\n\t\t\t\t\toffset += info.storage;\n\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// ensure correct final padding\n\n\t\tconst chunkOffset = offset % chunkSize;\n\n\t\tif ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );\n\n\t\t//\n\n\t\tuniformsGroup.__size = offset;\n\t\tuniformsGroup.__cache = {};\n\n\t\treturn this;\n\n\t}\n\n\tfunction getUniformSize( value ) {\n\n\t\tconst info = {\n\t\t\tboundary: 0, // bytes\n\t\t\tstorage: 0 // bytes\n\t\t};\n\n\t\t// determine sizes according to STD140\n\n\t\tif ( typeof value === 'number' || typeof value === 'boolean' ) {\n\n\t\t\t// float/int/bool\n\n\t\t\tinfo.boundary = 4;\n\t\t\tinfo.storage = 4;\n\n\t\t} else if ( value.isVector2 ) {\n\n\t\t\t// vec2\n\n\t\t\tinfo.boundary = 8;\n\t\t\tinfo.storage = 8;\n\n\t\t} else if ( value.isVector3 || value.isColor ) {\n\n\t\t\t// vec3\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes\n\n\t\t} else if ( value.isVector4 ) {\n\n\t\t\t// vec4\n\n\t\t\tinfo.boundary = 16;\n\t\t\tinfo.storage = 16;\n\n\t\t} else if ( value.isMatrix3 ) {\n\n\t\t\t// mat3 (in STD140 a 3x3 matrix is represented as 3x4)\n\n\t\t\tinfo.boundary = 48;\n\t\t\tinfo.storage = 48;\n\n\t\t} else if ( value.isMatrix4 ) {\n\n\t\t\t// mat4\n\n\t\t\tinfo.boundary = 64;\n\t\t\tinfo.storage = 64;\n\n\t\t} else if ( value.isTexture ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value );\n\n\t\t}\n\n\t\treturn info;\n\n\t}\n\n\tfunction onUniformsGroupsDispose( event ) {\n\n\t\tconst uniformsGroup = event.target;\n\n\t\tuniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose );\n\n\t\tconst index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex );\n\t\tallocatedBindingPoints.splice( index, 1 );\n\n\t\tgl.deleteBuffer( buffers[ uniformsGroup.id ] );\n\n\t\tdelete buffers[ uniformsGroup.id ];\n\t\tdelete updateList[ uniformsGroup.id ];\n\n\t}\n\n\tfunction dispose() {\n\n\t\tfor ( const id in buffers ) {\n\n\t\t\tgl.deleteBuffer( buffers[ id ] );\n\n\t\t}\n\n\t\tallocatedBindingPoints = [];\n\t\tbuffers = {};\n\t\tupdateList = {};\n\n\t}\n\n\treturn {\n\n\t\tbind: bind,\n\t\tupdate: update,\n\n\t\tdispose: dispose\n\n\t};\n\n}\n\nclass WebGLRenderer {\n\n\tconstructor( parameters = {} ) {\n\n\t\tconst {\n\t\t\tcanvas = createCanvasElement(),\n\t\t\tcontext = null,\n\t\t\tdepth = true,\n\t\t\tstencil = false,\n\t\t\talpha = false,\n\t\t\tantialias = false,\n\t\t\tpremultipliedAlpha = true,\n\t\t\tpreserveDrawingBuffer = false,\n\t\t\tpowerPreference = 'default',\n\t\t\tfailIfMajorPerformanceCaveat = false,\n\t\t} = parameters;\n\n\t\tthis.isWebGLRenderer = true;\n\n\t\tlet _alpha;\n\n\t\tif ( context !== null ) {\n\n\t\t\tif ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) {\n\n\t\t\t\tthrow new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' );\n\n\t\t\t}\n\n\t\t\t_alpha = context.getContextAttributes().alpha;\n\n\t\t} else {\n\n\t\t\t_alpha = alpha;\n\n\t\t}\n\n\t\tconst uintClearColor = new Uint32Array( 4 );\n\t\tconst intClearColor = new Int32Array( 4 );\n\n\t\tlet currentRenderList = null;\n\t\tlet currentRenderState = null;\n\n\t\t// render() can be called from within a callback triggered by another render.\n\t\t// We track this so that the nested render call gets its list and state isolated from the parent render call.\n\n\t\tconst renderListStack = [];\n\t\tconst renderStateStack = [];\n\n\t\t// public properties\n\n\t\tthis.domElement = canvas;\n\n\t\t// Debug configuration container\n\t\tthis.debug = {\n\n\t\t\t/**\n\t\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t\t * @type {boolean}\n\t\t\t */\n\t\t\tcheckShaderErrors: true,\n\t\t\t/**\n\t\t\t * Callback for custom error reporting.\n\t\t\t * @type {?Function}\n\t\t\t */\n\t\t\tonShaderError: null\n\t\t};\n\n\t\t// clearing\n\n\t\tthis.autoClear = true;\n\t\tthis.autoClearColor = true;\n\t\tthis.autoClearDepth = true;\n\t\tthis.autoClearStencil = true;\n\n\t\t// scene graph\n\n\t\tthis.sortObjects = true;\n\n\t\t// user-defined clipping\n\n\t\tthis.clippingPlanes = [];\n\t\tthis.localClippingEnabled = false;\n\n\t\t// physically based shading\n\n\t\tthis._outputColorSpace = SRGBColorSpace;\n\n\t\t// physical lights\n\n\t\tthis._useLegacyLights = false;\n\n\t\t// tone mapping\n\n\t\tthis.toneMapping = NoToneMapping;\n\t\tthis.toneMappingExposure = 1.0;\n\n\t\t// internal properties\n\n\t\tconst _this = this;\n\n\t\tlet _isContextLost = false;\n\n\t\t// internal state cache\n\n\t\tlet _currentActiveCubeFace = 0;\n\t\tlet _currentActiveMipmapLevel = 0;\n\t\tlet _currentRenderTarget = null;\n\t\tlet _currentMaterialId = - 1;\n\n\t\tlet _currentCamera = null;\n\n\t\tconst _currentViewport = new Vector4();\n\t\tconst _currentScissor = new Vector4();\n\t\tlet _currentScissorTest = null;\n\n\t\tconst _currentClearColor = new Color( 0x000000 );\n\t\tlet _currentClearAlpha = 0;\n\n\t\t//\n\n\t\tlet _width = canvas.width;\n\t\tlet _height = canvas.height;\n\n\t\tlet _pixelRatio = 1;\n\t\tlet _opaqueSort = null;\n\t\tlet _transparentSort = null;\n\n\t\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\t\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\t\tlet _scissorTest = false;\n\n\t\t// frustum\n\n\t\tconst _frustum = new Frustum();\n\n\t\t// clipping\n\n\t\tlet _clippingEnabled = false;\n\t\tlet _localClippingEnabled = false;\n\n\t\t// camera matrices cache\n\n\t\tconst _projScreenMatrix = new Matrix4();\n\n\t\tconst _vector2 = new Vector2();\n\t\tconst _vector3 = new Vector3();\n\n\t\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\t\tfunction getTargetPixelRatio() {\n\n\t\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t\t}\n\n\t\t// initialize\n\n\t\tlet _gl = context;\n\n\t\tfunction getContext( contextName, contextAttributes ) {\n\n\t\t\tconst context = canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\ttry {\n\n\t\t\tconst contextAttributes = {\n\t\t\t\talpha: true,\n\t\t\t\tdepth,\n\t\t\t\tstencil,\n\t\t\t\tantialias,\n\t\t\t\tpremultipliedAlpha,\n\t\t\t\tpreserveDrawingBuffer,\n\t\t\t\tpowerPreference,\n\t\t\t\tfailIfMajorPerformanceCaveat,\n\t\t\t};\n\n\t\t\t// OffscreenCanvas does not have setAttribute, see #22811\n\t\t\tif ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );\n\n\t\t\t// event listeners must be registered before WebGL context is created, see #12753\n\t\t\tcanvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tconst contextName = 'webgl2';\n\n\t\t\t\t_gl = getContext( contextName, contextAttributes );\n\n\t\t\t\tif ( _gl === null ) {\n\n\t\t\t\t\tif ( getContext( contextName ) ) {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\t\tthrow error;\n\n\t\t}\n\n\t\tlet extensions, capabilities, state, info;\n\t\tlet properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;\n\t\tlet programCache, materials, renderLists, renderStates, clipping, shadowMap;\n\n\t\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\t\tlet utils, bindingStates, uniformsGroups;\n\n\t\tfunction initGLContext() {\n\n\t\t\textensions = new WebGLExtensions( _gl );\n\t\t\textensions.init();\n\n\t\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\t\tutils = new WebGLUtils( _gl, extensions );\n\n\t\t\tstate = new WebGLState( _gl );\n\n\t\t\tinfo = new WebGLInfo( _gl );\n\t\t\tproperties = new WebGLProperties();\n\t\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\t\tcubeuvmaps = new WebGLCubeUVMaps( _this );\n\t\t\tattributes = new WebGLAttributes( _gl );\n\t\t\tbindingStates = new WebGLBindingStates( _gl, attributes );\n\t\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\t\tmorphtargets = new WebGLMorphtargets( _gl, capabilities, textures );\n\t\t\tclipping = new WebGLClipping( properties );\n\t\t\tprogramCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );\n\t\t\tmaterials = new WebGLMaterials( _this, properties );\n\t\t\trenderLists = new WebGLRenderLists();\n\t\t\trenderStates = new WebGLRenderStates( extensions );\n\t\t\tbackground = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );\n\t\t\tshadowMap = new WebGLShadowMap( _this, objects, capabilities );\n\t\t\tuniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );\n\n\t\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );\n\t\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );\n\n\t\t\tinfo.programs = programCache.programs;\n\n\t\t\t_this.capabilities = capabilities;\n\t\t\t_this.extensions = extensions;\n\t\t\t_this.properties = properties;\n\t\t\t_this.renderLists = renderLists;\n\t\t\t_this.shadowMap = shadowMap;\n\t\t\t_this.state = state;\n\t\t\t_this.info = info;\n\n\t\t}\n\n\t\tinitGLContext();\n\n\t\t// xr\n\n\t\tconst xr = new WebXRManager( _this, _gl );\n\n\t\tthis.xr = xr;\n\n\t\t// API\n\n\t\tthis.getContext = function () {\n\n\t\t\treturn _gl;\n\n\t\t};\n\n\t\tthis.getContextAttributes = function () {\n\n\t\t\treturn _gl.getContextAttributes();\n\n\t\t};\n\n\t\tthis.forceContextLoss = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.loseContext();\n\n\t\t};\n\n\t\tthis.forceContextRestore = function () {\n\n\t\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\t\tif ( extension ) extension.restoreContext();\n\n\t\t};\n\n\t\tthis.getPixelRatio = function () {\n\n\t\t\treturn _pixelRatio;\n\n\t\t};\n\n\t\tthis.setPixelRatio = function ( value ) {\n\n\t\t\tif ( value === undefined ) return;\n\n\t\t\t_pixelRatio = value;\n\n\t\t\tthis.setSize( _width, _height, false );\n\n\t\t};\n\n\t\tthis.getSize = function ( target ) {\n\n\t\t\treturn target.set( _width, _height );\n\n\t\t};\n\n\t\tthis.setSize = function ( width, height, updateStyle = true ) {\n\n\t\t\tif ( xr.isPresenting ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\tcanvas.width = Math.floor( width * _pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * _pixelRatio );\n\n\t\t\tif ( updateStyle === true ) {\n\n\t\t\t\tcanvas.style.width = width + 'px';\n\t\t\t\tcanvas.style.height = height + 'px';\n\n\t\t\t}\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t\t};\n\n\t\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t\t_width = width;\n\t\t\t_height = height;\n\n\t\t\t_pixelRatio = pixelRatio;\n\n\t\t\tcanvas.width = Math.floor( width * pixelRatio );\n\t\t\tcanvas.height = Math.floor( height * pixelRatio );\n\n\t\t\tthis.setViewport( 0, 0, width, height );\n\n\t\t};\n\n\t\tthis.getCurrentViewport = function ( target ) {\n\n\t\t\treturn target.copy( _currentViewport );\n\n\t\t};\n\n\t\tthis.getViewport = function ( target ) {\n\n\t\t\treturn target.copy( _viewport );\n\n\t\t};\n\n\t\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_viewport.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );\n\n\t\t};\n\n\t\tthis.getScissor = function ( target ) {\n\n\t\t\treturn target.copy( _scissor );\n\n\t\t};\n\n\t\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\t\tif ( x.isVector4 ) {\n\n\t\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t\t} else {\n\n\t\t\t\t_scissor.set( x, y, width, height );\n\n\t\t\t}\n\n\t\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );\n\n\t\t};\n\n\t\tthis.getScissorTest = function () {\n\n\t\t\treturn _scissorTest;\n\n\t\t};\n\n\t\tthis.setScissorTest = function ( boolean ) {\n\n\t\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t\t};\n\n\t\tthis.setOpaqueSort = function ( method ) {\n\n\t\t\t_opaqueSort = method;\n\n\t\t};\n\n\t\tthis.setTransparentSort = function ( method ) {\n\n\t\t\t_transparentSort = method;\n\n\t\t};\n\n\t\t// Clearing\n\n\t\tthis.getClearColor = function ( target ) {\n\n\t\t\treturn target.copy( background.getClearColor() );\n\n\t\t};\n\n\t\tthis.setClearColor = function () {\n\n\t\t\tbackground.setClearColor.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.getClearAlpha = function () {\n\n\t\t\treturn background.getClearAlpha();\n\n\t\t};\n\n\t\tthis.setClearAlpha = function () {\n\n\t\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t\t};\n\n\t\tthis.clear = function ( color = true, depth = true, stencil = true ) {\n\n\t\t\tlet bits = 0;\n\n\t\t\tif ( color ) {\n\n\t\t\t\t// check if we're trying to clear an integer target\n\t\t\t\tlet isIntegerFormat = false;\n\t\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t\tconst targetFormat = _currentRenderTarget.texture.format;\n\t\t\t\t\tisIntegerFormat = targetFormat === RGBAIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RGIntegerFormat ||\n\t\t\t\t\t\ttargetFormat === RedIntegerFormat;\n\n\t\t\t\t}\n\n\t\t\t\t// use the appropriate clear functions to clear the target if it's a signed\n\t\t\t\t// or unsigned integer target\n\t\t\t\tif ( isIntegerFormat ) {\n\n\t\t\t\t\tconst targetType = _currentRenderTarget.texture.type;\n\t\t\t\t\tconst isUnsignedType = targetType === UnsignedByteType ||\n\t\t\t\t\t\ttargetType === UnsignedIntType ||\n\t\t\t\t\t\ttargetType === UnsignedShortType ||\n\t\t\t\t\t\ttargetType === UnsignedInt248Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort4444Type ||\n\t\t\t\t\t\ttargetType === UnsignedShort5551Type;\n\n\t\t\t\t\tconst clearColor = background.getClearColor();\n\t\t\t\t\tconst a = background.getClearAlpha();\n\t\t\t\t\tconst r = clearColor.r;\n\t\t\t\t\tconst g = clearColor.g;\n\t\t\t\t\tconst b = clearColor.b;\n\n\t\t\t\t\tif ( isUnsignedType ) {\n\n\t\t\t\t\t\tuintClearColor[ 0 ] = r;\n\t\t\t\t\t\tuintClearColor[ 1 ] = g;\n\t\t\t\t\t\tuintClearColor[ 2 ] = b;\n\t\t\t\t\t\tuintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tintClearColor[ 0 ] = r;\n\t\t\t\t\t\tintClearColor[ 1 ] = g;\n\t\t\t\t\t\tintClearColor[ 2 ] = b;\n\t\t\t\t\t\tintClearColor[ 3 ] = a;\n\t\t\t\t\t\t_gl.clearBufferiv( _gl.COLOR, 0, intClearColor );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbits |= _gl.COLOR_BUFFER_BIT;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( depth ) bits |= _gl.DEPTH_BUFFER_BIT;\n\t\t\tif ( stencil ) {\n\n\t\t\t\tbits |= _gl.STENCIL_BUFFER_BIT;\n\t\t\t\tthis.state.buffers.stencil.setMask( 0xffffffff );\n\n\t\t\t}\n\n\t\t\t_gl.clear( bits );\n\n\t\t};\n\n\t\tthis.clearColor = function () {\n\n\t\t\tthis.clear( true, false, false );\n\n\t\t};\n\n\t\tthis.clearDepth = function () {\n\n\t\t\tthis.clear( false, true, false );\n\n\t\t};\n\n\t\tthis.clearStencil = function () {\n\n\t\t\tthis.clear( false, false, true );\n\n\t\t};\n\n\t\t//\n\n\t\tthis.dispose = function () {\n\n\t\t\tcanvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\t\t\tcanvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );\n\n\t\t\trenderLists.dispose();\n\t\t\trenderStates.dispose();\n\t\t\tproperties.dispose();\n\t\t\tcubemaps.dispose();\n\t\t\tcubeuvmaps.dispose();\n\t\t\tobjects.dispose();\n\t\t\tbindingStates.dispose();\n\t\t\tuniformsGroups.dispose();\n\t\t\tprogramCache.dispose();\n\n\t\t\txr.dispose();\n\n\t\t\txr.removeEventListener( 'sessionstart', onXRSessionStart );\n\t\t\txr.removeEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t\tanimation.stop();\n\n\t\t};\n\n\t\t// Events\n\n\t\tfunction onContextLost( event ) {\n\n\t\t\tevent.preventDefault();\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t\t_isContextLost = true;\n\n\t\t}\n\n\t\tfunction onContextRestore( /* event */ ) {\n\n\t\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t\t_isContextLost = false;\n\n\t\t\tconst infoAutoReset = info.autoReset;\n\t\t\tconst shadowMapEnabled = shadowMap.enabled;\n\t\t\tconst shadowMapAutoUpdate = shadowMap.autoUpdate;\n\t\t\tconst shadowMapNeedsUpdate = shadowMap.needsUpdate;\n\t\t\tconst shadowMapType = shadowMap.type;\n\n\t\t\tinitGLContext();\n\n\t\t\tinfo.autoReset = infoAutoReset;\n\t\t\tshadowMap.enabled = shadowMapEnabled;\n\t\t\tshadowMap.autoUpdate = shadowMapAutoUpdate;\n\t\t\tshadowMap.needsUpdate = shadowMapNeedsUpdate;\n\t\t\tshadowMap.type = shadowMapType;\n\n\t\t}\n\n\t\tfunction onContextCreationError( event ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );\n\n\t\t}\n\n\t\tfunction onMaterialDispose( event ) {\n\n\t\t\tconst material = event.target;\n\n\t\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\t\tdeallocateMaterial( material );\n\n\t\t}\n\n\t\t// Buffer deallocation\n\n\t\tfunction deallocateMaterial( material ) {\n\n\t\t\treleaseMaterialProgramReferences( material );\n\n\t\t\tproperties.remove( material );\n\n\t\t}\n\n\n\t\tfunction releaseMaterialProgramReferences( material ) {\n\n\t\t\tconst programs = properties.get( material ).programs;\n\n\t\t\tif ( programs !== undefined ) {\n\n\t\t\t\tprograms.forEach( function ( program ) {\n\n\t\t\t\t\tprogramCache.releaseProgram( program );\n\n\t\t\t\t} );\n\n\t\t\t\tif ( material.isShaderMaterial ) {\n\n\t\t\t\t\tprogramCache.releaseShaderCache( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Buffer rendering\n\n\t\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\t\tconst program = setProgram( camera, scene, geometry, material, object );\n\n\t\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t\t//\n\n\t\t\tlet index = geometry.index;\n\t\t\tlet rangeFactor = 1;\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\n\t\t\t\tif ( index === undefined ) return;\n\n\t\t\t\trangeFactor = 2;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst drawRange = geometry.drawRange;\n\t\t\tconst position = geometry.attributes.position;\n\n\t\t\tlet drawStart = drawRange.start * rangeFactor;\n\t\t\tlet drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;\n\n\t\t\tif ( group !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, group.start * rangeFactor );\n\t\t\t\tdrawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );\n\n\t\t\t}\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, index.count );\n\n\t\t\t} else if ( position !== undefined && position !== null ) {\n\n\t\t\t\tdrawStart = Math.max( drawStart, 0 );\n\t\t\t\tdrawEnd = Math.min( drawEnd, position.count );\n\n\t\t\t}\n\n\t\t\tconst drawCount = drawEnd - drawStart;\n\n\t\t\tif ( drawCount < 0 || drawCount === Infinity ) return;\n\n\t\t\t//\n\n\t\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\t\tlet attribute;\n\t\t\tlet renderer = bufferRenderer;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tattribute = attributes.get( index );\n\n\t\t\t\trenderer = indexedBufferRenderer;\n\t\t\t\trenderer.setIndex( attribute );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( object.isMesh ) {\n\n\t\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isLine ) {\n\n\t\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINES );\n\n\t\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_LOOP );\n\n\t\t\t\t} else {\n\n\t\t\t\t\trenderer.setMode( _gl.LINE_STRIP );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isPoints ) {\n\n\t\t\t\trenderer.setMode( _gl.POINTS );\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\trenderer.setMode( _gl.TRIANGLES );\n\n\t\t\t}\n\n\t\t\tif ( object.isBatchedMesh ) {\n\n\t\t\t\trenderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );\n\n\t\t\t} else if ( object.isInstancedMesh ) {\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\t\tconst maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;\n\t\t\t\tconst instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );\n\n\t\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t\t}\n\n\t\t};\n\n\t\t// Compile\n\n\t\tfunction prepareMaterial( material, scene, object ) {\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\tgetProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.compile = function ( scene, camera, targetScene = null ) {\n\n\t\t\tif ( targetScene === null ) targetScene = scene;\n\n\t\t\tcurrentRenderState = renderStates.get( targetScene );\n\t\t\tcurrentRenderState.init();\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t// gather lights from both the target scene and the new object that will be added to the scene.\n\n\t\t\ttargetScene.traverseVisible( function ( object ) {\n\n\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\tif ( scene !== targetScene ) {\n\n\t\t\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tcurrentRenderState.setupLights( _this._useLegacyLights );\n\n\t\t\t// Only initialize materials in the new scene, not the targetScene.\n\n\t\t\tconst materials = new Set();\n\n\t\t\tscene.traverse( function ( object ) {\n\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( material ) {\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\t\tprepareMaterial( material2, targetScene, object );\n\t\t\t\t\t\t\tmaterials.add( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tprepareMaterial( material, targetScene, object );\n\t\t\t\t\t\tmaterials.add( material );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\trenderStateStack.pop();\n\t\t\tcurrentRenderState = null;\n\n\t\t\treturn materials;\n\n\t\t};\n\n\t\t// compileAsync\n\n\t\tthis.compileAsync = function ( scene, camera, targetScene = null ) {\n\n\t\t\tconst materials = this.compile( scene, camera, targetScene );\n\n\t\t\t// Wait for all the materials in the new object to indicate that they're\n\t\t\t// ready to be used before resolving the promise.\n\n\t\t\treturn new Promise( ( resolve ) => {\n\n\t\t\t\tfunction checkMaterialsReady() {\n\n\t\t\t\t\tmaterials.forEach( function ( material ) {\n\n\t\t\t\t\t\tconst materialProperties = properties.get( material );\n\t\t\t\t\t\tconst program = materialProperties.currentProgram;\n\n\t\t\t\t\t\tif ( program.isReady() ) {\n\n\t\t\t\t\t\t\t// remove any programs that report they're ready to use from the list\n\t\t\t\t\t\t\tmaterials.delete( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\t// once the list of compiling materials is empty, call the callback\n\n\t\t\t\t\tif ( materials.size === 0 ) {\n\n\t\t\t\t\t\tresolve( scene );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// if some materials are still not ready, wait a bit and check again\n\n\t\t\t\t\tsetTimeout( checkMaterialsReady, 10 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {\n\n\t\t\t\t\t// If we can check the compilation status of the materials without\n\t\t\t\t\t// blocking then do so right away.\n\n\t\t\t\t\tcheckMaterialsReady();\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise start by waiting a bit to give the materials we just\n\t\t\t\t\t// initialized a chance to finish.\n\n\t\t\t\t\tsetTimeout( checkMaterialsReady, 10 );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t};\n\n\t\t// Animation Loop\n\n\t\tlet onAnimationFrameCallback = null;\n\n\t\tfunction onAnimationFrame( time ) {\n\n\t\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t\t}\n\n\t\tfunction onXRSessionStart() {\n\n\t\t\tanimation.stop();\n\n\t\t}\n\n\t\tfunction onXRSessionEnd() {\n\n\t\t\tanimation.start();\n\n\t\t}\n\n\t\tconst animation = new WebGLAnimation();\n\t\tanimation.setAnimationLoop( onAnimationFrame );\n\n\t\tif ( typeof self !== 'undefined' ) animation.setContext( self );\n\n\t\tthis.setAnimationLoop = function ( callback ) {\n\n\t\t\tonAnimationFrameCallback = callback;\n\t\t\txr.setAnimationLoop( callback );\n\n\t\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t\t};\n\n\t\txr.addEventListener( 'sessionstart', onXRSessionStart );\n\t\txr.addEventListener( 'sessionend', onXRSessionEnd );\n\n\t\t// Rendering\n\n\t\tthis.render = function ( scene, camera ) {\n\n\t\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( _isContextLost === true ) return;\n\n\t\t\t// update scene graph\n\n\t\t\tif ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t\t// update camera matrices and frustum\n\n\t\t\tif ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();\n\n\t\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\t\tif ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );\n\n\t\t\t\tcamera = xr.getCamera(); // use XR camera for rendering\n\n\t\t\t}\n\n\t\t\t//\n\t\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );\n\n\t\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\t\tcurrentRenderState.init();\n\n\t\t\trenderStateStack.push( currentRenderState );\n\n\t\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );\n\n\t\t\tcurrentRenderList = renderLists.get( scene, renderListStack.length );\n\t\t\tcurrentRenderList.init();\n\n\t\t\trenderListStack.push( currentRenderList );\n\n\t\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\t\tcurrentRenderList.finish();\n\n\t\t\tif ( _this.sortObjects === true ) {\n\n\t\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tthis.info.render.frame ++;\n\n\t\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t\t//\n\n\t\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\n\t\t\t//\n\n\t\t\tif ( xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false ) {\n\n\t\t\t\tbackground.render( currentRenderList, scene );\n\n\t\t\t}\n\n\t\t\t// render scene\n\n\t\t\tcurrentRenderState.setupLights( _this._useLegacyLights );\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let i = 0, l = cameras.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ i ];\n\n\t\t\t\t\trenderScene( currentRenderList, scene, camera2, camera2.viewport );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderScene( currentRenderList, scene, camera );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t\t// _gl.finish();\n\n\t\t\tbindingStates.resetDefaultState();\n\t\t\t_currentMaterialId = - 1;\n\t\t\t_currentCamera = null;\n\n\t\t\trenderStateStack.pop();\n\n\t\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderState = null;\n\n\t\t\t}\n\n\t\t\trenderListStack.pop();\n\n\t\t\tif ( renderListStack.length > 0 ) {\n\n\t\t\t\tcurrentRenderList = renderListStack[ renderListStack.length - 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tcurrentRenderList = null;\n\n\t\t\t}\n\n\t\t};\n\n\t\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\t\tif ( object.visible === false ) return;\n\n\t\t\tconst visible = object.layers.test( camera.layers );\n\n\t\t\tif ( visible ) {\n\n\t\t\t\tif ( object.isGroup ) {\n\n\t\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t\tif ( object.boundingSphere !== undefined ) {\n\n\t\t\t\t\t\t\t\tif ( object.boundingSphere === null ) object.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector3.copy( object.boundingSphere.center );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\t\t\t\t\t\t\t\t_vector3.copy( geometry.boundingSphere.center );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t_vector3\n\t\t\t\t\t\t\t\t.applyMatrix4( object.matrixWorld )\n\t\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst children = object.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderScene( currentRenderList, scene, camera, viewport ) {\n\n\t\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\t\tconst transmissiveObjects = currentRenderList.transmissive;\n\t\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\t\tif ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );\n\n\t\t\tif ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );\n\n\t\t\tif ( viewport ) state.viewport( _currentViewport.copy( viewport ) );\n\n\t\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\t\tif ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );\n\t\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\t\tstate.buffers.depth.setTest( true );\n\t\t\tstate.buffers.depth.setMask( true );\n\t\t\tstate.buffers.color.setMask( true );\n\n\t\t\tstate.setPolygonOffset( false );\n\n\t\t}\n\n\t\tfunction renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tif ( overrideMaterial !== null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tif ( currentRenderState.state.transmissionRenderTarget === null ) {\n\n\t\t\t\tcurrentRenderState.state.transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {\n\t\t\t\t\tgenerateMipmaps: true,\n\t\t\t\t\ttype: ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ) ? HalfFloatType : UnsignedByteType,\n\t\t\t\t\tminFilter: LinearMipmapLinearFilter,\n\t\t\t\t\tsamples: 4,\n\t\t\t\t\tstencilBuffer: stencil\n\t\t\t\t} );\n\n\t\t\t\tconst renderTargetProperties = properties.get( currentRenderState.state.transmissionRenderTarget );\n\t\t\t\trenderTargetProperties.__isTransmissionRenderTarget = true;\n\n\t\t\t\t// debug\n\n\t\t\t\t/*\n\t\t\t\tconst geometry = new PlaneGeometry();\n\t\t\t\tconst material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );\n\n\t\t\t\tconst mesh = new Mesh( geometry, material );\n\t\t\t\tscene.add( mesh );\n\t\t\t\t*/\n\n\t\t\t}\n\n\t\t\tconst transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget;\n\n\t\t\t_this.getDrawingBufferSize( _vector2 );\n\t\t\ttransmissionRenderTarget.setSize( _vector2.x, _vector2.y );\n\n\t\t\t//\n\n\t\t\tconst currentRenderTarget = _this.getRenderTarget();\n\t\t\t_this.setRenderTarget( transmissionRenderTarget );\n\n\t\t\t_this.getClearColor( _currentClearColor );\n\t\t\t_currentClearAlpha = _this.getClearAlpha();\n\t\t\tif ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );\n\n\t\t\t_this.clear();\n\n\t\t\t// Turn off the features which can affect the frag color for opaque objects pass.\n\t\t\t// Otherwise they are applied twice in opaque objects pass and transmission objects pass.\n\t\t\tconst currentToneMapping = _this.toneMapping;\n\t\t\t_this.toneMapping = NoToneMapping;\n\n\t\t\trenderObjects( opaqueObjects, scene, camera );\n\n\t\t\ttextures.updateMultisampleRenderTarget( transmissionRenderTarget );\n\t\t\ttextures.updateRenderTargetMipmap( transmissionRenderTarget );\n\n\t\t\tlet renderTargetNeedsUpdate = false;\n\n\t\t\tfor ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {\n\n\t\t\t\tconst renderItem = transmissiveObjects[ i ];\n\n\t\t\t\tconst object = renderItem.object;\n\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\tconst material = renderItem.material;\n\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\tif ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\tconst currentSide = material.side;\n\n\t\t\t\t\tmaterial.side = BackSide;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t\tmaterial.side = currentSide;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\n\t\t\t\t\trenderTargetNeedsUpdate = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( renderTargetNeedsUpdate === true ) {\n\n\t\t\t\ttextures.updateMultisampleRenderTarget( transmissionRenderTarget );\n\t\t\t\ttextures.updateRenderTargetMipmap( transmissionRenderTarget );\n\n\t\t\t}\n\n\t\t\t_this.setRenderTarget( currentRenderTarget );\n\n\t\t\t_this.setClearColor( _currentClearColor, _currentClearAlpha );\n\n\t\t\t_this.toneMapping = currentToneMapping;\n\n\t\t}\n\n\t\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\t\tconst object = renderItem.object;\n\t\t\t\tconst geometry = renderItem.geometry;\n\t\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\t\tconst group = renderItem.group;\n\n\t\t\t\tif ( object.layers.test( camera.layers ) ) {\n\n\t\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\t\tmaterial.onBeforeRender( _this, scene, camera, geometry, object, group );\n\n\t\t\tif ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {\n\n\t\t\t\tmaterial.side = BackSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = FrontSide;\n\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t\tmaterial.side = DoubleSide;\n\n\t\t\t} else {\n\n\t\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t\t}\n\n\t\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t\t}\n\n\t\tfunction getProgram( material, scene, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tconst lights = currentRenderState.state.lights;\n\t\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\t\tconst lightsStateVersion = lights.state.version;\n\n\t\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\t\tlet programs = materialProperties.programs;\n\n\t\t\t// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change\n\n\t\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.fog = scene.fog;\n\t\t\tmaterialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );\n\t\t\tmaterialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;\n\n\t\t\tif ( programs === undefined ) {\n\n\t\t\t\t// new material\n\n\t\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t\t\tprograms = new Map();\n\t\t\t\tmaterialProperties.programs = programs;\n\n\t\t\t}\n\n\t\t\tlet program = programs.get( programCacheKey );\n\n\t\t\tif ( program !== undefined ) {\n\n\t\t\t\t// early out if program and light state is identical\n\n\t\t\t\tif ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {\n\n\t\t\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t\t\treturn program;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\t\tmaterial.onBuild( object, parameters, _this );\n\n\t\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\t\t\t\tprograms.set( programCacheKey, program );\n\n\t\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\n\t\t\t}\n\n\t\t\tconst uniforms = materialProperties.uniforms;\n\n\t\t\tif ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {\n\n\t\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t\t}\n\n\t\t\tupdateCommonMaterialProperties( material, parameters );\n\n\t\t\t// store the light setup it was created for\n\n\t\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\t\tuniforms.spotLightMatrix.value = lights.state.spotLightMatrix;\n\t\t\t\tuniforms.spotLightMap.value = lights.state.spotLightMap;\n\t\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t\t}\n\n\t\t\tmaterialProperties.currentProgram = program;\n\t\t\tmaterialProperties.uniformsList = null;\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\tfunction getUniformList( materialProperties ) {\n\n\t\t\tif ( materialProperties.uniformsList === null ) {\n\n\t\t\t\tconst progUniforms = materialProperties.currentProgram.getUniforms();\n\t\t\t\tmaterialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );\n\n\t\t\t}\n\n\t\t\treturn materialProperties.uniformsList;\n\n\t\t}\n\n\t\tfunction updateCommonMaterialProperties( material, parameters ) {\n\n\t\t\tconst materialProperties = properties.get( material );\n\n\t\t\tmaterialProperties.outputColorSpace = parameters.outputColorSpace;\n\t\t\tmaterialProperties.batching = parameters.batching;\n\t\t\tmaterialProperties.instancing = parameters.instancing;\n\t\t\tmaterialProperties.instancingColor = parameters.instancingColor;\n\t\t\tmaterialProperties.instancingMorph = parameters.instancingMorph;\n\t\t\tmaterialProperties.skinning = parameters.skinning;\n\t\t\tmaterialProperties.morphTargets = parameters.morphTargets;\n\t\t\tmaterialProperties.morphNormals = parameters.morphNormals;\n\t\t\tmaterialProperties.morphColors = parameters.morphColors;\n\t\t\tmaterialProperties.morphTargetsCount = parameters.morphTargetsCount;\n\t\t\tmaterialProperties.numClippingPlanes = parameters.numClippingPlanes;\n\t\t\tmaterialProperties.numIntersection = parameters.numClipIntersection;\n\t\t\tmaterialProperties.vertexAlphas = parameters.vertexAlphas;\n\t\t\tmaterialProperties.vertexTangents = parameters.vertexTangents;\n\t\t\tmaterialProperties.toneMapping = parameters.toneMapping;\n\n\t\t}\n\n\t\tfunction setProgram( camera, scene, geometry, material, object ) {\n\n\t\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\t\ttextures.resetTextureUnits();\n\n\t\t\tconst fog = scene.fog;\n\t\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tconst colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );\n\t\t\tconst envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );\n\t\t\tconst vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;\n\t\t\tconst vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );\n\t\t\tconst morphTargets = !! geometry.morphAttributes.position;\n\t\t\tconst morphNormals = !! geometry.morphAttributes.normal;\n\t\t\tconst morphColors = !! geometry.morphAttributes.color;\n\n\t\t\tlet toneMapping = NoToneMapping;\n\n\t\t\tif ( material.toneMapped ) {\n\n\t\t\t\tif ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {\n\n\t\t\t\t\ttoneMapping = _this.toneMapping;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;\n\t\t\tconst morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;\n\n\t\t\tconst materialProperties = properties.get( material );\n\t\t\tconst lights = currentRenderState.state.lights;\n\n\t\t\tif ( _clippingEnabled === true ) {\n\n\t\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\t\tconst useCache =\n\t\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t\t// (#8465, #8379)\n\t\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet needsProgramChange = false;\n\n\t\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\t\tif ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.outputColorSpace !== colorSpace ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isBatchedMesh && materialProperties.batching === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( material.fog === true && materialProperties.fog !== fog ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.vertexTangents !== vertexTangents ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphTargets !== morphTargets ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphNormals !== morphNormals ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphColors !== morphColors ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.toneMapping !== toneMapping ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t} else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) {\n\n\t\t\t\t\tneedsProgramChange = true;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tneedsProgramChange = true;\n\t\t\t\tmaterialProperties.__version = material.version;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet program = materialProperties.currentProgram;\n\n\t\t\tif ( needsProgramChange === true ) {\n\n\t\t\t\tprogram = getProgram( material, scene, object );\n\n\t\t\t}\n\n\t\t\tlet refreshProgram = false;\n\t\t\tlet refreshMaterial = false;\n\t\t\tlet refreshLights = false;\n\n\t\t\tconst p_uniforms = program.getUniforms(),\n\t\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\t\trefreshProgram = true;\n\t\t\t\trefreshMaterial = true;\n\t\t\t\trefreshLights = true;\n\n\t\t\t}\n\n\t\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t\t_currentMaterialId = material.id;\n\n\t\t\t\trefreshMaterial = true;\n\n\t\t\t}\n\n\t\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\t\t// common camera uniforms\n\n\t\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t\t}\n\n\t\t\t\t// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067\n\n\t\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t\t}\n\n\t\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// skinning and morph target uniforms must be set even if material didn't change\n\t\t\t// auto-setting of texture unit for bone and morph texture must go before other textures\n\t\t\t// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures\n\n\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\t\tconst skeleton = object.skeleton;\n\n\t\t\t\tif ( skeleton ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( object.isBatchedMesh ) {\n\n\t\t\t\tp_uniforms.setOptional( _gl, object, 'batchingTexture' );\n\t\t\t\tp_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );\n\n\t\t\t}\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\t\tif ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) {\n\n\t\t\t\tmorphtargets.update( object, geometry, program );\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t\t}\n\n\t\t\t// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512\n\n\t\t\tif ( material.isMeshGouraudMaterial && material.envMap !== null ) {\n\n\t\t\t\tm_uniforms.envMap.value = envMap;\n\n\t\t\t\tm_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) {\n\n\t\t\t\tm_uniforms.envMapIntensity.value = scene.environmentIntensity;\n\n\t\t\t}\n\n\t\t\tif ( refreshMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t\t// values\n\t\t\t\t\t//\n\t\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t\t// the GL state when required\n\n\t\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t\t}\n\n\t\t\t\t// refresh uniforms common to several materials\n\n\t\t\t\tif ( fog && material.fog === true ) {\n\n\t\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget );\n\n\t\t\t\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\n\n\t\t\t}\n\n\t\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\t\tWebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );\n\t\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t\t}\n\n\t\t\t// common matrices\n\n\t\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\t\t// UBOs\n\n\t\t\tif ( material.isShaderMaterial || material.isRawShaderMaterial ) {\n\n\t\t\t\tconst groups = material.uniformsGroups;\n\n\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\t\tuniformsGroups.update( group, program );\n\t\t\t\t\tuniformsGroups.bind( group, program );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn program;\n\n\t\t}\n\n\t\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\t\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\t\tuniforms.directionalLights.needsUpdate = value;\n\t\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\t\tuniforms.pointLights.needsUpdate = value;\n\t\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\t\tuniforms.spotLights.needsUpdate = value;\n\t\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t\t}\n\n\t\tfunction materialNeedsLights( material ) {\n\n\t\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t\t}\n\n\t\tthis.getActiveCubeFace = function () {\n\n\t\t\treturn _currentActiveCubeFace;\n\n\t\t};\n\n\t\tthis.getActiveMipmapLevel = function () {\n\n\t\t\treturn _currentActiveMipmapLevel;\n\n\t\t};\n\n\t\tthis.getRenderTarget = function () {\n\n\t\t\treturn _currentRenderTarget;\n\n\t\t};\n\n\t\tthis.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {\n\n\t\t\tproperties.get( renderTarget.texture ).__webglTexture = colorTexture;\n\t\t\tproperties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__hasExternalTextures = true;\n\n\t\t\trenderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;\n\n\t\t\tif ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {\n\n\t\t\t\t// The multisample_render_to_texture extension doesn't work properly if there\n\t\t\t\t// are midframe flushes and an external depth buffer. Disable use of the extension.\n\t\t\t\tif ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );\n\t\t\t\t\trenderTargetProperties.__useRenderToTexture = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {\n\n\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\t\trenderTargetProperties.__webglFramebuffer = defaultFramebuffer;\n\t\t\trenderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;\n\n\t\t};\n\n\t\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t\t_currentRenderTarget = renderTarget;\n\t\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\t\tlet useDefaultFramebuffer = true;\n\t\t\tlet framebuffer = null;\n\t\t\tlet isCube = false;\n\t\t\tlet isRenderTarget3D = false;\n\n\t\t\tif ( renderTarget ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\tif ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {\n\n\t\t\t\t\t// We need to make sure to rebind the framebuffer.\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, null );\n\t\t\t\t\tuseDefaultFramebuffer = false;\n\n\t\t\t\t} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {\n\n\t\t\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t\t\t} else if ( renderTargetProperties.__hasExternalTextures ) {\n\n\t\t\t\t\t// Color and depth texture must be rebound in order for the swapchain to update.\n\t\t\t\t\ttextures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );\n\n\t\t\t\t}\n\n\t\t\t\tconst texture = renderTarget.texture;\n\n\t\t\t\tif ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\t\tisRenderTarget3D = true;\n\n\t\t\t\t}\n\n\t\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tisCube = true;\n\n\t\t\t\t} else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {\n\n\t\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( Array.isArray( __webglFramebuffer ) ) {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer[ activeMipmapLevel ];\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t\t} else {\n\n\t\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t\t}\n\n\t\t\tconst framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\tif ( framebufferBound && useDefaultFramebuffer ) {\n\n\t\t\t\tstate.drawBuffers( renderTarget, framebuffer );\n\n\t\t\t}\n\n\t\t\tstate.viewport( _currentViewport );\n\t\t\tstate.scissor( _currentScissor );\n\t\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\t_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t\t} else if ( isRenderTarget3D ) {\n\n\t\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t\tconst layer = activeCubeFace || 0;\n\t\t\t\t_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );\n\n\t\t\t}\n\n\t\t\t_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings\n\n\t\t};\n\n\t\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t\t}\n\n\t\t\tif ( framebuffer ) {\n\n\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\ttry {\n\n\t\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) );\n\n\t\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t\ttextureType !== FloatType && ! halfFloatSupportedByExt ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} finally {\n\n\t\t\t\t\t// restore framebuffer of current render target if necessary\n\n\t\t\t\t\tconst framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;\n\t\t\t\t\tstate.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\t\tconst levelScale = Math.pow( 2, - level );\n\t\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\t\tconst height = Math.floor( texture.image.height * levelScale );\n\n\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\t\tconst width = srcTexture.image.width;\n\t\t\tconst height = srcTexture.image.height;\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t\t// As another texture upload may have changed pixelStorei\n\t\t\t// parameters, make sure they are correct for the dstTexture\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {\n\n\t\t\tconst width = Math.round( sourceBox.max.x - sourceBox.min.x );\n\t\t\tconst height = Math.round( sourceBox.max.y - sourceBox.min.y );\n\t\t\tconst depth = sourceBox.max.z - sourceBox.min.z + 1;\n\t\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\t\tconst glType = utils.convert( dstTexture.type );\n\t\t\tlet glTarget;\n\n\t\t\tif ( dstTexture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_3D;\n\n\t\t\t} else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( dstTexture, 0 );\n\t\t\t\tglTarget = _gl.TEXTURE_2D_ARRAY;\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );\n\n\t\t\tconst unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );\n\t\t\tconst unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );\n\t\t\tconst unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );\n\t\t\tconst unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );\n\t\t\tconst unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );\n\n\t\t\tconst image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );\n\n\t\t\tif ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {\n\n\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );\n\n\t\t\t} else {\n\n\t\t\t\tif ( dstTexture.isCompressedArrayTexture ) {\n\n\t\t\t\t\t_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );\n\t\t\t_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );\n\n\t\t\t// Generate mipmaps only when copying level 0\n\t\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.initTexture = function ( texture ) {\n\n\t\t\tif ( texture.isCubeTexture ) {\n\n\t\t\t\ttextures.setTextureCube( texture, 0 );\n\n\t\t\t} else if ( texture.isData3DTexture ) {\n\n\t\t\t\ttextures.setTexture3D( texture, 0 );\n\n\t\t\t} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {\n\n\t\t\t\ttextures.setTexture2DArray( texture, 0 );\n\n\t\t\t} else {\n\n\t\t\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t\t}\n\n\t\t\tstate.unbindTexture();\n\n\t\t};\n\n\t\tthis.resetState = function () {\n\n\t\t\t_currentActiveCubeFace = 0;\n\t\t\t_currentActiveMipmapLevel = 0;\n\t\t\t_currentRenderTarget = null;\n\n\t\t\tstate.reset();\n\t\t\tbindingStates.reset();\n\n\t\t};\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tget coordinateSystem() {\n\n\t\treturn WebGLCoordinateSystem;\n\n\t}\n\n\tget outputColorSpace() {\n\n\t\treturn this._outputColorSpace;\n\n\t}\n\n\tset outputColorSpace( colorSpace ) {\n\n\t\tthis._outputColorSpace = colorSpace;\n\n\t\tconst gl = this.getContext();\n\t\tgl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';\n\t\tgl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';\n\n\t}\n\n\tget useLegacyLights() { // @deprecated, r155\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );\n\t\treturn this._useLegacyLights;\n\n\t}\n\n\tset useLegacyLights( value ) { // @deprecated, r155\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );\n\t\tthis._useLegacyLights = value;\n\n\t}\n\n}\n\nclass FogExp2 {\n\n\tconstructor( color, density = 0.00025 ) {\n\n\t\tthis.isFogExp2 = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = density;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tname: this.name,\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near = 1, far = 1000 ) {\n\n\t\tthis.isFog = true;\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tname: this.name,\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isScene = true;\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.backgroundBlurriness = 0;\n\t\tthis.backgroundIntensity = 1;\n\t\tthis.backgroundRotation = new Euler();\n\n\t\tthis.environmentIntensity = 1;\n\t\tthis.environmentRotation = new Euler();\n\n\t\tthis.overrideMaterial = null;\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tthis.backgroundBlurriness = source.backgroundBlurriness;\n\t\tthis.backgroundIntensity = source.backgroundIntensity;\n\t\tthis.backgroundRotation.copy( source.backgroundRotation );\n\n\t\tthis.environmentIntensity = source.environmentIntensity;\n\t\tthis.environmentRotation.copy( source.environmentRotation );\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\tif ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;\n\t\tif ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;\n\t\tdata.object.backgroundRotation = this.backgroundRotation.toArray();\n\n\t\tif ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;\n\t\tdata.object.environmentRotation = this.environmentRotation.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InterleavedBuffer {\n\n\tconstructor( array, stride ) {\n\n\t\tthis.isInterleavedBuffer = true;\n\n\t\tthis.array = array;\n\t\tthis.stride = stride;\n\t\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis._updateRange = { offset: 0, count: - 1 };\n\t\tthis.updateRanges = [];\n\n\t\tthis.version = 0;\n\n\t\tthis.uuid = generateUUID();\n\n\t}\n\n\tonUploadCallback() {}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tget updateRange() {\n\n\t\twarnOnce( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159\n\t\treturn this._updateRange;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\taddUpdateRange( start, count ) {\n\n\t\tthis.updateRanges.push( { start, count } );\n\n\t}\n\n\tclearUpdateRanges() {\n\n\t\tthis.updateRanges.length = 0;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t}\n\n\tcopyAt( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tset( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new this.constructor( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t}\n\n\tonUpload( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n}\n\nconst _vector$6 = /*@__PURE__*/ new Vector3();\n\nclass InterleavedBufferAttribute {\n\n\tconstructor( interleavedBuffer, itemSize, offset, normalized = false ) {\n\n\t\tthis.isInterleavedBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.data = interleavedBuffer;\n\t\tthis.itemSize = itemSize;\n\t\tthis.offset = offset;\n\n\t\tthis.normalized = normalized;\n\n\t}\n\n\tget count() {\n\n\t\treturn this.data.count;\n\n\t}\n\n\tget array() {\n\n\t\treturn this.data.array;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tthis.data.needsUpdate = value;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.fromBufferAttribute( this, i );\n\n\t\t\t_vector$6.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index, component ) {\n\n\t\tlet value = this.array[ index * this.data.stride + this.offset + component ];\n\n\t\tif ( this.normalized ) value = denormalize( value, this.array );\n\n\t\treturn value;\n\n\t}\n\n\tsetComponent( index, component, value ) {\n\n\t\tif ( this.normalized ) value = normalize( value, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + component ] = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( index, x ) {\n\n\t\tif ( this.normalized ) x = normalize( x, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( index, y ) {\n\n\t\tif ( this.normalized ) y = normalize( y, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( index, z ) {\n\n\t\tif ( this.normalized ) z = normalize( z, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( index, w ) {\n\n\t\tif ( this.normalized ) w = normalize( w, this.array );\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tgetX( index ) {\n\n\t\tlet x = this.data.array[ index * this.data.stride + this.offset ];\n\n\t\tif ( this.normalized ) x = denormalize( x, this.array );\n\n\t\treturn x;\n\n\t}\n\n\tgetY( index ) {\n\n\t\tlet y = this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t\tif ( this.normalized ) y = denormalize( y, this.array );\n\n\t\treturn y;\n\n\t}\n\n\tgetZ( index ) {\n\n\t\tlet z = this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t\tif ( this.normalized ) z = denormalize( z, this.array );\n\n\t\treturn z;\n\n\t}\n\n\tgetW( index ) {\n\n\t\tlet w = this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t\tif ( this.normalized ) w = denormalize( w, this.array );\n\n\t\treturn w;\n\n\t}\n\n\tsetXY( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetXYZW( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tif ( this.normalized ) {\n\n\t\t\tx = normalize( x, this.array );\n\t\t\ty = normalize( y, this.array );\n\t\t\tz = normalize( z, this.array );\n\t\t\tw = normalize( w, this.array );\n\n\t\t}\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// de-interleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interleaved attribute\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n}\n\nclass SpriteMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isSpriteMaterial = true;\n\n\t\tthis.type = 'SpriteMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.rotation = 0;\n\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nlet _geometry;\n\nconst _intersectPoint = /*@__PURE__*/ new Vector3();\nconst _worldScale = /*@__PURE__*/ new Vector3();\nconst _mvPosition = /*@__PURE__*/ new Vector3();\n\nconst _alignedPosition = /*@__PURE__*/ new Vector2();\nconst _rotatedPosition = /*@__PURE__*/ new Vector2();\nconst _viewWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _vA = /*@__PURE__*/ new Vector3();\nconst _vB = /*@__PURE__*/ new Vector3();\nconst _vC = /*@__PURE__*/ new Vector3();\n\nconst _uvA = /*@__PURE__*/ new Vector2();\nconst _uvB = /*@__PURE__*/ new Vector2();\nconst _uvC = /*@__PURE__*/ new Vector2();\n\nclass Sprite extends Object3D {\n\n\tconstructor( material = new SpriteMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isSprite = true;\n\n\t\tthis.type = 'Sprite';\n\n\t\tif ( _geometry === undefined ) {\n\n\t\t\t_geometry = new BufferGeometry();\n\n\t\t\tconst float32Array = new Float32Array( [\n\t\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t\t] );\n\n\t\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t\t}\n\n\t\tthis.geometry = _geometry;\n\t\tthis.material = material;\n\n\t\tthis.center = new Vector2( 0.5, 0.5 );\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA.set( 0, 0 );\n\t\t_uvB.set( 1, 0 );\n\t\t_uvC.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$2 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\n\nclass LOD extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis._currentLevel = 0;\n\n\t\tthis.type = 'LOD';\n\n\t\tObject.defineProperties( this, {\n\t\t\tlevels: {\n\t\t\t\tenumerable: true,\n\t\t\t\tvalue: []\n\t\t\t},\n\t\t\tisLOD: {\n\t\t\t\tvalue: true,\n\t\t\t}\n\t\t} );\n\n\t\tthis.autoUpdate = true;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance, level.hysteresis );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\taddLevel( object, distance = 0, hysteresis = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t}\n\n\tgetCurrentLevel() {\n\n\t\treturn this._currentLevel;\n\n\t}\n\n\n\n\tgetObjectForDistance( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tlet levelDistance = levels[ i ].distance;\n\n\t\t\t\tif ( levels[ i ].object.visible ) {\n\n\t\t\t\t\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\n\n\t\t\t\t}\n\n\t\t\t\tif ( distance < levelDistance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$2 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$2.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$1.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tlet levelDistance = levels[ i ].distance;\n\n\t\t\t\tif ( levels[ i ].object.visible ) {\n\n\t\t\t\t\tlevelDistance -= levelDistance * levels[ i ].hysteresis;\n\n\t\t\t\t}\n\n\t\t\t\tif ( distance >= levelDistance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance,\n\t\t\t\thysteresis: level.hysteresis\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _basePosition = /*@__PURE__*/ new Vector3();\n\nconst _skinIndex = /*@__PURE__*/ new Vector4();\nconst _skinWeight = /*@__PURE__*/ new Vector4();\n\nconst _vector3 = /*@__PURE__*/ new Vector3();\nconst _matrix4 = /*@__PURE__*/ new Matrix4();\nconst _vertex = /*@__PURE__*/ new Vector3();\n\nconst _sphere$4 = /*@__PURE__*/ new Sphere();\nconst _inverseMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _ray$2 = /*@__PURE__*/ new Ray();\n\nclass SkinnedMesh extends Mesh {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkinnedMesh = true;\n\n\t\tthis.type = 'SkinnedMesh';\n\n\t\tthis.bindMode = AttachedBindMode;\n\t\tthis.bindMatrix = new Matrix4();\n\t\tthis.bindMatrixInverse = new Matrix4();\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.makeEmpty();\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\tthis.getVertexPosition( i, _vertex );\n\t\t\tthis.boundingBox.expandByPoint( _vertex );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.makeEmpty();\n\n\t\tconst positionAttribute = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0; i < positionAttribute.count; i ++ ) {\n\n\t\t\tthis.getVertexPosition( i, _vertex );\n\t\t\tthis.boundingSphere.expandByPoint( _vertex );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\n\t\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// test with bounding sphere in world space\n\n\t\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\n\n\t\t_sphere$4.copy( this.boundingSphere );\n\t\t_sphere$4.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return;\n\n\t\t// convert ray to local space of skinned mesh\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\t// test with bounding box in local space\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tif ( _ray$2.intersectsBox( this.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\t// test for intersections with geometry\n\n\t\tthis._computeIntersections( raycaster, intersects, _ray$2 );\n\n\t}\n\n\tgetVertexPosition( index, target ) {\n\n\t\tsuper.getVertexPosition( index, target );\n\n\t\tthis.applyBoneTransform( index, target );\n\n\t\treturn target;\n\n\t}\n\n\tbind( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t}\n\n\tpose() {\n\n\t\tthis.skeleton.pose();\n\n\t}\n\n\tnormalizeSkinWeights() {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.fromBufferAttribute( skinWeight, i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.bindMode === AttachedBindMode ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === DetachedBindMode ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t}\n\n\tapplyBoneTransform( index, vector ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.copy( vector ).applyMatrix4( this.bindMatrix );\n\n\t\tvector.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\tvector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn vector.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n}\n\nclass Bone extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isBone = true;\n\n\t\tthis.type = 'Bone';\n\n\t}\n\n}\n\nclass DataTexture extends Texture {\n\n\tconstructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isDataTexture = true;\n\n\t\tthis.image = { data: data, width: width, height: height };\n\n\t\tthis.generateMipmaps = false;\n\t\tthis.flipY = false;\n\t\tthis.unpackAlignment = 1;\n\n\t}\n\n}\n\nconst _offsetMatrix = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix$1 = /*@__PURE__*/ new Matrix4();\n\nclass Skeleton {\n\n\tconstructor( bones = [], boneInverses = [] ) {\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.bones = bones.slice( 0 );\n\t\tthis.boneInverses = boneInverses;\n\t\tthis.boneMatrices = null;\n\n\t\tthis.boneTexture = null;\n\n\t\tthis.init();\n\n\t}\n\n\tinit() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcalculateInverses() {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t}\n\n\tpose() {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdate() {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t}\n\n\tcomputeBoneTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)\n\t\t//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)\n\t\t//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)\n\t\t//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = Math.ceil( size / 4 ) * 4;\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tboneMatrices.set( this.boneMatrices ); // copy current values\n\n\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\t\tboneTexture.needsUpdate = true;\n\n\t\tthis.boneMatrices = boneMatrices;\n\t\tthis.boneTexture = boneTexture;\n\n\t\treturn this;\n\n\t}\n\n\tgetBoneByName( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t}\n\n\tdispose( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t}\n\n\tfromJSON( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass InstancedBufferAttribute extends BufferAttribute {\n\n\tconstructor( array, itemSize, normalized, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, itemSize, normalized );\n\n\t\tthis.isInstancedBufferAttribute = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nconst _instanceLocalMatrix = /*@__PURE__*/ new Matrix4();\nconst _instanceWorldMatrix = /*@__PURE__*/ new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _box3 = /*@__PURE__*/ new Box3();\nconst _identity = /*@__PURE__*/ new Matrix4();\nconst _mesh$1 = /*@__PURE__*/ new Mesh();\nconst _sphere$3 = /*@__PURE__*/ new Sphere();\n\nclass InstancedMesh extends Mesh {\n\n\tconstructor( geometry, material, count ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isInstancedMesh = true;\n\n\t\tthis.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 );\n\t\tthis.instanceColor = null;\n\t\tthis.morphTexture = null;\n\n\t\tthis.count = count;\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.setMatrixAt( i, _identity );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst count = this.count;\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\tgeometry.computeBoundingBox();\n\n\t\t}\n\n\t\tthis.boundingBox.makeEmpty();\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.getMatrixAt( i, _instanceLocalMatrix );\n\n\t\t\t_box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix );\n\n\t\t\tthis.boundingBox.union( _box3 );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst count = this.count;\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere === null ) {\n\n\t\t\tgeometry.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.makeEmpty();\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tthis.getMatrixAt( i, _instanceLocalMatrix );\n\n\t\t\t_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix );\n\n\t\t\tthis.boundingSphere.union( _sphere$3 );\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\n\t\tif ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone();\n\t\tif ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone();\n\n\t\tthis.count = source.count;\n\n\t\tif ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone();\n\t\tif ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone();\n\n\t\treturn this;\n\n\t}\n\n\tgetColorAt( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tgetMatrixAt( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tgetMorphAt( index, object ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tconst array = this.morphTexture.source.data.data;\n\n\t\tconst len = objectInfluences.length + 1; // All influences + the baseInfluenceSum\n\n\t\tconst dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning\n\n\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\tobjectInfluences[ i ] = array[ dataIndex + i ];\n\n\t\t}\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh$1.geometry = this.geometry;\n\t\t_mesh$1.material = this.material;\n\n\t\tif ( _mesh$1.material === undefined ) return;\n\n\t\t// test with bounding sphere first\n\n\t\tif ( this.boundingSphere === null ) this.computeBoundingSphere();\n\n\t\t_sphere$3.copy( this.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t// now test each instance\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh$1.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh$1.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t}\n\n\tsetColorAt( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t}\n\n\tsetMatrixAt( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t}\n\n\tsetMorphAt( index, object ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\tconst len = objectInfluences.length + 1; // morphBaseInfluence + all influences\n\n\t\tif ( this.morphTexture === null ) {\n\n\t\t\tthis.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType );\n\n\t\t}\n\n\t\tconst array = this.morphTexture.source.data.data;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < objectInfluences.length; i ++ ) {\n\n\t\t\tmorphInfluencesSum += objectInfluences[ i ];\n\n\t\t}\n\n\t\tconst morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tconst dataIndex = len * index;\n\n\t\tarray[ dataIndex ] = morphBaseInfluence;\n\n\t\tarray.set( objectInfluences, dataIndex + 1 );\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t\tif ( this.morphTexture !== null ) {\n\n\t\t\tthis.morphTexture.dispose();\n\t\t\tthis.morphTexture = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction sortOpaque( a, b ) {\n\n\treturn a.z - b.z;\n\n}\n\nfunction sortTransparent( a, b ) {\n\n\treturn b.z - a.z;\n\n}\n\nclass MultiDrawRenderList {\n\n\tconstructor() {\n\n\t\tthis.index = 0;\n\t\tthis.pool = [];\n\t\tthis.list = [];\n\n\t}\n\n\tpush( drawRange, z ) {\n\n\t\tconst pool = this.pool;\n\t\tconst list = this.list;\n\t\tif ( this.index >= pool.length ) {\n\n\t\t\tpool.push( {\n\n\t\t\t\tstart: - 1,\n\t\t\t\tcount: - 1,\n\t\t\t\tz: - 1,\n\n\t\t\t} );\n\n\t\t}\n\n\t\tconst item = pool[ this.index ];\n\t\tlist.push( item );\n\t\tthis.index ++;\n\n\t\titem.start = drawRange.start;\n\t\titem.count = drawRange.count;\n\t\titem.z = z;\n\n\t}\n\n\treset() {\n\n\t\tthis.list.length = 0;\n\t\tthis.index = 0;\n\n\t}\n\n}\n\nconst ID_ATTR_NAME = 'batchId';\nconst _matrix$1 = /*@__PURE__*/ new Matrix4();\nconst _invMatrixWorld = /*@__PURE__*/ new Matrix4();\nconst _identityMatrix = /*@__PURE__*/ new Matrix4();\nconst _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4();\nconst _frustum = /*@__PURE__*/ new Frustum();\nconst _box$1 = /*@__PURE__*/ new Box3();\nconst _sphere$2 = /*@__PURE__*/ new Sphere();\nconst _vector$5 = /*@__PURE__*/ new Vector3();\nconst _renderList = /*@__PURE__*/ new MultiDrawRenderList();\nconst _mesh = /*@__PURE__*/ new Mesh();\nconst _batchIntersects = [];\n\n// @TODO: SkinnedMesh support?\n// @TODO: geometry.groups support?\n// @TODO: geometry.drawRange support?\n// @TODO: geometry.morphAttributes support?\n// @TODO: Support uniform parameter per geometry\n// @TODO: Add an \"optimize\" function to pack geometry and remove data gaps\n\n// copies data from attribute \"src\" into \"target\" starting at \"targetOffset\"\nfunction copyAttributeData( src, target, targetOffset = 0 ) {\n\n\tconst itemSize = target.itemSize;\n\tif ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) {\n\n\t\t// use the component getters and setters if the array data cannot\n\t\t// be copied directly\n\t\tconst vertexCount = src.count;\n\t\tfor ( let i = 0; i < vertexCount; i ++ ) {\n\n\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\ttarget.setComponent( i + targetOffset, c, src.getComponent( i, c ) );\n\n\t\t\t}\n\n\t\t}\n\n\t} else {\n\n\t\t// faster copy approach using typed array set function\n\t\ttarget.array.set( src.array, targetOffset * itemSize );\n\n\t}\n\n\ttarget.needsUpdate = true;\n\n}\n\nclass BatchedMesh extends Mesh {\n\n\tget maxGeometryCount() {\n\n\t\treturn this._maxGeometryCount;\n\n\t}\n\n\tconstructor( maxGeometryCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) {\n\n\t\tsuper( new BufferGeometry(), material );\n\n\t\tthis.isBatchedMesh = true;\n\t\tthis.perObjectFrustumCulled = true;\n\t\tthis.sortObjects = true;\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\t\tthis.customSort = null;\n\n\t\tthis._drawRanges = [];\n\t\tthis._reservedRanges = [];\n\n\t\tthis._visibility = [];\n\t\tthis._active = [];\n\t\tthis._bounds = [];\n\n\t\tthis._maxGeometryCount = maxGeometryCount;\n\t\tthis._maxVertexCount = maxVertexCount;\n\t\tthis._maxIndexCount = maxIndexCount;\n\n\t\tthis._geometryInitialized = false;\n\t\tthis._geometryCount = 0;\n\t\tthis._multiDrawCounts = new Int32Array( maxGeometryCount );\n\t\tthis._multiDrawStarts = new Int32Array( maxGeometryCount );\n\t\tthis._multiDrawCount = 0;\n\t\tthis._visibilityChanged = true;\n\n\t\t// Local matrix per geometry by using data texture\n\t\tthis._matricesTexture = null;\n\n\t\tthis._initMatricesTexture();\n\n\t}\n\n\t_initMatricesTexture() {\n\n\t\t// layout (1 matrix = 4 pixels)\n\t\t//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t//  with  8x8  pixel texture max   16 matrices * 4 pixels =  (8 * 8)\n\t\t//       16x16 pixel texture max   64 matrices * 4 pixels = (16 * 16)\n\t\t//       32x32 pixel texture max  256 matrices * 4 pixels = (32 * 32)\n\t\t//       64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64)\n\n\t\tlet size = Math.sqrt( this._maxGeometryCount * 4 ); // 4 pixels needed for 1 matrix\n\t\tsize = Math.ceil( size / 4 ) * 4;\n\t\tsize = Math.max( size, 4 );\n\n\t\tconst matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\tconst matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType );\n\n\t\tthis._matricesTexture = matricesTexture;\n\n\t}\n\n\t_initializeGeometry( reference ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst maxVertexCount = this._maxVertexCount;\n\t\tconst maxGeometryCount = this._maxGeometryCount;\n\t\tconst maxIndexCount = this._maxIndexCount;\n\t\tif ( this._geometryInitialized === false ) {\n\n\t\t\tfor ( const attributeName in reference.attributes ) {\n\n\t\t\t\tconst srcAttribute = reference.getAttribute( attributeName );\n\t\t\t\tconst { array, itemSize, normalized } = srcAttribute;\n\n\t\t\t\tconst dstArray = new array.constructor( maxVertexCount * itemSize );\n\t\t\t\tconst dstAttribute = new BufferAttribute( dstArray, itemSize, normalized );\n\n\t\t\t\tgeometry.setAttribute( attributeName, dstAttribute );\n\n\t\t\t}\n\n\t\t\tif ( reference.getIndex() !== null ) {\n\n\t\t\t\tconst indexArray = maxVertexCount > 65536\n\t\t\t\t\t? new Uint32Array( maxIndexCount )\n\t\t\t\t\t: new Uint16Array( maxIndexCount );\n\n\t\t\t\tgeometry.setIndex( new BufferAttribute( indexArray, 1 ) );\n\n\t\t\t}\n\n\t\t\tconst idArray = maxGeometryCount > 65536\n\t\t\t\t? new Uint32Array( maxVertexCount )\n\t\t\t\t: new Uint16Array( maxVertexCount );\n\t\t\tgeometry.setAttribute( ID_ATTR_NAME, new BufferAttribute( idArray, 1 ) );\n\n\t\t\tthis._geometryInitialized = true;\n\n\t\t}\n\n\t}\n\n\t// Make sure the geometry is compatible with the existing combined geometry attributes\n\t_validateGeometry( geometry ) {\n\n\t\t// check that the geometry doesn't have a version of our reserved id attribute\n\t\tif ( geometry.getAttribute( ID_ATTR_NAME ) ) {\n\n\t\t\tthrow new Error( `BatchedMesh: Geometry cannot use attribute \"${ ID_ATTR_NAME }\"` );\n\n\t\t}\n\n\t\t// check to ensure the geometries are using consistent attributes and indices\n\t\tconst batchGeometry = this.geometry;\n\t\tif ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: All geometries must consistently have \"index\".' );\n\n\t\t}\n\n\t\tfor ( const attributeName in batchGeometry.attributes ) {\n\n\t\t\tif ( attributeName === ID_ATTR_NAME ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( ! geometry.hasAttribute( attributeName ) ) {\n\n\t\t\t\tthrow new Error( `BatchedMesh: Added geometry missing \"${ attributeName }\". All geometries must have consistent attributes.` );\n\n\t\t\t}\n\n\t\t\tconst srcAttribute = geometry.getAttribute( attributeName );\n\t\t\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\n\t\t\tif ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) {\n\n\t\t\t\tthrow new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tsetCustomSort( func ) {\n\n\t\tthis.customSort = func;\n\t\treturn this;\n\n\t}\n\n\tcomputeBoundingBox() {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst boundingBox = this.boundingBox;\n\t\tconst active = this._active;\n\n\t\tboundingBox.makeEmpty();\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( active[ i ] === false ) continue;\n\n\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\tthis.getBoundingBoxAt( i, _box$1 ).applyMatrix4( _matrix$1 );\n\t\t\tboundingBox.union( _box$1 );\n\n\t\t}\n\n\t}\n\n\tcomputeBoundingSphere() {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst boundingSphere = this.boundingSphere;\n\t\tconst active = this._active;\n\n\t\tboundingSphere.makeEmpty();\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( active[ i ] === false ) continue;\n\n\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );\n\t\t\tboundingSphere.union( _sphere$2 );\n\n\t\t}\n\n\t}\n\n\taddGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) {\n\n\t\tthis._initializeGeometry( geometry );\n\n\t\tthis._validateGeometry( geometry );\n\n\t\t// ensure we're not over geometry\n\t\tif ( this._geometryCount >= this._maxGeometryCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum geometry count reached.' );\n\n\t\t}\n\n\t\t// get the necessary range fo the geometry\n\t\tconst reservedRange = {\n\t\t\tvertexStart: - 1,\n\t\t\tvertexCount: - 1,\n\t\t\tindexStart: - 1,\n\t\t\tindexCount: - 1,\n\t\t};\n\n\t\tlet lastRange = null;\n\t\tconst reservedRanges = this._reservedRanges;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst bounds = this._bounds;\n\t\tif ( this._geometryCount !== 0 ) {\n\n\t\t\tlastRange = reservedRanges[ reservedRanges.length - 1 ];\n\n\t\t}\n\n\t\tif ( vertexCount === - 1 ) {\n\n\t\t\treservedRange.vertexCount = geometry.getAttribute( 'position' ).count;\n\n\t\t} else {\n\n\t\t\treservedRange.vertexCount = vertexCount;\n\n\t\t}\n\n\t\tif ( lastRange === null ) {\n\n\t\t\treservedRange.vertexStart = 0;\n\n\t\t} else {\n\n\t\t\treservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount;\n\n\t\t}\n\n\t\tconst index = geometry.getIndex();\n\t\tconst hasIndex = index !== null;\n\t\tif ( hasIndex ) {\n\n\t\t\tif ( indexCount\t=== - 1 ) {\n\n\t\t\t\treservedRange.indexCount = index.count;\n\n\t\t\t} else {\n\n\t\t\t\treservedRange.indexCount = indexCount;\n\n\t\t\t}\n\n\t\t\tif ( lastRange === null ) {\n\n\t\t\t\treservedRange.indexStart = 0;\n\n\t\t\t} else {\n\n\t\t\t\treservedRange.indexStart = lastRange.indexStart + lastRange.indexCount;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif (\n\t\t\treservedRange.indexStart !== - 1 &&\n\t\t\treservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount ||\n\t\t\treservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount\n\t\t) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' );\n\n\t\t}\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst matricesTexture = this._matricesTexture;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\n\t\t// push new visibility states\n\t\tvisibility.push( true );\n\t\tactive.push( true );\n\n\t\t// update id\n\t\tconst geometryId = this._geometryCount;\n\t\tthis._geometryCount ++;\n\n\t\t// initialize matrix information\n\t\t_identityMatrix.toArray( matricesArray, geometryId * 16 );\n\t\tmatricesTexture.needsUpdate = true;\n\n\t\t// add the reserved range and draw range objects\n\t\treservedRanges.push( reservedRange );\n\t\tdrawRanges.push( {\n\t\t\tstart: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart,\n\t\t\tcount: - 1\n\t\t} );\n\t\tbounds.push( {\n\t\t\tboxInitialized: false,\n\t\t\tbox: new Box3(),\n\n\t\t\tsphereInitialized: false,\n\t\t\tsphere: new Sphere()\n\t\t} );\n\n\t\t// set the id for the geometry\n\t\tconst idAttribute = this.geometry.getAttribute( ID_ATTR_NAME );\n\t\tfor ( let i = 0; i < reservedRange.vertexCount; i ++ ) {\n\n\t\t\tidAttribute.setX( reservedRange.vertexStart + i, geometryId );\n\n\t\t}\n\n\t\tidAttribute.needsUpdate = true;\n\n\t\t// update the geometry\n\t\tthis.setGeometryAt( geometryId, geometry );\n\n\t\treturn geometryId;\n\n\t}\n\n\tsetGeometryAt( id, geometry ) {\n\n\t\tif ( id >= this._geometryCount ) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Maximum geometry count reached.' );\n\n\t\t}\n\n\t\tthis._validateGeometry( geometry );\n\n\t\tconst batchGeometry = this.geometry;\n\t\tconst hasIndex = batchGeometry.getIndex() !== null;\n\t\tconst dstIndex = batchGeometry.getIndex();\n\t\tconst srcIndex = geometry.getIndex();\n\t\tconst reservedRange = this._reservedRanges[ id ];\n\t\tif (\n\t\t\thasIndex &&\n\t\t\tsrcIndex.count > reservedRange.indexCount ||\n\t\t\tgeometry.attributes.position.count > reservedRange.vertexCount\n\t\t) {\n\n\t\t\tthrow new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' );\n\n\t\t}\n\n\t\t// copy geometry over\n\t\tconst vertexStart = reservedRange.vertexStart;\n\t\tconst vertexCount = reservedRange.vertexCount;\n\t\tfor ( const attributeName in batchGeometry.attributes ) {\n\n\t\t\tif ( attributeName === ID_ATTR_NAME ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// copy attribute data\n\t\t\tconst srcAttribute = geometry.getAttribute( attributeName );\n\t\t\tconst dstAttribute = batchGeometry.getAttribute( attributeName );\n\t\t\tcopyAttributeData( srcAttribute, dstAttribute, vertexStart );\n\n\t\t\t// fill the rest in with zeroes\n\t\t\tconst itemSize = srcAttribute.itemSize;\n\t\t\tfor ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) {\n\n\t\t\t\tconst index = vertexStart + i;\n\t\t\t\tfor ( let c = 0; c < itemSize; c ++ ) {\n\n\t\t\t\t\tdstAttribute.setComponent( index, c, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tdstAttribute.needsUpdate = true;\n\t\t\tdstAttribute.addUpdateRange( vertexStart * itemSize, vertexCount * itemSize );\n\n\t\t}\n\n\t\t// copy index\n\t\tif ( hasIndex ) {\n\n\t\t\tconst indexStart = reservedRange.indexStart;\n\n\t\t\t// copy index data over\n\t\t\tfor ( let i = 0; i < srcIndex.count; i ++ ) {\n\n\t\t\t\tdstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) );\n\n\t\t\t}\n\n\t\t\t// fill the rest in with zeroes\n\t\t\tfor ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) {\n\n\t\t\t\tdstIndex.setX( indexStart + i, vertexStart );\n\n\t\t\t}\n\n\t\t\tdstIndex.needsUpdate = true;\n\t\t\tdstIndex.addUpdateRange( indexStart, reservedRange.indexCount );\n\n\t\t}\n\n\t\t// store the bounding boxes\n\t\tconst bound = this._bounds[ id ];\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tbound.box.copy( geometry.boundingBox );\n\t\t\tbound.boxInitialized = true;\n\n\t\t} else {\n\n\t\t\tbound.boxInitialized = false;\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tbound.sphere.copy( geometry.boundingSphere );\n\t\t\tbound.sphereInitialized = true;\n\n\t\t} else {\n\n\t\t\tbound.sphereInitialized = false;\n\n\t\t}\n\n\t\t// set drawRange count\n\t\tconst drawRange = this._drawRanges[ id ];\n\t\tconst posAttr = geometry.getAttribute( 'position' );\n\t\tdrawRange.count = hasIndex ? srcIndex.count : posAttr.count;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn id;\n\n\t}\n\n\tdeleteGeometry( geometryId ) {\n\n\t\t// Note: User needs to call optimize() afterward to pack the data.\n\n\t\tconst active = this._active;\n\t\tif ( geometryId >= active.length || active[ geometryId ] === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tactive[ geometryId ] = false;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn this;\n\n\t}\n\n\t// get bounding box and compute it if it doesn't exist\n\tgetBoundingBoxAt( id, target ) {\n\n\t\tconst active = this._active;\n\t\tif ( active[ id ] === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// compute bounding box\n\t\tconst bound = this._bounds[ id ];\n\t\tconst box = bound.box;\n\t\tconst geometry = this.geometry;\n\t\tif ( bound.boxInitialized === false ) {\n\n\t\t\tbox.makeEmpty();\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst drawRange = this._drawRanges[ id ];\n\t\t\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\n\n\t\t\t\tlet iv = i;\n\t\t\t\tif ( index ) {\n\n\t\t\t\t\tiv = index.getX( iv );\n\n\t\t\t\t}\n\n\t\t\t\tbox.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) );\n\n\t\t\t}\n\n\t\t\tbound.boxInitialized = true;\n\n\t\t}\n\n\t\ttarget.copy( box );\n\t\treturn target;\n\n\t}\n\n\t// get bounding sphere and compute it if it doesn't exist\n\tgetBoundingSphereAt( id, target ) {\n\n\t\tconst active = this._active;\n\t\tif ( active[ id ] === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// compute bounding sphere\n\t\tconst bound = this._bounds[ id ];\n\t\tconst sphere = bound.sphere;\n\t\tconst geometry = this.geometry;\n\t\tif ( bound.sphereInitialized === false ) {\n\n\t\t\tsphere.makeEmpty();\n\n\t\t\tthis.getBoundingBoxAt( id, _box$1 );\n\t\t\t_box$1.getCenter( sphere.center );\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst drawRange = this._drawRanges[ id ];\n\n\t\t\tlet maxRadiusSq = 0;\n\t\t\tfor ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) {\n\n\t\t\t\tlet iv = i;\n\t\t\t\tif ( index ) {\n\n\t\t\t\t\tiv = index.getX( iv );\n\n\t\t\t\t}\n\n\t\t\t\t_vector$5.fromBufferAttribute( position, iv );\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) );\n\n\t\t\t}\n\n\t\t\tsphere.radius = Math.sqrt( maxRadiusSq );\n\t\t\tbound.sphereInitialized = true;\n\n\t\t}\n\n\t\ttarget.copy( sphere );\n\t\treturn target;\n\n\t}\n\n\tsetMatrixAt( geometryId, matrix ) {\n\n\t\t// @TODO: Map geometryId to index of the arrays because\n\t\t//        optimize() can make geometryId mismatch the index\n\n\t\tconst active = this._active;\n\t\tconst matricesTexture = this._matricesTexture;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\t\tconst geometryCount = this._geometryCount;\n\t\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tmatrix.toArray( matricesArray, geometryId * 16 );\n\t\tmatricesTexture.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetMatrixAt( geometryId, matrix ) {\n\n\t\tconst active = this._active;\n\t\tconst matricesArray = this._matricesTexture.image.data;\n\t\tconst geometryCount = this._geometryCount;\n\t\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn matrix.fromArray( matricesArray, geometryId * 16 );\n\n\t}\n\n\tsetVisibleAt( geometryId, value ) {\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst geometryCount = this._geometryCount;\n\n\t\t// if the geometry is out of range, not active, or visibility state\n\t\t// does not change then return early\n\t\tif (\n\t\t\tgeometryId >= geometryCount ||\n\t\t\tactive[ geometryId ] === false ||\n\t\t\tvisibility[ geometryId ] === value\n\t\t) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tvisibility[ geometryId ] = value;\n\t\tthis._visibilityChanged = true;\n\n\t\treturn this;\n\n\t}\n\n\tgetVisibleAt( geometryId ) {\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst geometryCount = this._geometryCount;\n\n\t\t// return early if the geometry is out of range or not active\n\t\tif ( geometryId >= geometryCount || active[ geometryId ] === false ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn visibility[ geometryId ];\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst visibility = this._visibility;\n\t\tconst active = this._active;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst geometryCount = this._geometryCount;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst batchGeometry = this.geometry;\n\n\t\t// iterate over each geometry\n\t\t_mesh.material = this.material;\n\t\t_mesh.geometry.index = batchGeometry.index;\n\t\t_mesh.geometry.attributes = batchGeometry.attributes;\n\t\tif ( _mesh.geometry.boundingBox === null ) {\n\n\t\t\t_mesh.geometry.boundingBox = new Box3();\n\n\t\t}\n\n\t\tif ( _mesh.geometry.boundingSphere === null ) {\n\n\t\t\t_mesh.geometry.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tfor ( let i = 0; i < geometryCount; i ++ ) {\n\n\t\t\tif ( ! visibility[ i ] || ! active[ i ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst drawRange = drawRanges[ i ];\n\t\t\t_mesh.geometry.setDrawRange( drawRange.start, drawRange.count );\n\n\t\t\t// ge the intersects\n\t\t\tthis.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld );\n\t\t\tthis.getBoundingBoxAt( i, _mesh.geometry.boundingBox );\n\t\t\tthis.getBoundingSphereAt( i, _mesh.geometry.boundingSphere );\n\t\t\t_mesh.raycast( raycaster, _batchIntersects );\n\n\t\t\t// add batch id to the intersects\n\t\t\tfor ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) {\n\n\t\t\t\tconst intersect = _batchIntersects[ j ];\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersect.batchId = i;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_batchIntersects.length = 0;\n\n\t\t}\n\n\t\t_mesh.material = null;\n\t\t_mesh.geometry.index = null;\n\t\t_mesh.geometry.attributes = {};\n\t\t_mesh.geometry.setDrawRange( 0, Infinity );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.geometry = source.geometry.clone();\n\t\tthis.perObjectFrustumCulled = source.perObjectFrustumCulled;\n\t\tthis.sortObjects = source.sortObjects;\n\t\tthis.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null;\n\t\tthis.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null;\n\n\t\tthis._drawRanges = source._drawRanges.map( range => ( { ...range } ) );\n\t\tthis._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) );\n\n\t\tthis._visibility = source._visibility.slice();\n\t\tthis._active = source._active.slice();\n\t\tthis._bounds = source._bounds.map( bound => ( {\n\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\tbox: bound.box.clone(),\n\n\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\tsphere: bound.sphere.clone()\n\t\t} ) );\n\n\t\tthis._maxGeometryCount = source._maxGeometryCount;\n\t\tthis._maxVertexCount = source._maxVertexCount;\n\t\tthis._maxIndexCount = source._maxIndexCount;\n\n\t\tthis._geometryInitialized = source._geometryInitialized;\n\t\tthis._geometryCount = source._geometryCount;\n\t\tthis._multiDrawCounts = source._multiDrawCounts.slice();\n\t\tthis._multiDrawStarts = source._multiDrawStarts.slice();\n\n\t\tthis._matricesTexture = source._matricesTexture.clone();\n\t\tthis._matricesTexture.image.data = this._matricesTexture.image.slice();\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\t// Assuming the geometry is not shared with other meshes\n\t\tthis.geometry.dispose();\n\n\t\tthis._matricesTexture.dispose();\n\t\tthis._matricesTexture = null;\n\t\treturn this;\n\n\t}\n\n\tonBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) {\n\n\t\t// if visibility has not changed and frustum culling and object sorting is not required\n\t\t// then skip iterating over all items\n\t\tif ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// the indexed version of the multi draw function requires specifying the start\n\t\t// offset in bytes.\n\t\tconst index = geometry.getIndex();\n\t\tconst bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;\n\n\t\tconst active = this._active;\n\t\tconst visibility = this._visibility;\n\t\tconst multiDrawStarts = this._multiDrawStarts;\n\t\tconst multiDrawCounts = this._multiDrawCounts;\n\t\tconst drawRanges = this._drawRanges;\n\t\tconst perObjectFrustumCulled = this.perObjectFrustumCulled;\n\n\t\t// prepare the frustum in the local frame\n\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t_projScreenMatrix$2\n\t\t\t\t.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse )\n\t\t\t\t.multiply( this.matrixWorld );\n\t\t\t_frustum.setFromProjectionMatrix(\n\t\t\t\t_projScreenMatrix$2,\n\t\t\t\trenderer.coordinateSystem\n\t\t\t);\n\n\t\t}\n\n\t\tlet count = 0;\n\t\tif ( this.sortObjects ) {\n\n\t\t\t// get the camera position in the local frame\n\t\t\t_invMatrixWorld.copy( this.matrixWorld ).invert();\n\t\t\t_vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld );\n\n\t\t\tfor ( let i = 0, l = visibility.length; i < l; i ++ ) {\n\n\t\t\t\tif ( visibility[ i ] && active[ i ] ) {\n\n\t\t\t\t\t// get the bounds in world space\n\t\t\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\t\t\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );\n\n\t\t\t\t\t// determine whether the batched geometry is within the frustum\n\t\t\t\t\tlet culled = false;\n\t\t\t\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t\t\t\tculled = ! _frustum.intersectsSphere( _sphere$2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! culled ) {\n\n\t\t\t\t\t\t// get the distance from camera used for sorting\n\t\t\t\t\t\tconst z = _vector$5.distanceTo( _sphere$2.center );\n\t\t\t\t\t\t_renderList.push( drawRanges[ i ], z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Sort the draw ranges and prep for rendering\n\t\t\tconst list = _renderList.list;\n\t\t\tconst customSort = this.customSort;\n\t\t\tif ( customSort === null ) {\n\n\t\t\t\tlist.sort( material.transparent ? sortTransparent : sortOpaque );\n\n\t\t\t} else {\n\n\t\t\t\tcustomSort.call( this, list, camera );\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = list.length; i < l; i ++ ) {\n\n\t\t\t\tconst item = list[ i ];\n\t\t\t\tmultiDrawStarts[ count ] = item.start * bytesPerElement;\n\t\t\t\tmultiDrawCounts[ count ] = item.count;\n\t\t\t\tcount ++;\n\n\t\t\t}\n\n\t\t\t_renderList.reset();\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0, l = visibility.length; i < l; i ++ ) {\n\n\t\t\t\tif ( visibility[ i ] && active[ i ] ) {\n\n\t\t\t\t\t// determine whether the batched geometry is within the frustum\n\t\t\t\t\tlet culled = false;\n\t\t\t\t\tif ( perObjectFrustumCulled ) {\n\n\t\t\t\t\t\t// get the bounds in world space\n\t\t\t\t\t\tthis.getMatrixAt( i, _matrix$1 );\n\t\t\t\t\t\tthis.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix$1 );\n\t\t\t\t\t\tculled = ! _frustum.intersectsSphere( _sphere$2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! culled ) {\n\n\t\t\t\t\t\tconst range = drawRanges[ i ];\n\t\t\t\t\t\tmultiDrawStarts[ count ] = range.start * bytesPerElement;\n\t\t\t\t\t\tmultiDrawCounts[ count ] = range.count;\n\t\t\t\t\t\tcount ++;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._multiDrawCount = count;\n\t\tthis._visibilityChanged = false;\n\n\t}\n\n\tonBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) {\n\n\t\tthis.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial );\n\n\t}\n\n}\n\nclass LineBasicMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineBasicMaterial = true;\n\n\t\tthis.type = 'LineBasicMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.linewidth = 1;\n\t\tthis.linecap = 'round';\n\t\tthis.linejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.linewidth = source.linewidth;\n\t\tthis.linecap = source.linecap;\n\t\tthis.linejoin = source.linejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _start$1 = /*@__PURE__*/ new Vector3();\nconst _end$1 = /*@__PURE__*/ new Vector3();\nconst _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _ray$1 = /*@__PURE__*/ new Ray();\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\n\nclass Line extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isLine = true;\n\n\t\tthis.type = 'Line';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += _start$1.distanceTo( _end$1 );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere );\n\t\t_sphere$1.applyMatrix4( matrixWorld );\n\t\t_sphere$1.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tconst a = index.getX( i );\n\t\t\t\tconst b = index.getX( i + 1 );\n\n\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end - 1; i < l; i += step ) {\n\n\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nconst _start = /*@__PURE__*/ new Vector3();\nconst _end = /*@__PURE__*/ new Vector3();\n\nclass LineSegments extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineSegments = true;\n\n\t\tthis.type = 'LineSegments';\n\n\t}\n\n\tcomputeLineDistances() {\n\n\t\tconst geometry = this.geometry;\n\n\t\t// we assume non-indexed geometry\n\n\t\tif ( geometry.index === null ) {\n\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst lineDistances = [];\n\n\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t_start.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t_end.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineLoop extends Line {\n\n\tconstructor( geometry, material ) {\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isLineLoop = true;\n\n\t\tthis.type = 'LineLoop';\n\n\t}\n\n}\n\nclass PointsMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isPointsMaterial = true;\n\n\t\tthis.type = 'PointsMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.size = 1;\n\t\tthis.sizeAttenuation = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.size = source.size;\n\t\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _inverseMatrix = /*@__PURE__*/ new Matrix4();\nconst _ray = /*@__PURE__*/ new Ray();\nconst _sphere = /*@__PURE__*/ new Sphere();\nconst _position$2 = /*@__PURE__*/ new Vector3();\n\nclass Points extends Object3D {\n\n\tconstructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\t\tsuper();\n\n\t\tthis.isPoints = true;\n\n\t\tthis.type = 'Points';\n\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.updateMorphTargets();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.material = Array.isArray( source.material ) ? source.material.slice() : source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t}\n\n\traycast( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\t\tconst drawRange = geometry.drawRange;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\t\t_sphere.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst index = geometry.index;\n\t\tconst attributes = geometry.attributes;\n\t\tconst positionAttribute = attributes.position;\n\n\t\tif ( index !== null ) {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, il = end; i < il; i ++ ) {\n\n\t\t\t\tconst a = index.getX( i );\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\ttestPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\tconst end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\tfor ( let i = start, l = end; i < l; i ++ ) {\n\n\t\t\t\t_position$2.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\ttestPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tupdateMorphTargets() {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\t\tconst keys = Object.keys( morphAttributes );\n\n\t\tif ( keys.length > 0 ) {\n\n\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nclass VideoTexture extends Texture {\n\n\tconstructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isVideoTexture = true;\n\n\t\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\t\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tconst scope = this;\n\n\t\tfunction updateVideo() {\n\n\t\t\tscope.needsUpdate = true;\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t}\n\n\tupdate() {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n}\n\nclass FramebufferTexture extends Texture {\n\n\tconstructor( width, height ) {\n\n\t\tsuper( { width, height } );\n\n\t\tthis.isFramebufferTexture = true;\n\n\t\tthis.magFilter = NearestFilter;\n\t\tthis.minFilter = NearestFilter;\n\n\t\tthis.generateMipmaps = false;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\nclass CompressedTexture extends Texture {\n\n\tconstructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) {\n\n\t\tsuper( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );\n\n\t\tthis.isCompressedTexture = true;\n\n\t\tthis.image = { width: width, height: height };\n\t\tthis.mipmaps = mipmaps;\n\n\t\t// no flipping for cube textures\n\t\t// (also flipping doesn't work for compressed textures )\n\n\t\tthis.flipY = false;\n\n\t\t// can't generate mipmaps for compressed textures\n\t\t// mips must be embedded in DDS files\n\n\t\tthis.generateMipmaps = false;\n\n\t}\n\n}\n\nclass CompressedArrayTexture extends CompressedTexture {\n\n\tconstructor( mipmaps, width, height, depth, format, type ) {\n\n\t\tsuper( mipmaps, width, height, format, type );\n\n\t\tthis.isCompressedArrayTexture = true;\n\t\tthis.image.depth = depth;\n\t\tthis.wrapR = ClampToEdgeWrapping;\n\n\t}\n\n}\n\nclass CompressedCubeTexture extends CompressedTexture {\n\n\tconstructor( images, format, type ) {\n\n\t\tsuper( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping );\n\n\t\tthis.isCompressedCubeTexture = true;\n\t\tthis.isCubeTexture = true;\n\n\t\tthis.image = images;\n\n\t}\n\n}\n\nclass CanvasTexture extends Texture {\n\n\tconstructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\t\tsuper( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\t\tthis.isCanvasTexture = true;\n\n\t\tthis.needsUpdate = true;\n\n\t}\n\n}\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nclass Curve {\n\n\tconstructor() {\n\n\t\tthis.type = 'Curve';\n\n\t\tthis.arcLengthDivisions = 200;\n\n\t}\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t}\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t}\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\t// Get total curve arc length\n\n\tgetLength() {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t}\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths( divisions = this.arcLengthDivisions ) {\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t}\n\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t}\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t}\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t}\n\n\tcomputeFrenetFrames( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.6,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass EllipseCurve extends Curve {\n\n\tconstructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.isEllipseCurve = true;\n\n\t\tthis.type = 'EllipseCurve';\n\n\t\tthis.aX = aX;\n\t\tthis.aY = aY;\n\n\t\tthis.xRadius = xRadius;\n\t\tthis.yRadius = yRadius;\n\n\t\tthis.aStartAngle = aStartAngle;\n\t\tthis.aEndAngle = aEndAngle;\n\n\t\tthis.aClockwise = aClockwise;\n\n\t\tthis.aRotation = aRotation;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst twoPi = Math.PI * 2;\n\t\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\t\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t\t// ensures that deltaAngle is 0 .. 2 PI\n\t\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\t\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\t\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\t\tif ( samePoints ) {\n\n\t\t\t\tdeltaAngle = 0;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\t\tdeltaAngle = - twoPi;\n\n\t\t\t} else {\n\n\t\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst angle = this.aStartAngle + t * deltaAngle;\n\t\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\t\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\t\tif ( this.aRotation !== 0 ) {\n\n\t\t\tconst cos = Math.cos( this.aRotation );\n\t\t\tconst sin = Math.sin( this.aRotation );\n\n\t\t\tconst tx = x - this.aX;\n\t\t\tconst ty = y - this.aY;\n\n\t\t\t// Rotate the point about the center of the ellipse.\n\t\t\tx = tx * cos - ty * sin + this.aX;\n\t\t\ty = tx * sin + ty * cos + this.aY;\n\n\t\t}\n\n\t\treturn point.set( x, y );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.aX = source.aX;\n\t\tthis.aY = source.aY;\n\n\t\tthis.xRadius = source.xRadius;\n\t\tthis.yRadius = source.yRadius;\n\n\t\tthis.aStartAngle = source.aStartAngle;\n\t\tthis.aEndAngle = source.aEndAngle;\n\n\t\tthis.aClockwise = source.aClockwise;\n\n\t\tthis.aRotation = source.aRotation;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.aX = this.aX;\n\t\tdata.aY = this.aY;\n\n\t\tdata.xRadius = this.xRadius;\n\t\tdata.yRadius = this.yRadius;\n\n\t\tdata.aStartAngle = this.aStartAngle;\n\t\tdata.aEndAngle = this.aEndAngle;\n\n\t\tdata.aClockwise = this.aClockwise;\n\n\t\tdata.aRotation = this.aRotation;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.aX = json.aX;\n\t\tthis.aY = json.aY;\n\n\t\tthis.xRadius = json.xRadius;\n\t\tthis.yRadius = json.yRadius;\n\n\t\tthis.aStartAngle = json.aStartAngle;\n\t\tthis.aEndAngle = json.aEndAngle;\n\n\t\tthis.aClockwise = json.aClockwise;\n\n\t\tthis.aRotation = json.aRotation;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass ArcCurve extends EllipseCurve {\n\n\tconstructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tsuper( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\tthis.isArcCurve = true;\n\n\t\tthis.type = 'ArcCurve';\n\n\t}\n\n}\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t *   p(0) = x0, p(1) = x1\n\t *  and\n\t *   p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = /*@__PURE__*/ new Vector3();\nconst px = /*@__PURE__*/ new CubicPoly();\nconst py = /*@__PURE__*/ new CubicPoly();\nconst pz = /*@__PURE__*/ new CubicPoly();\n\nclass CatmullRomCurve3 extends Curve {\n\n\tconstructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\t\tsuper();\n\n\t\tthis.isCatmullRomCurve3 = true;\n\n\t\tthis.type = 'CatmullRomCurve3';\n\n\t\tthis.points = points;\n\t\tthis.closed = closed;\n\t\tthis.curveType = curveType;\n\t\tthis.tension = tension;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst l = points.length;\n\n\t\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\t\tlet intPoint = Math.floor( p );\n\t\tlet weight = p - intPoint;\n\n\t\tif ( this.closed ) {\n\n\t\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\t\tintPoint = l - 2;\n\t\t\tweight = 1;\n\n\t\t}\n\n\t\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\t\tif ( this.closed || intPoint > 0 ) {\n\n\t\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate first point\n\t\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\t\tp0 = tmp;\n\n\t\t}\n\n\t\tconst p1 = points[ intPoint % l ];\n\t\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\t\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t\t} else {\n\n\t\t\t// extrapolate last point\n\t\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\t\tp3 = tmp;\n\n\t\t}\n\n\t\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t\t// init Centripetal / Chordal Catmull-Rom\n\t\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t\t// safety check for repeated points\n\t\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t\t}\n\n\t\tpoint.set(\n\t\t\tpx.calc( weight ),\n\t\t\tpy.calc( weight ),\n\t\t\tpz.calc( weight )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\tthis.closed = source.closed;\n\t\tthis.curveType = source.curveType;\n\t\tthis.tension = source.tension;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\tdata.closed = this.closed;\n\t\tdata.curveType = this.curveType;\n\t\tdata.tension = this.tension;\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t\t}\n\n\t\tthis.closed = json.closed;\n\t\tthis.curveType = json.curveType;\n\t\tthis.tension = json.tension;\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Bezier Curves formulas obtained from\n * https://en.wikipedia.org/wiki/B%C3%A9zier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nclass CubicBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isCubicBezierCurve = true;\n\n\t\tthis.type = 'CubicBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass CubicBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isCubicBezierCurve3 = true;\n\n\t\tthis.type = 'CubicBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\t\tpoint.set(\n\t\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\t\tthis.v3.copy( source.v3 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\t\tdata.v3 = this.v3.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\t\tthis.v3.fromArray( json.v3 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineCurve extends Curve {\n\n\tconstructor( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve = true;\n\n\t\tthis.type = 'LineCurve';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector2() ) {\n\n\t\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\treturn this.getTangent( u, optionalTarget );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineCurve3 extends Curve {\n\n\tconstructor( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isLineCurve3 = true;\n\n\t\tthis.type = 'LineCurve3';\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tif ( t === 1 ) {\n\n\t\t\tpoint.copy( this.v2 );\n\n\t\t} else {\n\n\t\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t\t}\n\n\t\treturn point;\n\n\t}\n\n\t// Line curve is linear, so we can overwrite default getPointAt\n\tgetPointAt( u, optionalTarget ) {\n\n\t\treturn this.getPoint( u, optionalTarget );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector3() ) {\n\n\t\treturn optionalTarget.subVectors( this.v2, this.v1 ).normalize();\n\n\t}\n\n\tgetTangentAt( u, optionalTarget ) {\n\n\t\treturn this.getTangent( u, optionalTarget );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve extends Curve {\n\n\tconstructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve = true;\n\n\t\tthis.type = 'QuadraticBezierCurve';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass QuadraticBezierCurve3 extends Curve {\n\n\tconstructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\t\tsuper();\n\n\t\tthis.isQuadraticBezierCurve3 = true;\n\n\t\tthis.type = 'QuadraticBezierCurve3';\n\n\t\tthis.v0 = v0;\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\t\tpoint.set(\n\t\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.v0.copy( source.v0 );\n\t\tthis.v1.copy( source.v1 );\n\t\tthis.v2.copy( source.v2 );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.v0 = this.v0.toArray();\n\t\tdata.v1 = this.v1.toArray();\n\t\tdata.v2 = this.v2.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.v0.fromArray( json.v0 );\n\t\tthis.v1.fromArray( json.v1 );\n\t\tthis.v2.fromArray( json.v2 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SplineCurve extends Curve {\n\n\tconstructor( points = [] ) {\n\n\t\tsuper();\n\n\t\tthis.isSplineCurve = true;\n\n\t\tthis.type = 'SplineCurve';\n\n\t\tthis.points = points;\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector2() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst points = this.points;\n\t\tconst p = ( points.length - 1 ) * t;\n\n\t\tconst intPoint = Math.floor( p );\n\t\tconst weight = p - intPoint;\n\n\t\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\t\tconst p1 = points[ intPoint ];\n\t\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\t\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\t\tpoint.set(\n\t\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t\t);\n\n\t\treturn point;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = source.points[ i ];\n\n\t\t\tthis.points.push( point.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.points = [];\n\n\t\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = this.points[ i ];\n\t\t\tdata.points.push( point.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.points = [];\n\n\t\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\t\tconst point = json.points[ i ];\n\t\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n *  curves, but retains the api of a curve\n **************************************************************/\n\nclass CurvePath extends Curve {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'CurvePath';\n\n\t\tthis.curves = [];\n\t\tthis.autoClose = false; // Automatically closes the path\n\n\t}\n\n\tadd( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t}\n\n\tclosePath() {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tconst lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';\n\t\t\tthis.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint( t, optionalTarget ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u, optionalTarget );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 <d\n\n\t}\n\n\t// We cannot use the default THREE.Curve getPoint() with getLength() because in\n\t// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath\n\t// getPoint() depends on getLength\n\n\tgetLength() {\n\n\t\tconst lens = this.getCurveLengths();\n\t\treturn lens[ lens.length - 1 ];\n\n\t}\n\n\t// cacheLengths must be recalculated.\n\tupdateArcLengths() {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.cacheLengths = null;\n\t\tthis.getCurveLengths();\n\n\t}\n\n\t// Compute lengths and cache them\n\t// We cannot overwrite getLengths() because UtoT mapping uses it.\n\n\tgetCurveLengths() {\n\n\t\t// We use cache values if curves and cache array are same length\n\n\t\tif ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {\n\n\t\t\treturn this.cacheLengths;\n\n\t\t}\n\n\t\t// Get length of sub-curve\n\t\t// Push sums into cached array\n\n\t\tconst lengths = [];\n\t\tlet sums = 0;\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tsums += this.curves[ i ].getLength();\n\t\t\tlengths.push( sums );\n\n\t\t}\n\n\t\tthis.cacheLengths = lengths;\n\n\t\treturn lengths;\n\n\t}\n\n\tgetSpacedPoints( divisions = 40 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let i = 0; i <= divisions; i ++ ) {\n\n\t\t\tpoints.push( this.getPoint( i / divisions ) );\n\n\t\t}\n\n\t\tif ( this.autoClose ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tgetPoints( divisions = 12 ) {\n\n\t\tconst points = [];\n\t\tlet last;\n\n\t\tfor ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {\n\n\t\t\tconst curve = curves[ i ];\n\t\t\tconst resolution = curve.isEllipseCurve ? divisions * 2\n\t\t\t\t: ( curve.isLineCurve || curve.isLineCurve3 ) ? 1\n\t\t\t\t\t: curve.isSplineCurve ? divisions * curve.points.length\n\t\t\t\t\t\t: divisions;\n\n\t\t\tconst pts = curve.getPoints( resolution );\n\n\t\t\tfor ( let j = 0; j < pts.length; j ++ ) {\n\n\t\t\t\tconst point = pts[ j ];\n\n\t\t\t\tif ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates\n\n\t\t\t\tpoints.push( point );\n\t\t\t\tlast = point;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Path extends CurvePath {\n\n\tconstructor( points ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Path';\n\n\t\tthis.currentPoint = new Vector2();\n\n\t\tif ( points ) {\n\n\t\t\tthis.setFromPoints( points );\n\n\t\t}\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t}\n\n\tarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tabsarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t}\n\n\tellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t}\n\n\tabsellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LatheGeometry extends BufferGeometry {\n\n\tconstructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\t\tconst initNormals = [];\n\t\tconst normals = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tconst normal = new Vector3();\n\t\tconst curNormal = new Vector3();\n\t\tconst prevNormal = new Vector3();\n\t\tlet dx = 0;\n\t\tlet dy = 0;\n\n\t\t// pre-compute normals for initial \"meridian\"\n\n\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\tswitch ( j ) {\n\n\t\t\t\tcase 0:\t\t\t\t// special handling for 1st vertex on path\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tprevNormal.copy( normal );\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ( points.length - 1 ):\t// special handling for last Vertex on path\n\n\t\t\t\t\tinitNormals.push( prevNormal.x, prevNormal.y, prevNormal.z );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\t\t\t// default handling for all vertices in between\n\n\t\t\t\t\tdx = points[ j + 1 ].x - points[ j ].x;\n\t\t\t\t\tdy = points[ j + 1 ].y - points[ j ].y;\n\n\t\t\t\t\tnormal.x = dy * 1.0;\n\t\t\t\t\tnormal.y = - dx;\n\t\t\t\t\tnormal.z = dy * 0.0;\n\n\t\t\t\t\tcurNormal.copy( normal );\n\n\t\t\t\t\tnormal.x += prevNormal.x;\n\t\t\t\t\tnormal.y += prevNormal.y;\n\t\t\t\t\tnormal.z += prevNormal.z;\n\n\t\t\t\t\tnormal.normalize();\n\n\t\t\t\t\tinitNormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\tprevNormal.copy( curNormal );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate vertices, uvs and normals\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// normal\n\n\t\t\t\tconst x = initNormals[ 3 * j + 0 ] * sin;\n\t\t\t\tconst y = initNormals[ 3 * j + 1 ];\n\t\t\t\tconst z = initNormals[ 3 * j + 0 ] * cos;\n\n\t\t\t\tnormals.push( x, y, z );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( c, d, b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength );\n\n\t}\n\n}\n\nclass CapsuleGeometry extends LatheGeometry {\n\n\tconstructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) {\n\n\t\tconst path = new Path();\n\t\tpath.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 );\n\t\tpath.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 );\n\n\t\tsuper( path.getPoints( capSegments ), radialSegments );\n\n\t\tthis.type = 'CapsuleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tlength: length,\n\t\t\tcapSegments: capSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments );\n\n\t}\n\n}\n\nclass CircleGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass CylinderGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends BufferGeometry {\n\n\tconstructor( vertices = [], indices = [], radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivision with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details );\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (\u00B11, \u00B11, \u00B11)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, \u00B11/\u03C6, \u00B1\u03C6)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (\u00B11/\u03C6, \u00B1\u03C6, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (\u00B1\u03C6, 0, \u00B11/\u03C6)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new DodecahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\nconst _triangle = /*@__PURE__*/ new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null, thresholdAngle = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry,\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\tconst precisionPoints = 4;\n\t\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\t\tconst thresholdDot = Math.cos( DEG2RAD * thresholdAngle );\n\n\t\t\tconst indexAttr = geometry.getIndex();\n\t\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\t\tconst indexArr = [ 0, 0, 0 ];\n\t\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\t\tconst hashes = new Array( 3 );\n\n\t\t\tconst edgeData = {};\n\t\t\tconst vertices = [];\n\t\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\t\tif ( indexAttr ) {\n\n\t\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t\t}\n\n\t\t\t\tconst { a, b, c } = _triangle;\n\t\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t\t_triangle.getNormal( _normal );\n\n\t\t\t\t// create hashes for the edge from the vertices\n\t\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t\t// skip degenerate triangles\n\t\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// iterate over every edge\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\t\tif ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\t\tnormal: _normal.clone(),\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\t\tfor ( const key in edgeData ) {\n\n\t\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t\t_v0.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t\t_v1$1.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\t\tvertices.push( _v0.x, _v0.y, _v0.z );\n\t\t\t\t\tvertices.push( _v1$1.x, _v1$1.y, _v1$1.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Shape extends Path {\n\n\tconstructor( points ) {\n\n\t\tsuper( points );\n\n\t\tthis.uuid = generateUUID();\n\n\t\tthis.type = 'Shape';\n\n\t\tthis.holes = [];\n\n\t}\n\n\tgetPointsHoles( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t}\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tsuper.fromJSON( json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.4)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim = 2 ) {\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 32767 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim | 0 );\n\t\t\ttriangles.push( ear.i / dim | 0 );\n\t\t\ttriangles.push( next.i / dim | 0 );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\n\t\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\n\t\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\n\t\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\n\n\tlet p = c.next;\n\twhile ( p !== a ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\tconst ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),\n\t\ty0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),\n\t\tx1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),\n\t\ty1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( x0, y0, minX, minY, invSize ),\n\t\tmaxZ = zOrder( x1, y1, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n\t\t\tpointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim | 0 );\n\t\t\ttriangles.push( p.i / dim | 0 );\n\t\t\ttriangles.push( b.i / dim | 0 );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize, 0 );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize, 0 );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\touterNode = eliminateHole( queue[ i ], outerNode );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\tconst bridge = findHoleBridge( hole, outerNode );\n\tif ( ! bridge ) {\n\n\t\treturn outerNode;\n\n\t}\n\n\tconst bridgeReverse = splitPolygon( bridge, hole );\n\n\t// filter collinear points around the cuts\n\tfilterPoints( bridgeReverse, bridgeReverse.next );\n\treturn filterPoints( bridge, bridge.next );\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode,\n\t\tqx = - Infinity,\n\t\tm;\n\n\tconst hx = hole.x, hy = hole.y;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\t\t\t\tif ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = ( x - minX ) * invSize | 0;\n\ty = ( y - minY ) * invSize | 0;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&\n           ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&\n           ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n           ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n            ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n            equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = 0;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nclass ShapeUtils {\n\n\t// calculate area of the contour polygon\n\n\tstatic area( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t}\n\n\tstatic isClockWise( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t}\n\n\tstatic triangulateShape( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n}\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n *  curveSegments: <int>, // number of points on the curves\n *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n *  depth: <float>, // Depth to extrude the shape\n *\n *  bevelEnabled: <bool>, // turn on bevel\n *  bevelThickness: <float>, // how deep into the original shape bevel goes\n *  bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel\n *  bevelOffset: <float>, // how far from shape outline does bevel start\n *  bevelSegments: <int>, // number of bevel layers\n *\n *  extrudePath: <THREE.Curve> // curve to extrude shape along\n *\n *  UVGenerator: <Object> // object that provides UV generator functions\n *\n * }\n */\n\n\nclass ExtrudeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tconst depth = options.depth !== undefined ? options.depth : 1;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn pt.clone().addScaledVector( vec, size );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t//   shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t//  adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t//  but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t//  (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t//  (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t/////  Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\tconst extrudePath = data.options.extrudePath;\n\n\t\tif ( extrudePath !== undefined ) {\n\n\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t}\n\n\t\treturn new ExtrudeGeometry( geometryShapes, data.options );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tdata.options = Object.assign( {}, options );\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new IcosahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass OctahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new OctahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass RingGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass ShapeGeometry extends BufferGeometry {\n\n\tconstructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON( shapes, data );\n\n\t}\n\n\tstatic fromJSON( data, shapes ) {\n\n\t\tconst geometryShapes = [];\n\n\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\tgeometryShapes.push( shape );\n\n\t\t}\n\n\t\treturn new ShapeGeometry( geometryShapes, data.curveSegments );\n\n\t}\n\n}\n\nfunction toJSON( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy === 0 && thetaStart === 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy === heightSegments && thetaEnd === Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends PolyhedronGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TetrahedronGeometry( data.radius, data.detail );\n\n\t}\n\n}\n\nclass TorusGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc );\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segment\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectors, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\treturn new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q );\n\n\t}\n\n}\n\nclass TubeGeometry extends BufferGeometry {\n\n\tconstructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n\tstatic fromJSON( data ) {\n\n\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\treturn new TubeGeometry(\n\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\tdata.tubularSegments,\n\t\t\tdata.radius,\n\t\t\tdata.radialSegments,\n\t\t\tdata.closed\n\t\t);\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry = null ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'WireframeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tgeometry: geometry\n\t\t};\n\n\t\tif ( geometry !== null ) {\n\n\t\t\t// buffer\n\n\t\t\tconst vertices = [];\n\t\t\tconst edges = new Set();\n\n\t\t\t// helper variables\n\n\t\t\tconst start = new Vector3();\n\t\t\tconst end = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst groupStart = group.start;\n\t\t\t\t\tconst groupCount = group.count;\n\n\t\t\t\t\tfor ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst index1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst index2 = indices.getX( i + ( j + 1 ) % 3 );\n\n\t\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\n\t\t\t\t\t\tstart.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tend.fromBufferAttribute( position, index2 );\n\n\t\t\t\t\t\tif ( isUniqueEdge( start, end, edges ) === true ) {\n\n\t\t\t\t\t\t\tvertices.push( start.x, start.y, start.z );\n\t\t\t\t\t\t\tvertices.push( end.x, end.y, end.z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// build geometry\n\n\t\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.parameters = Object.assign( {}, source.parameters );\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction isUniqueEdge( start, end, edges ) {\n\n\tconst hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;\n\tconst hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge\n\n\tif ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {\n\n\t\treturn false;\n\n\t} else {\n\n\t\tedges.add( hash1 );\n\t\tedges.add( hash2 );\n\t\treturn true;\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tCapsuleGeometry: CapsuleGeometry,\n\tCircleGeometry: CircleGeometry,\n\tConeGeometry: ConeGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tLatheGeometry: LatheGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tRingGeometry: RingGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tSphereGeometry: SphereGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTubeGeometry: TubeGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\nclass ShadowMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isShadowMaterial = true;\n\n\t\tthis.type = 'ShadowMaterial';\n\n\t\tthis.color = new Color( 0x000000 );\n\t\tthis.transparent = true;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass RawShaderMaterial extends ShaderMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper( parameters );\n\n\t\tthis.isRawShaderMaterial = true;\n\n\t\tthis.type = 'RawShaderMaterial';\n\n\t}\n\n}\n\nclass MeshStandardMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshStandardMaterial = true;\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.type = 'MeshStandardMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.roughness = 1.0;\n\t\tthis.metalness = 0.0;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.roughnessMap = null;\n\n\t\tthis.metalnessMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.envMapIntensity = 1.0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'STANDARD': '' };\n\n\t\tthis.color.copy( source.color );\n\t\tthis.roughness = source.roughness;\n\t\tthis.metalness = source.metalness;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.roughnessMap = source.roughnessMap;\n\n\t\tthis.metalnessMap = source.metalnessMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.envMapIntensity = source.envMapIntensity;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhysicalMaterial extends MeshStandardMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhysicalMaterial = true;\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.type = 'MeshPhysicalMaterial';\n\n\t\tthis.anisotropyRotation = 0;\n\t\tthis.anisotropyMap = null;\n\n\t\tthis.clearcoatMap = null;\n\t\tthis.clearcoatRoughness = 0.0;\n\t\tthis.clearcoatRoughnessMap = null;\n\t\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\t\tthis.clearcoatNormalMap = null;\n\n\t\tthis.ior = 1.5;\n\n\t\tObject.defineProperty( this, 'reflectivity', {\n\t\t\tget: function () {\n\n\t\t\t\treturn ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) );\n\n\t\t\t},\n\t\t\tset: function ( reflectivity ) {\n\n\t\t\t\tthis.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity );\n\n\t\t\t}\n\t\t} );\n\n\t\tthis.iridescenceMap = null;\n\t\tthis.iridescenceIOR = 1.3;\n\t\tthis.iridescenceThicknessRange = [ 100, 400 ];\n\t\tthis.iridescenceThicknessMap = null;\n\n\t\tthis.sheenColor = new Color( 0x000000 );\n\t\tthis.sheenColorMap = null;\n\t\tthis.sheenRoughness = 1.0;\n\t\tthis.sheenRoughnessMap = null;\n\n\t\tthis.transmissionMap = null;\n\n\t\tthis.thickness = 0;\n\t\tthis.thicknessMap = null;\n\t\tthis.attenuationDistance = Infinity;\n\t\tthis.attenuationColor = new Color( 1, 1, 1 );\n\n\t\tthis.specularIntensity = 1.0;\n\t\tthis.specularIntensityMap = null;\n\t\tthis.specularColor = new Color( 1, 1, 1 );\n\t\tthis.specularColorMap = null;\n\n\t\tthis._anisotropy = 0;\n\t\tthis._clearcoat = 0;\n\t\tthis._iridescence = 0;\n\t\tthis._sheen = 0.0;\n\t\tthis._transmission = 0;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tget anisotropy() {\n\n\t\treturn this._anisotropy;\n\n\t}\n\n\tset anisotropy( value ) {\n\n\t\tif ( this._anisotropy > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._anisotropy = value;\n\n\t}\n\n\tget clearcoat() {\n\n\t\treturn this._clearcoat;\n\n\t}\n\n\tset clearcoat( value ) {\n\n\t\tif ( this._clearcoat > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._clearcoat = value;\n\n\t}\n\n\tget iridescence() {\n\n\t\treturn this._iridescence;\n\n\t}\n\n\tset iridescence( value ) {\n\n\t\tif ( this._iridescence > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._iridescence = value;\n\n\t}\n\n\tget sheen() {\n\n\t\treturn this._sheen;\n\n\t}\n\n\tset sheen( value ) {\n\n\t\tif ( this._sheen > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._sheen = value;\n\n\t}\n\n\tget transmission() {\n\n\t\treturn this._transmission;\n\n\t}\n\n\tset transmission( value ) {\n\n\t\tif ( this._transmission > 0 !== value > 0 ) {\n\n\t\t\tthis.version ++;\n\n\t\t}\n\n\t\tthis._transmission = value;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = {\n\n\t\t\t'STANDARD': '',\n\t\t\t'PHYSICAL': ''\n\n\t\t};\n\n\t\tthis.anisotropy = source.anisotropy;\n\t\tthis.anisotropyRotation = source.anisotropyRotation;\n\t\tthis.anisotropyMap = source.anisotropyMap;\n\n\t\tthis.clearcoat = source.clearcoat;\n\t\tthis.clearcoatMap = source.clearcoatMap;\n\t\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\t\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\t\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\t\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\t\tthis.ior = source.ior;\n\n\t\tthis.iridescence = source.iridescence;\n\t\tthis.iridescenceMap = source.iridescenceMap;\n\t\tthis.iridescenceIOR = source.iridescenceIOR;\n\t\tthis.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ];\n\t\tthis.iridescenceThicknessMap = source.iridescenceThicknessMap;\n\n\t\tthis.sheen = source.sheen;\n\t\tthis.sheenColor.copy( source.sheenColor );\n\t\tthis.sheenColorMap = source.sheenColorMap;\n\t\tthis.sheenRoughness = source.sheenRoughness;\n\t\tthis.sheenRoughnessMap = source.sheenRoughnessMap;\n\n\t\tthis.transmission = source.transmission;\n\t\tthis.transmissionMap = source.transmissionMap;\n\n\t\tthis.thickness = source.thickness;\n\t\tthis.thicknessMap = source.thicknessMap;\n\t\tthis.attenuationDistance = source.attenuationDistance;\n\t\tthis.attenuationColor.copy( source.attenuationColor );\n\n\t\tthis.specularIntensity = source.specularIntensity;\n\t\tthis.specularIntensityMap = source.specularIntensityMap;\n\t\tthis.specularColor.copy( source.specularColor );\n\t\tthis.specularColorMap = source.specularColorMap;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshPhongMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshPhongMaterial = true;\n\n\t\tthis.type = 'MeshPhongMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\t\tthis.specular = new Color( 0x111111 );\n\t\tthis.shininess = 30;\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.specular.copy( source.specular );\n\t\tthis.shininess = source.shininess;\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshToonMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshToonMaterial = true;\n\n\t\tthis.defines = { 'TOON': '' };\n\n\t\tthis.type = 'MeshToonMaterial';\n\n\t\tthis.color = new Color( 0xffffff );\n\n\t\tthis.map = null;\n\t\tthis.gradientMap = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\t\tthis.gradientMap = source.gradientMap;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshNormalMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshNormalMaterial = true;\n\n\t\tthis.type = 'MeshNormalMaterial';\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshLambertMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshLambertMaterial = true;\n\n\t\tthis.type = 'MeshLambertMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.map = null;\n\n\t\tthis.lightMap = null;\n\t\tthis.lightMapIntensity = 1.0;\n\n\t\tthis.aoMap = null;\n\t\tthis.aoMapIntensity = 1.0;\n\n\t\tthis.emissive = new Color( 0x000000 );\n\t\tthis.emissiveIntensity = 1.0;\n\t\tthis.emissiveMap = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.specularMap = null;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.envMap = null;\n\t\tthis.envMapRotation = new Euler();\n\t\tthis.combine = MultiplyOperation;\n\t\tthis.reflectivity = 1;\n\t\tthis.refractionRatio = 0.98;\n\n\t\tthis.wireframe = false;\n\t\tthis.wireframeLinewidth = 1;\n\t\tthis.wireframeLinecap = 'round';\n\t\tthis.wireframeLinejoin = 'round';\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.map = source.map;\n\n\t\tthis.lightMap = source.lightMap;\n\t\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\t\tthis.aoMap = source.aoMap;\n\t\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\t\tthis.emissive.copy( source.emissive );\n\t\tthis.emissiveMap = source.emissiveMap;\n\t\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.specularMap = source.specularMap;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.envMap = source.envMap;\n\t\tthis.envMapRotation.copy( source.envMapRotation );\n\t\tthis.combine = source.combine;\n\t\tthis.reflectivity = source.reflectivity;\n\t\tthis.refractionRatio = source.refractionRatio;\n\n\t\tthis.wireframe = source.wireframe;\n\t\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\t\tthis.wireframeLinecap = source.wireframeLinecap;\n\t\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass MeshMatcapMaterial extends Material {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isMeshMatcapMaterial = true;\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.type = 'MeshMatcapMaterial';\n\n\t\tthis.color = new Color( 0xffffff ); // diffuse\n\n\t\tthis.matcap = null;\n\n\t\tthis.map = null;\n\n\t\tthis.bumpMap = null;\n\t\tthis.bumpScale = 1;\n\n\t\tthis.normalMap = null;\n\t\tthis.normalMapType = TangentSpaceNormalMap;\n\t\tthis.normalScale = new Vector2( 1, 1 );\n\n\t\tthis.displacementMap = null;\n\t\tthis.displacementScale = 1;\n\t\tthis.displacementBias = 0;\n\n\t\tthis.alphaMap = null;\n\n\t\tthis.flatShading = false;\n\n\t\tthis.fog = true;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.defines = { 'MATCAP': '' };\n\n\t\tthis.color.copy( source.color );\n\n\t\tthis.matcap = source.matcap;\n\n\t\tthis.map = source.map;\n\n\t\tthis.bumpMap = source.bumpMap;\n\t\tthis.bumpScale = source.bumpScale;\n\n\t\tthis.normalMap = source.normalMap;\n\t\tthis.normalMapType = source.normalMapType;\n\t\tthis.normalScale.copy( source.normalScale );\n\n\t\tthis.displacementMap = source.displacementMap;\n\t\tthis.displacementScale = source.displacementScale;\n\t\tthis.displacementBias = source.displacementBias;\n\n\t\tthis.alphaMap = source.alphaMap;\n\n\t\tthis.flatShading = source.flatShading;\n\n\t\tthis.fog = source.fog;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass LineDashedMaterial extends LineBasicMaterial {\n\n\tconstructor( parameters ) {\n\n\t\tsuper();\n\n\t\tthis.isLineDashedMaterial = true;\n\n\t\tthis.type = 'LineDashedMaterial';\n\n\t\tthis.scale = 1;\n\t\tthis.dashSize = 3;\n\t\tthis.gapSize = 1;\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.scale = source.scale;\n\t\tthis.dashSize = source.dashSize;\n\t\tthis.gapSize = source.gapSize;\n\n\t\treturn this;\n\n\t}\n\n}\n\n// converts an array to a specific type\nfunction convertArray( array, type, forceClone ) {\n\n\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t! forceClone && array.constructor === type ) return array;\n\n\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\treturn new type( array ); // create typed array\n\n\t}\n\n\treturn Array.prototype.slice.call( array ); // create Array\n\n}\n\nfunction isTypedArray( object ) {\n\n\treturn ArrayBuffer.isView( object ) &&\n\t\t! ( object instanceof DataView );\n\n}\n\n// returns an array by which times and values can be sorted\nfunction getKeyframeOrder( times ) {\n\n\tfunction compareTime( i, j ) {\n\n\t\treturn times[ i ] - times[ j ];\n\n\t}\n\n\tconst n = times.length;\n\tconst result = new Array( n );\n\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\tresult.sort( compareTime );\n\n\treturn result;\n\n}\n\n// uses the array previously returned by 'getKeyframeOrder' to sort data\nfunction sortedArray( values, stride, order ) {\n\n\tconst nValues = values.length;\n\tconst result = new values.constructor( nValues );\n\n\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\tconst srcOffset = order[ i ] * stride;\n\n\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t}\n\n\t}\n\n\treturn result;\n\n}\n\n// function for parsing AOS keyframe formats\nfunction flattenJSON( jsonKeys, times, values, valuePropertyName ) {\n\n\tlet i = 1, key = jsonKeys[ 0 ];\n\n\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\tkey = jsonKeys[ i ++ ];\n\n\t}\n\n\tif ( key === undefined ) return; // no data\n\n\tlet value = key[ valuePropertyName ];\n\tif ( value === undefined ) return; // no data\n\n\tif ( Array.isArray( value ) ) {\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else if ( value.toArray !== undefined ) {\n\n\t\t// ...assume THREE.Math-ish\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t} else {\n\n\t\t// otherwise push as-is\n\n\t\tdo {\n\n\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\tif ( value !== undefined ) {\n\n\t\t\t\ttimes.push( key.time );\n\t\t\t\tvalues.push( value );\n\n\t\t\t}\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t} while ( key !== undefined );\n\n\t}\n\n}\n\nfunction subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\tconst clip = sourceClip.clone();\n\n\tclip.name = name;\n\n\tconst tracks = [];\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tconst track = clip.tracks[ i ];\n\t\tconst valueSize = track.getValueSize();\n\n\t\tconst times = [];\n\t\tconst values = [];\n\n\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( times.length === 0 ) continue;\n\n\t\ttrack.times = convertArray( times, track.times.constructor );\n\t\ttrack.values = convertArray( values, track.values.constructor );\n\n\t\ttracks.push( track );\n\n\t}\n\n\tclip.tracks = tracks;\n\n\t// find minimum .times value across all tracks in the trimmed clip\n\n\tlet minStartTime = Infinity;\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t}\n\n\t}\n\n\t// shift all tracks such that clip begins at t=0\n\n\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t}\n\n\tclip.resetDuration();\n\n\treturn clip;\n\n}\n\nfunction makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\tif ( fps <= 0 ) fps = 30;\n\n\tconst numTracks = referenceClip.tracks.length;\n\tconst referenceTime = referenceFrame / fps;\n\n\t// Make each track's values relative to the values at the reference frame\n\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t// Skip this track if it's non-numeric\n\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t} );\n\n\t\tif ( targetTrack === undefined ) continue;\n\n\t\tlet referenceOffset = 0;\n\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t}\n\n\t\tlet targetOffset = 0;\n\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t}\n\n\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\tlet referenceValue;\n\n\t\t// Find the value to subtract out of the track\n\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\treferenceValue = referenceTrack.values.slice( startIndex, endIndex );\n\n\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\treferenceValue = referenceTrack.values.slice( startIndex, endIndex );\n\n\t\t} else {\n\n\t\t\t// Interpolate to the reference value\n\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\tconst startIndex = referenceOffset;\n\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\treferenceValue = interpolant.resultBuffer.slice( startIndex, endIndex );\n\n\t\t}\n\n\t\t// Conjugate the quaternion\n\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t}\n\n\t\t// Subtract the reference value from all of the track values\n\n\t\tconst numTimes = targetTrack.times.length;\n\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart,\n\t\t\t\t\treferenceValue,\n\t\t\t\t\t0,\n\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\tvalueStart\n\t\t\t\t);\n\n\t\t\t} else {\n\n\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\treturn targetClip;\n\n}\n\nconst AnimationUtils = {\n\tconvertArray: convertArray,\n\tisTypedArray: isTypedArray,\n\tgetKeyframeOrder: getKeyframeOrder,\n\tsortedArray: sortedArray,\n\tflattenJSON: flattenJSON,\n\tsubclip: subclip,\n\tmakeClipAdditive: makeClipAdditive\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nclass Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tthis.parameterPositions = parameterPositions;\n\t\tthis._cachedIndex = 0;\n\n\t\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\t\tthis.sampleValues = sampleValues;\n\t\tthis.valueSize = sampleSize;\n\n\t\tthis.settings = null;\n\t\tthis.DefaultSettings_ = {};\n\n\t}\n\n\tevaluate( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.copySampleValue_( 0 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t}\n\n\tgetSettings_() {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t}\n\n\tcopySampleValue_( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\t// Template methods for derived classes:\n\n\tinterpolate_( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t}\n\n\tintervalChanged_( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n}\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nclass CubicInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t\tthis._weightPrev = - 0;\n\t\tthis._offsetPrev = - 0;\n\t\tthis._weightNext = - 0;\n\t\tthis._offsetNext = - 0;\n\n\t\tthis.DefaultSettings_ = {\n\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\n\t\t};\n\n\t}\n\n\tintervalChanged_( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\nclass LinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceding\n * the parameter.\n */\n\nclass DiscreteInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n}\n\nclass KeyframeTrack {\n\n\tconstructor( name, times, values, interpolation ) {\n\n\t\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\t\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\t\tthis.name = name;\n\n\t\tthis.times = convertArray( times, this.TimeBufferType );\n\t\tthis.values = convertArray( values, this.ValueBufferType );\n\n\t\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n\t}\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\tstatic toJSON( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== this.toJSON ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': convertArray( track.times, Array ),\n\t\t\t\t'values': convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n\tInterpolantFactoryMethodDiscrete( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tInterpolantFactoryMethodSmooth( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n\tsetInterpolation( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t}\n\n\tgetInterpolation() {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t}\n\n\tgetValueSize() {\n\n\t\treturn this.values.length / this.times.length;\n\n\t}\n\n\t// move all keyframes either forwards or backwards in time\n\tshift( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = times.slice( from, to );\n\t\t\tthis.values = this.values.slice( from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize() {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = this.times.slice(),\n\t\t\tvalues = this.values.slice(),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = times.slice( 0, writeIndex );\n\t\t\tthis.values = values.slice( 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst times = this.times.slice();\n\t\tconst values = this.values.slice();\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n}\n\nKeyframeTrack.prototype.TimeBufferType = Float32Array;\nKeyframeTrack.prototype.ValueBufferType = Float32Array;\nKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\n\n/**\n * A Track of Boolean keyframe values.\n */\nclass BooleanKeyframeTrack extends KeyframeTrack {}\n\nBooleanKeyframeTrack.prototype.ValueTypeName = 'bool';\nBooleanKeyframeTrack.prototype.ValueBufferType = Array;\nBooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nBooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of keyframe values that represent color.\n */\nclass ColorKeyframeTrack extends KeyframeTrack {}\n\nColorKeyframeTrack.prototype.ValueTypeName = 'color';\n\n/**\n * A Track of numeric keyframe values.\n */\nclass NumberKeyframeTrack extends KeyframeTrack {}\n\nNumberKeyframeTrack.prototype.ValueTypeName = 'number';\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nclass QuaternionLinearInterpolant extends Interpolant {\n\n\tconstructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tsuper( parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tinterpolate_( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n}\n\n/**\n * A Track of quaternion keyframe values.\n */\nclass QuaternionKeyframeTrack extends KeyframeTrack {\n\n\tInterpolantFactoryMethodLinear( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t}\n\n}\n\nQuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion';\n// ValueBufferType is inherited\nQuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;\nQuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track that interpolates Strings\n */\nclass StringKeyframeTrack extends KeyframeTrack {}\n\nStringKeyframeTrack.prototype.ValueTypeName = 'string';\nStringKeyframeTrack.prototype.ValueBufferType = Array;\nStringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined;\nStringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined;\n\n/**\n * A Track of vectored keyframe values.\n */\nclass VectorKeyframeTrack extends KeyframeTrack {}\n\nVectorKeyframeTrack.prototype.ValueTypeName = 'vector';\n\nclass AnimationClip {\n\n\tconstructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) {\n\n\t\tthis.name = name;\n\t\tthis.tracks = tracks;\n\t\tthis.duration = duration;\n\t\tthis.blendMode = blendMode;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// this means it should figure out its duration by scanning the tracks\n\t\tif ( this.duration < 0 ) {\n\n\t\t\tthis.resetDuration();\n\n\t\t}\n\n\t}\n\n\n\tstatic parse( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new this( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t}\n\n\tstatic toJSON( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t}\n\n\tstatic CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = getKeyframeOrder( times );\n\t\t\ttimes = sortedArray( times, 1, order );\n\t\t\tvalues = sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new this( name, - 1, tracks );\n\n\t}\n\n\tstatic findByName( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\tstatic CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t}\n\n\t// parse the animation.hierarchy format\n\tstatic parseAnimation( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tflattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * fps;\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new this( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n\tresetDuration() {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t}\n\n\ttrim() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tvalidate() {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t}\n\n\toptimize() {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new this.constructor( this.name, this.duration, tracks, this.blendMode );\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.constructor.toJSON( this );\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tflattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nclass LoadingManager {\n\n\tconstructor( onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tlet isLoading = false;\n\t\tlet itemsLoaded = 0;\n\t\tlet itemsTotal = 0;\n\t\tlet urlModifier = undefined;\n\t\tconst handlers = [];\n\n\t\t// Refer to #5689 for the reason why we don't set .onStart\n\t\t// in the constructor\n\n\t\tthis.onStart = undefined;\n\t\tthis.onLoad = onLoad;\n\t\tthis.onProgress = onProgress;\n\t\tthis.onError = onError;\n\n\t\tthis.itemStart = function ( url ) {\n\n\t\t\titemsTotal ++;\n\n\t\t\tif ( isLoading === false ) {\n\n\t\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tisLoading = true;\n\n\t\t};\n\n\t\tthis.itemEnd = function ( url ) {\n\n\t\t\titemsLoaded ++;\n\n\t\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\t\tisLoading = false;\n\n\t\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\t\tscope.onLoad();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.itemError = function ( url ) {\n\n\t\t\tif ( scope.onError !== undefined ) {\n\n\t\t\t\tscope.onError( url );\n\n\t\t\t}\n\n\t\t};\n\n\t\tthis.resolveURL = function ( url ) {\n\n\t\t\tif ( urlModifier ) {\n\n\t\t\t\treturn urlModifier( url );\n\n\t\t\t}\n\n\t\t\treturn url;\n\n\t\t};\n\n\t\tthis.setURLModifier = function ( transform ) {\n\n\t\t\turlModifier = transform;\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.addHandler = function ( regex, loader ) {\n\n\t\t\thandlers.push( regex, loader );\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.removeHandler = function ( regex ) {\n\n\t\t\tconst index = handlers.indexOf( regex );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\thandlers.splice( index, 2 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t};\n\n\t\tthis.getHandler = function ( file ) {\n\n\t\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\t\tconst regex = handlers[ i ];\n\t\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\t\treturn loader;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t};\n\n\t}\n\n}\n\nconst DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();\n\nclass Loader {\n\n\tconstructor( manager ) {\n\n\t\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\t\tthis.crossOrigin = 'anonymous';\n\t\tthis.withCredentials = false;\n\t\tthis.path = '';\n\t\tthis.resourcePath = '';\n\t\tthis.requestHeader = {};\n\n\t}\n\n\tload( /* url, onLoad, onProgress, onError */ ) {}\n\n\tloadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t}\n\n\tparse( /* data */ ) {}\n\n\tsetCrossOrigin( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t}\n\n\tsetWithCredentials( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t}\n\n\tsetPath( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t}\n\n\tsetResourcePath( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t}\n\n\tsetRequestHeader( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n}\n\nLoader.DEFAULT_MATERIAL_NAME = '__DEFAULT';\n\nconst loading = {};\n\nclass HttpError extends Error {\n\n\tconstructor( message, response ) {\n\n\t\tsuper( message );\n\t\tthis.response = response;\n\n\t}\n\n}\n\nclass FileLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tsetTimeout( () => {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Initialise array for duplicate requests\n\t\tloading[ url ] = [];\n\n\t\tloading[ url ].push( {\n\t\t\tonLoad: onLoad,\n\t\t\tonProgress: onProgress,\n\t\t\tonError: onError,\n\t\t} );\n\n\t\t// create request\n\t\tconst req = new Request( url, {\n\t\t\theaders: new Headers( this.requestHeader ),\n\t\t\tcredentials: this.withCredentials ? 'include' : 'same-origin',\n\t\t\t// An abort controller could be added within a future PR\n\t\t} );\n\n\t\t// record states ( avoid data race )\n\t\tconst mimeType = this.mimeType;\n\t\tconst responseType = this.responseType;\n\n\t\t// start the fetch\n\t\tfetch( req )\n\t\t\t.then( response => {\n\n\t\t\t\tif ( response.status === 200 || response.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( response.status === 0 ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Workaround: Checking if response.body === undefined for Alipay browser #23548\n\n\t\t\t\t\tif ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) {\n\n\t\t\t\t\t\treturn response;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\t\tconst reader = response.body.getReader();\n\n\t\t\t\t\t// Nginx needs X-File-Size check\n\t\t\t\t\t// https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content\n\t\t\t\t\tconst contentLength = response.headers.get( 'Content-Length' ) || response.headers.get( 'X-File-Size' );\n\t\t\t\t\tconst total = contentLength ? parseInt( contentLength ) : 0;\n\t\t\t\t\tconst lengthComputable = total !== 0;\n\t\t\t\t\tlet loaded = 0;\n\n\t\t\t\t\t// periodically read data into the new stream tracking while download progress\n\t\t\t\t\tconst stream = new ReadableStream( {\n\t\t\t\t\t\tstart( controller ) {\n\n\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\tfunction readData() {\n\n\t\t\t\t\t\t\t\treader.read().then( ( { done, value } ) => {\n\n\t\t\t\t\t\t\t\t\tif ( done ) {\n\n\t\t\t\t\t\t\t\t\t\tcontroller.close();\n\n\t\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\t\tloaded += value.byteLength;\n\n\t\t\t\t\t\t\t\t\t\tconst event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } );\n\t\t\t\t\t\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\t\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tcontroller.enqueue( value );\n\t\t\t\t\t\t\t\t\t\treadData();\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn new Response( stream );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new HttpError( `fetch for \"${response.url}\" responded with ${response.status}: ${response.statusText}`, response );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( response => {\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\n\t\t\t\t\t\treturn response.arrayBuffer();\n\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\treturn response.blob();\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\treturn response.text()\n\t\t\t\t\t\t\t.then( text => {\n\n\t\t\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\t\t\treturn parser.parseFromString( text, mimeType );\n\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\treturn response.json();\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( mimeType === undefined ) {\n\n\t\t\t\t\t\t\treturn response.text();\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// sniff encoding\n\t\t\t\t\t\t\tconst re = /charset=\"?([^;\"\\s]*)\"?/i;\n\t\t\t\t\t\t\tconst exec = re.exec( mimeType );\n\t\t\t\t\t\t\tconst label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined;\n\t\t\t\t\t\t\tconst decoder = new TextDecoder( label );\n\t\t\t\t\t\t\treturn response.arrayBuffer().then( ab => decoder.decode( ab ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.then( data => {\n\n\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\tCache.add( url, data );\n\n\t\t\t\tconst callbacks = loading[ url ];\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( data );\n\n\t\t\t\t}\n\n\t\t\t} )\n\t\t\t.catch( err => {\n\n\t\t\t\t// Abort errors and other errors are handled the same\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tif ( callbacks === undefined ) {\n\n\t\t\t\t\t// When onLoad was called and url was deleted in `loading`\n\t\t\t\t\tthis.manager.itemError( url );\n\t\t\t\t\tthrow err;\n\n\t\t\t\t}\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( err );\n\n\t\t\t\t}\n\n\t\t\t\tthis.manager.itemError( url );\n\n\t\t\t} )\n\t\t\t.finally( () => {\n\n\t\t\t\tthis.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\tthis.manager.itemStart( url );\n\n\t}\n\n\tsetResponseType( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t}\n\n\tsetMimeType( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n}\n\nclass AnimationLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass CompressedTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass ImageLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = createElementNS( 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\tremoveEventListeners();\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction removeEventListeners() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.slice( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n}\n\nclass CubeTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\t\ttexture.colorSpace = SRGBColorSpace;\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n}\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nclass DataTextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tlet texData;\n\n\t\t\ttry {\n\n\t\t\t\ttexData = scope.parse( buffer );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) {\n\n\t\t\t\t\tonError( error );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( error );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.colorSpace !== undefined ) {\n\n\t\t\t\ttexture.colorSpace = texData.colorSpace;\n\n\t\t\t}\n\n\t\t\tif ( texData.flipY !== undefined ) {\n\n\t\t\t\ttexture.flipY = texData.flipY;\n\n\t\t\t}\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\tif ( texData.generateMipmaps !== undefined ) {\n\n\t\t\t\ttexture.generateMipmaps = texData.generateMipmaps;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass TextureLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n}\n\nclass Light extends Object3D {\n\n\tconstructor( color, intensity = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.isLight = true;\n\n\t\tthis.type = 'Light';\n\n\t\tthis.color = new Color( color );\n\t\tthis.intensity = intensity;\n\n\t}\n\n\tdispose() {\n\n\t\t// Empty here in base class; some subclasses override.\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass HemisphereLight extends Light {\n\n\tconstructor( skyColor, groundColor, intensity ) {\n\n\t\tsuper( skyColor, intensity );\n\n\t\tthis.isHemisphereLight = true;\n\n\t\tthis.type = 'HemisphereLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.groundColor = new Color( groundColor );\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();\nconst _lookTarget$1 = /*@__PURE__*/ new Vector3();\n\nclass LightShadow {\n\n\tconstructor( camera ) {\n\n\t\tthis.camera = camera;\n\n\t\tthis.bias = 0;\n\t\tthis.normalBias = 0;\n\t\tthis.radius = 1;\n\t\tthis.blurSamples = 8;\n\n\t\tthis.mapSize = new Vector2( 512, 512 );\n\n\t\tthis.map = null;\n\t\tthis.mapPass = null;\n\t\tthis.matrix = new Matrix4();\n\n\t\tthis.autoUpdate = true;\n\t\tthis.needsUpdate = false;\n\n\t\tthis._frustum = new Frustum();\n\t\tthis._frameExtents = new Vector2( 1, 1 );\n\n\t\tthis._viewportCount = 1;\n\n\t\tthis._viewports = [\n\n\t\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t\t];\n\n\t}\n\n\tgetViewportCount() {\n\n\t\treturn this._viewportCount;\n\n\t}\n\n\tgetFrustum() {\n\n\t\treturn this._frustum;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst shadowCamera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\t_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( _lightPositionWorld$1 );\n\n\t\t_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( _lookTarget$1 );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\t_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( _projScreenMatrix$1 );\n\n\t}\n\n\tgetViewport( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t}\n\n\tgetFrameExtents() {\n\n\t\treturn this._frameExtents;\n\n\t}\n\n\tdispose() {\n\n\t\tif ( this.map ) {\n\n\t\t\tthis.map.dispose();\n\n\t\t}\n\n\t\tif ( this.mapPass ) {\n\n\t\t\tthis.mapPass.dispose();\n\n\t\t}\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n}\n\nclass SpotLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\t\tthis.isSpotLightShadow = true;\n\n\t\tthis.focus = 1;\n\n\t}\n\n\tupdateMatrices( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tsuper.updateMatrices( light );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.focus = source.focus;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass SpotLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isSpotLight = true;\n\n\t\tthis.type = 'SpotLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.distance = distance;\n\t\tthis.angle = angle;\n\t\tthis.penumbra = penumbra;\n\t\tthis.decay = decay;\n\n\t\tthis.map = null;\n\n\t\tthis.shadow = new SpotLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// by convention for a spotlight, luminous power (lm) = \u03C0 * luminous intensity (cd)\n\t\treturn this.intensity * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / Math.PI;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _projScreenMatrix = /*@__PURE__*/ new Matrix4();\nconst _lightPositionWorld = /*@__PURE__*/ new Vector3();\nconst _lookTarget = /*@__PURE__*/ new Vector3();\n\nclass PointLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\t\tthis.isPointLightShadow = true;\n\n\t\tthis._frameExtents = new Vector2( 4, 2 );\n\n\t\tthis._viewportCount = 6;\n\n\t\tthis._viewports = [\n\t\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t\t// following orientation:\n\t\t\t//\n\t\t\t//  xzXZ\n\t\t\t//   y Y\n\t\t\t//\n\t\t\t// X - Positive x direction\n\t\t\t// x - Negative x direction\n\t\t\t// Y - Positive y direction\n\t\t\t// y - Negative y direction\n\t\t\t// Z - Positive z direction\n\t\t\t// z - Negative z direction\n\n\t\t\t// positive X\n\t\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t\t// negative X\n\t\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t\t// positive Z\n\t\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t\t// negative Z\n\t\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t\t// positive Y\n\t\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t\t// negative Y\n\t\t\tnew Vector4( 1, 0, 1, 1 )\n\t\t];\n\n\t\tthis._cubeDirections = [\n\t\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t\t];\n\n\t\tthis._cubeUps = [\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t\t];\n\n\t}\n\n\tupdateMatrices( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera;\n\t\tconst shadowMatrix = this.matrix;\n\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( far !== camera.far ) {\n\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\t_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( _lightPositionWorld );\n\n\t\t_lookTarget.copy( camera.position );\n\t\t_lookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( _lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t}\n\n}\n\nclass PointLight extends Light {\n\n\tconstructor( color, intensity, distance = 0, decay = 2 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isPointLight = true;\n\n\t\tthis.type = 'PointLight';\n\n\t\tthis.distance = distance;\n\t\tthis.decay = decay;\n\n\t\tthis.shadow = new PointLightShadow();\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in candela)\n\t\t// for an isotropic light source, luminous power (lm) = 4 \u03C0 luminous intensity (cd)\n\t\treturn this.intensity * 4 * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in candela) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass DirectionalLightShadow extends LightShadow {\n\n\tconstructor() {\n\n\t\tsuper( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n\t\tthis.isDirectionalLightShadow = true;\n\n\t}\n\n}\n\nclass DirectionalLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isDirectionalLight = true;\n\n\t\tthis.type = 'DirectionalLight';\n\n\t\tthis.position.copy( Object3D.DEFAULT_UP );\n\t\tthis.updateMatrix();\n\n\t\tthis.target = new Object3D();\n\n\t\tthis.shadow = new DirectionalLightShadow();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.shadow.dispose();\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.target = source.target.clone();\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AmbientLight extends Light {\n\n\tconstructor( color, intensity ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isAmbientLight = true;\n\n\t\tthis.type = 'AmbientLight';\n\n\t}\n\n}\n\nclass RectAreaLight extends Light {\n\n\tconstructor( color, intensity, width = 10, height = 10 ) {\n\n\t\tsuper( color, intensity );\n\n\t\tthis.isRectAreaLight = true;\n\n\t\tthis.type = 'RectAreaLight';\n\n\t\tthis.width = width;\n\t\tthis.height = height;\n\n\t}\n\n\tget power() {\n\n\t\t// compute the light's luminous power (in lumens) from its intensity (in nits)\n\t\treturn this.intensity * this.width * this.height * Math.PI;\n\n\t}\n\n\tset power( power ) {\n\n\t\t// set the light's intensity (in nits) from the desired luminous power (in lumens)\n\t\tthis.intensity = power / ( this.width * this.height * Math.PI );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n}\n\n/**\n * Primary reference:\n *   https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n *   https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tthis.isSphericalHarmonics3 = true;\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // \u03C0 * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * \u03C0 / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( \u03C0 / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( \u03C0 / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( \u03C0 / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nclass LightProbe extends Light {\n\n\tconstructor( sh = new SphericalHarmonics3(), intensity = 1 ) {\n\n\t\tsuper( undefined, intensity );\n\n\t\tthis.isLightProbe = true;\n\n\t\tthis.sh = sh;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t}\n\n\tfromJSON( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass MaterialLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\t\tthis.textures = {};\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = MaterialLoader.createMaterialFromType( json.type );\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = json.sheen;\n\t\tif ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor );\n\t\tif ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness;\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity;\n\t\tif ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.iridescence !== undefined ) material.iridescence = json.iridescence;\n\t\tif ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR;\n\t\tif ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange;\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.thickness !== undefined ) material.thickness = json.thickness;\n\t\tif ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance;\n\t\tif ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor );\n\t\tif ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy;\n\t\tif ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash;\n\t\tif ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\t\tif ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc;\n\t\tif ( json.blendDst !== undefined ) material.blendDst = json.blendDst;\n\t\tif ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation;\n\t\tif ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha;\n\t\tif ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha;\n\t\tif ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha;\n\t\tif ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor );\n\t\tif ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== undefined ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage;\n\t\tif ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha;\n\t\tif ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\t\tif ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.lights !== undefined ) material.lights = json.lights;\n\t\tif ( json.clipping !== undefined ) material.clipping = json.clipping;\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\t\tif ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap );\n\t\tif ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap );\n\t\tif ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap );\n\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\t\tif ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap );\n\n\t\tif ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap );\n\n\t\tif ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap );\n\t\tif ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap );\n\n\t\treturn material;\n\n\t}\n\n\tsetTextures( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n\tstatic createMaterialFromType( type ) {\n\n\t\tconst materialLib = {\n\t\t\tShadowMaterial,\n\t\t\tSpriteMaterial,\n\t\t\tRawShaderMaterial,\n\t\t\tShaderMaterial,\n\t\t\tPointsMaterial,\n\t\t\tMeshPhysicalMaterial,\n\t\t\tMeshStandardMaterial,\n\t\t\tMeshPhongMaterial,\n\t\t\tMeshToonMaterial,\n\t\t\tMeshNormalMaterial,\n\t\t\tMeshLambertMaterial,\n\t\t\tMeshDepthMaterial,\n\t\t\tMeshDistanceMaterial,\n\t\t\tMeshBasicMaterial,\n\t\t\tMeshMatcapMaterial,\n\t\t\tLineDashedMaterial,\n\t\t\tLineBasicMaterial,\n\t\t\tMaterial\n\t\t};\n\n\t\treturn new materialLib[ type ]();\n\n\t}\n\n}\n\nclass LoaderUtils {\n\n\tstatic decodeText( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t}\n\n\tstatic extractUrlBase( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.slice( 0, index + 1 );\n\n\t}\n\n\tstatic resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n}\n\nclass InstancedBufferGeometry extends BufferGeometry {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isInstancedBufferGeometry = true;\n\n\t\tthis.type = 'InstancedBufferGeometry';\n\t\tthis.instanceCount = Infinity;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass BufferGeometryLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tif ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage );\n\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n}\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\\'t load ' + url ) );\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tasync loadAsync( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\tconst text = await loader.loadAsync( url, onProgress );\n\n\t\tconst json = JSON.parse( text );\n\n\t\tconst metadata = json.metadata;\n\n\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\tthrow new Error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\n\t\t}\n\n\t\treturn await scope.parseAsync( json );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ].data instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tasync parseAsync( json ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = await this.parseImagesAsync( json.images );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, textures, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tif ( data.type in Geometries ) {\n\n\t\t\t\t\t\t\tgeometry = Geometries[ data.type ].fromJSON( data, shapes );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( `THREE.ObjectLoader: Unsupported geometry type \"${ data.type }\"` );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t}\n\n\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tasync parseImagesAsync( json ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tasync function deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn await loader.loadAsync( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tloader = new ImageLoader( this.manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\tconst imageArray = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = await deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timageArray.push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\timages[ image.uuid ] = new Source( imageArray );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = await deserializeImage( image.url );\n\t\t\t\t\timages[ image.uuid ] = new Source( deserializedImage );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tconst source = images[ data.image ];\n\t\t\t\tconst image = source.data;\n\n\t\t\t\tlet texture;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture();\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture();\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.source = source;\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\t\t\t\tif ( data.channel !== undefined ) texture.channel = data.channel;\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps;\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\t\t\t\tif ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction;\n\n\t\t\t\tif ( data.userData !== undefined ) texture.userData = data.userData;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, textures, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tfunction getTexture( uuid ) {\n\n\t\t\tif ( textures[ uuid ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined texture', uuid );\n\n\t\t\t}\n\n\t\t\treturn textures[ uuid ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tobject.background = getTexture( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.environment !== undefined ) {\n\n\t\t\t\t\tobject.environment = getTexture( data.environment );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( data.fog.name !== '' ) {\n\n\t\t\t\t\t\tobject.fog.name = data.fog.name;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness;\n\t\t\t\tif ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity;\n\t\t\t\tif ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation );\n\n\t\t\t\tif ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity;\n\t\t\t\tif ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\t\t\t\tconst instanceColor = data.instanceColor;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\t\t\t\tif ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'BatchedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new BatchedMesh( data.maxGeometryCount, data.maxVertexCount, data.maxIndexCount, material );\n\t\t\t\tobject.geometry = geometry;\n\t\t\t\tobject.perObjectFrustumCulled = data.perObjectFrustumCulled;\n\t\t\t\tobject.sortObjects = data.sortObjects;\n\n\t\t\t\tobject._drawRanges = data.drawRanges;\n\t\t\t\tobject._reservedRanges = data.reservedRanges;\n\n\t\t\t\tobject._visibility = data.visibility;\n\t\t\t\tobject._active = data.active;\n\t\t\t\tobject._bounds = data.bounds.map( bound => {\n\n\t\t\t\t\tconst box = new Box3();\n\t\t\t\t\tbox.min.fromArray( bound.boxMin );\n\t\t\t\t\tbox.max.fromArray( bound.boxMax );\n\n\t\t\t\t\tconst sphere = new Sphere();\n\t\t\t\t\tsphere.radius = bound.sphereRadius;\n\t\t\t\t\tsphere.center.fromArray( bound.sphereCenter );\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tboxInitialized: bound.boxInitialized,\n\t\t\t\t\t\tbox: box,\n\n\t\t\t\t\t\tsphereInitialized: bound.sphereInitialized,\n\t\t\t\t\t\tsphere: sphere\n\t\t\t\t\t};\n\n\t\t\t\t} );\n\n\t\t\t\tobject._maxGeometryCount = data.maxGeometryCount;\n\t\t\t\tobject._maxVertexCount = data.maxVertexCount;\n\t\t\t\tobject._maxIndexCount = data.maxIndexCount;\n\n\t\t\t\tobject._geometryInitialized = data.geometryInitialized;\n\t\t\t\tobject._geometryCount = data.geometryCount;\n\n\t\t\t\tobject._matricesTexture = getTexture( data.matricesTexture.uuid );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.up !== undefined ) object.up.fromArray( data.up );\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance, level.hysteresis );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nclass ImageBitmapLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.isImageBitmapLoader = true;\n\n\t\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t\t}\n\n\t\tif ( typeof fetch === 'undefined' ) {\n\n\t\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t\t}\n\n\t\tthis.options = { premultiplyAlpha: 'none' };\n\n\t}\n\n\tsetOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\t// If cached is a promise, wait for it to resolve\n\t\t\tif ( cached.then ) {\n\n\t\t\t\tcached.then( imageBitmap => {\n\n\t\t\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} ).catch( e => {\n\n\t\t\t\t\tif ( onError ) onError( e );\n\n\t\t\t\t} );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\t// If cached is not a promise (i.e., it's already an imageBitmap)\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\t\tfetchOptions.headers = this.requestHeader;\n\n\t\tconst promise = fetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t\treturn imageBitmap;\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tCache.remove( url );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tCache.add( url, promise );\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n}\n\nlet _context;\n\nclass AudioContext {\n\n\tstatic getContext() {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t}\n\n\tstatic setContext( value ) {\n\n\t\t_context = value;\n\n\t}\n\n}\n\nclass AudioLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} ).catch( handleError );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\thandleError( e );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\tfunction handleError( e ) {\n\n\t\t\tif ( onError ) {\n\n\t\t\t\tonError( e );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( e );\n\n\t\t\t}\n\n\t\t\tscope.manager.itemError( url );\n\n\t\t}\n\n\t}\n\n}\n\nconst _eyeRight = /*@__PURE__*/ new Matrix4();\nconst _eyeLeft = /*@__PURE__*/ new Matrix4();\nconst _projectionMatrix = /*@__PURE__*/ new Matrix4();\n\nclass StereoCamera {\n\n\tconstructor() {\n\n\t\tthis.type = 'StereoCamera';\n\n\t\tthis.aspect = 1;\n\n\t\tthis.eyeSep = 0.064;\n\n\t\tthis.cameraL = new PerspectiveCamera();\n\t\tthis.cameraL.layers.enable( 1 );\n\t\tthis.cameraL.matrixAutoUpdate = false;\n\n\t\tthis.cameraR = new PerspectiveCamera();\n\t\tthis.cameraR.layers.enable( 2 );\n\t\tthis.cameraR.matrixAutoUpdate = false;\n\n\t\tthis._cache = {\n\t\t\tfocus: null,\n\t\t\tfov: null,\n\t\t\taspect: null,\n\t\t\tnear: null,\n\t\t\tfar: null,\n\t\t\tzoom: null,\n\t\t\teyeSep: null\n\t\t};\n\n\t}\n\n\tupdate( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\t_projectionMatrix.copy( camera.projectionMatrix );\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( _projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\t_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\t_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( _projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n}\n\nclass Clock {\n\n\tconstructor( autoStart = true ) {\n\n\t\tthis.autoStart = autoStart;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$1 = /*@__PURE__*/ new Vector3();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 );\n\n\t\t_orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$1.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$1.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$1.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$1.x, _position$1.y, _position$1.z );\n\t\t\tlistener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tif ( this.source !== null ) {\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t}\n\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this._connected === false ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.isPlaying === true && this.source.detune !== undefined ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\nconst _scale = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tconnect() {\n\n\t\tsuper.connect();\n\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tdisconnect() {\n\n\t\tsuper.disconnect();\n\n\t\tthis.panner.disconnect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion, _scale );\n\n\t\t_orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position.x, _position.y, _position.z );\n\t\t\tpanner.setOrientation( _orientation.x, _orientation.y, _orientation.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nclass PropertyMixer {\n\n\tconstructor( binding, typeName, valueSize ) {\n\n\t\tthis.binding = binding;\n\t\tthis.valueSize = valueSize;\n\n\t\tlet mixFunction,\n\t\t\tmixFunctionAdditive,\n\t\t\tsetIdentity;\n\n\t\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t\t//\n\t\t// interpolators can use .buffer as their .result\n\t\t// the data then goes to 'incoming'\n\t\t//\n\t\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t\t// the cumulative result and are compared to detect\n\t\t// changes\n\t\t//\n\t\t// 'orig' stores the original state of the property\n\t\t//\n\t\t// 'add' is used for additive cumulative results\n\t\t//\n\t\t// 'work' is optional and is only present for quaternion types. It is used\n\t\t// to store intermediate quaternion multiplication results\n\n\t\tswitch ( typeName ) {\n\n\t\t\tcase 'quaternion':\n\t\t\t\tmixFunction = this._slerp;\n\t\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\t\tthis._workIndex = 5;\n\t\t\t\tbreak;\n\n\t\t\tcase 'string':\n\t\t\tcase 'bool':\n\t\t\t\tmixFunction = this._select;\n\n\t\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t\t// additive is not relevant for non-numeric types\n\t\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tmixFunction = this._lerp;\n\t\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t\t}\n\n\t\tthis._mixBufferRegion = mixFunction;\n\t\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\t\tthis._setIdentity = setIdentity;\n\t\tthis._origIndex = 3;\n\t\tthis._addIndex = 4;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tthis.useCount = 0;\n\t\tthis.referenceCount = 0;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'accu<i>'\n\taccumulate( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t}\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t}\n\n\t// apply the state of 'accu<i>' to the binding when accus differ\n\tapply( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState() {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t}\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState() {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t}\n\n\t_setAdditiveIdentityNumeric() {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\t_setAdditiveIdentityQuaternion() {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t}\n\n\t_setAdditiveIdentityOther() {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t}\n\n\n\t// mix functions\n\n\t_select( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_slerp( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t}\n\n\t_slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t}\n\n\t_lerp( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n\t_lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n}\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /*@__PURE__*/ /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /*@__PURE__*/ /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /*@__PURE__*/ /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ];\n\nclass Composite {\n\n\tconstructor( targetGroup, path, optionalParsedPath ) {\n\n\t\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis._targetGroup = targetGroup;\n\t\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n\t}\n\n\tgetValue( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t}\n\n\tsetValue( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t}\n\n\tbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t}\n\n\tunbind() {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n}\n\n// Note: This class uses a State pattern on a per-method basis:\n// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n// prototype version of these methods with one that represents\n// the bound state. When the property is not found, the methods\n// become no-ops.\nclass PropertyBinding {\n\n\tconstructor( rootNode, path, parsedPath ) {\n\n\t\tthis.path = path;\n\t\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\t\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName );\n\n\t\tthis.rootNode = rootNode;\n\n\t\t// initial state of these methods that calls 'bind'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n\n\tstatic create( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tstatic sanitizeNodeName( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t}\n\n\tstatic parseTrackName( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( matches === null ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t}\n\n\tstatic findNode( root, nodeName ) {\n\n\t\tif ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable() {}\n\t_setValue_unavailable() {}\n\n\t// Getters\n\n\t_getValue_direct( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.targetObject[ this.propertyName ];\n\n\t}\n\n\t_getValue_array( buffer, offset ) {\n\n\t\tconst source = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t}\n\n\t}\n\n\t_getValue_arrayElement( buffer, offset ) {\n\n\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t}\n\n\t_getValue_toArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t}\n\n\t// Direct\n\n\t_setValue_direct( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// EntireArray\n\n\t_setValue_array( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t}\n\n\t_setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tconst dest = this.resolvedProperty;\n\n\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t}\n\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// ArrayElement\n\n\t_setValue_arrayElement( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t}\n\n\t_setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t// HasToFromArray\n\n\t_setValue_fromArray( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t}\n\n\t_setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.needsUpdate = true;\n\n\t}\n\n\t_setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t}\n\n\t_getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t}\n\n\t_setValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t}\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind() {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName );\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'map':\n\n\t\t\t\t\tif ( 'map' in targetObject ) {\n\n\t\t\t\t\t\ttargetObject = targetObject.map;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.map ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.map;\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t}\n\n\tunbind() {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n}\n\nPropertyBinding.Composite = Composite;\n\nPropertyBinding.prototype.BindingType = {\n\tDirect: 0,\n\tEntireArray: 1,\n\tArrayElement: 2,\n\tHasFromToArray: 3\n};\n\nPropertyBinding.prototype.Versioning = {\n\tNone: 0,\n\tNeedsUpdate: 1,\n\tMatrixWorldNeedsUpdate: 2\n};\n\nPropertyBinding.prototype.GetterByBindingType = [\n\n\tPropertyBinding.prototype._getValue_direct,\n\tPropertyBinding.prototype._getValue_array,\n\tPropertyBinding.prototype._getValue_arrayElement,\n\tPropertyBinding.prototype._getValue_toArray,\n\n];\n\nPropertyBinding.prototype.SetterByBindingTypeAndVersioning = [\n\n\t[\n\t\t// Direct\n\t\tPropertyBinding.prototype._setValue_direct,\n\t\tPropertyBinding.prototype._setValue_direct_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// EntireArray\n\n\t\tPropertyBinding.prototype._setValue_array,\n\t\tPropertyBinding.prototype._setValue_array_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// ArrayElement\n\t\tPropertyBinding.prototype._setValue_arrayElement,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate,\n\n\t], [\n\n\t\t// HasToFromArray\n\t\tPropertyBinding.prototype._setValue_fromArray,\n\t\tPropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,\n\t\tPropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate,\n\n\t]\n\n];\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n *  - Add objects you would otherwise pass as 'root' to the\n *    constructor or the .clipAction method of AnimationMixer.\n *\n *  - Instead pass this object as 'root'.\n *\n *  - You can also add and remove objects later when the mixer\n *    is running.\n *\n * Note:\n *\n *    Objects of this class appear as one object to the mixer,\n *    so cache control of the individual objects must be done\n *    on the group.\n *\n * Limitation:\n *\n *  - The animated properties must be compatible among the\n *    all objects in the group.\n *\n *  - A single property can either be controlled through a\n *    target group or directly, but not both.\n */\n\nclass AnimationObjectGroup {\n\n\tconstructor() {\n\n\t\tthis.isAnimationObjectGroup = true;\n\n\t\tthis.uuid = generateUUID();\n\n\t\t// cached objects followed by the active ones\n\t\tthis._objects = Array.prototype.slice.call( arguments );\n\n\t\tthis.nCachedObjects_ = 0; // threshold\n\t\t// note: read by PropertyBinding.Composite\n\n\t\tconst indices = {};\n\t\tthis._indicesByUUID = indices; // for bookkeeping\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t\t}\n\n\t\tthis._paths = []; // inside: string\n\t\tthis._parsedPaths = []; // inside: { we don't care, here }\n\t\tthis._bindings = []; // inside: Array< PropertyBinding >\n\t\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tobjects: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._objects.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tget bindingsPerObject() {\n\n\t\t\t\treturn scope._bindings.length;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tadd() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\tremove() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// remove & forget\n\tuncache() {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t}\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t}\n\n\tunsubscribe_( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n}\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\tdeltaTime = 0;\n\n\t\t\t} else {\n\n\n\t\t\t\tthis._startTime = null; // unschedule\n\t\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _controlInterpolantsResultBuffer = new Float32Array( 1 );\n\n\nclass AnimationMixer extends EventDispatcher {\n\n\tconstructor( root ) {\n\n\t\tsuper();\n\n\t\tthis._root = root;\n\t\tthis._initMemoryManager();\n\t\tthis._accuIndex = 0;\n\t\tthis.time = 0;\n\t\tthis.timeScale = 1.0;\n\n\t}\n\n\t_bindAction( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t}\n\n\t_activateAction( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t}\n\n\t_deactivateAction( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t}\n\n\t// Memory manager\n\n\t_initMemoryManager() {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t}\n\n\t_addInactiveAction( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t}\n\n\t_removeInactiveAction( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t}\n\n\t_removeInactiveBindingsForAction( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_lendAction( action ) {\n\n\t\t// [ active actions |  inactive actions  ]\n\t\t// [  active actions >| inactive actions ]\n\t\t//                 s        a\n\t\t//                  <-swap->\n\t\t//                 a        s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t}\n\n\t_takeBackAction( action ) {\n\n\t\t// [  active actions  | inactive actions ]\n\t\t// [ active actions |< inactive actions  ]\n\t\t//        a        s\n\t\t//         <-swap->\n\t\t//        s        a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t}\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t}\n\n\t_removeInactiveBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t}\n\n\t_lendBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t}\n\n\t_takeBackBinding( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t}\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant() {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, _controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t}\n\n\t_takeBackControlInterpolant( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t}\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t}\n\n\t// get an existing action\n\texistingAction( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction() {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// advance the time and update apply the animation\n\tupdate( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t}\n\n\t// return this mixer's root target object\n\tgetRoot() {\n\n\t\treturn this._root;\n\n\t}\n\n\t// free all resources specific to a particular clip\n\tuncacheClip( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t}\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// remove a targeted clip from the cache\n\tuncacheAction( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n}\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nlet _id = 0;\n\nclass UniformsGroup extends EventDispatcher {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.isUniformsGroup = true;\n\n\t\tObject.defineProperty( this, 'id', { value: _id ++ } );\n\n\t\tthis.name = '';\n\n\t\tthis.usage = StaticDrawUsage;\n\t\tthis.uniforms = [];\n\n\t}\n\n\tadd( uniform ) {\n\n\t\tthis.uniforms.push( uniform );\n\n\t\treturn this;\n\n\t}\n\n\tremove( uniform ) {\n\n\t\tconst index = this.uniforms.indexOf( uniform );\n\n\t\tif ( index !== - 1 ) this.uniforms.splice( index, 1 );\n\n\t\treturn this;\n\n\t}\n\n\tsetName( name ) {\n\n\t\tthis.name = name;\n\n\t\treturn this;\n\n\t}\n\n\tsetUsage( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.usage = source.usage;\n\n\t\tconst uniformsSource = source.uniforms;\n\n\t\tthis.uniforms.length = 0;\n\n\t\tfor ( let i = 0, l = uniformsSource.length; i < l; i ++ ) {\n\n\t\t\tconst uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ];\n\n\t\t\tfor ( let j = 0; j < uniforms.length; j ++ ) {\n\n\t\t\t\tthis.uniforms.push( uniforms[ j ].clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nclass InstancedInterleavedBuffer extends InterleavedBuffer {\n\n\tconstructor( array, stride, meshPerAttribute = 1 ) {\n\n\t\tsuper( array, stride );\n\n\t\tthis.isInstancedInterleavedBuffer = true;\n\n\t\tthis.meshPerAttribute = meshPerAttribute;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t}\n\n\tclone( data ) {\n\n\t\tconst ib = super.clone( data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t}\n\n\ttoJSON( data ) {\n\n\t\tconst json = super.toJSON( data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n}\n\nclass GLBufferAttribute {\n\n\tconstructor( buffer, type, itemSize, elementSize, count ) {\n\n\t\tthis.isGLBufferAttribute = true;\n\n\t\tthis.name = '';\n\n\t\tthis.buffer = buffer;\n\t\tthis.type = type;\n\t\tthis.itemSize = itemSize;\n\t\tthis.elementSize = elementSize;\n\t\tthis.count = count;\n\n\t\tthis.version = 0;\n\n\t}\n\n\tset needsUpdate( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n\tsetBuffer( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t}\n\n\tsetType( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetItemSize( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t}\n\n\tsetCount( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\n\nclass Raycaster {\n\n\tconstructor( origin, direction, near = 0, far = Infinity ) {\n\n\t\tthis.ray = new Ray( origin, direction );\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.near = near;\n\t\tthis.far = far;\n\t\tthis.camera = null;\n\t\tthis.layers = new Layers();\n\n\t\tthis.params = {\n\t\t\tMesh: {},\n\t\t\tLine: { threshold: 1 },\n\t\t\tLOD: {},\n\t\t\tPoints: { threshold: 1 },\n\t\t\tSprite: {}\n\t\t};\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t}\n\n\tsetFromCamera( coords, camera ) {\n\n\t\tif ( camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t}\n\n\tsetFromXRController( controller ) {\n\n\t\t_matrix.identity().extractRotation( controller.matrixWorld );\n\n\t\tthis.ray.origin.setFromMatrixPosition( controller.matrixWorld );\n\t\tthis.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix );\n\n\t\treturn this;\n\n\t}\n\n\tintersectObject( object, recursive = true, intersects = [] ) {\n\n\t\tintersect( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n\tintersectObjects( objects, recursive = true, intersects = [] ) {\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersect( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersect( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersect( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up.\n * theta (the azimuthal angle) is measured from the positive z-axis.\n */\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be between EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius = 1, theta = 0, y = 0 ) {\n\n\t\tthis.radius = radius; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = y; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$4 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) {\n\n\t\tthis.isBox2 = true;\n\n\t\tthis.min = min;\n\t\tthis.max = max;\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.clampPoint( point, _vector$4 ).distanceTo( point );\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start = new Vector3(), end = new Vector3() ) {\n\n\t\tthis.start = start;\n\t\tthis.end = end;\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n}\n\nconst _vector$3 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'SpotLightHelper';\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\t\tthis.light.target.updateWorldMatrix( true, false );\n\n\t\t// update the local matrix based on the parent and light target transforms\n\t\tif ( this.parent ) {\n\n\t\t\tthis.parent.updateWorldMatrix( true );\n\n\t\t\tthis.matrix\n\t\t\t\t.copy( this.parent.matrixWorld )\n\t\t\t\t.invert()\n\t\t\t\t.multiply( this.light.matrixWorld );\n\n\t\t} else {\n\n\t\t\tthis.matrix.copy( this.light.matrixWorld );\n\n\t\t}\n\n\t\tthis.matrixWorld.copy( this.light.matrixWorld );\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.type = 'SkeletonHelper';\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$2.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object.isBone === true ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'HemisphereLightHelper';\n\n\t\tconst geometry = new OctahedronGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\n\t\tmesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the sectors\n\n\t\tif ( sectors > 1 ) {\n\n\t\t\tfor ( let i = 0; i < sectors; i ++ ) {\n\n\t\t\t\tconst v = ( i / sectors ) * ( Math.PI * 2 );\n\n\t\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( x, 0, z );\n\n\t\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// create the rings\n\n\t\tfor ( let i = 0; i < rings; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / rings * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\n\t\tthis.light = light;\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'DirectionalLightHelper';\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateWorldMatrix( true, false );\n\t\tthis.light.target.updateWorldMatrix( true, false );\n\n\t\t_v1.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3.subVectors( _v2, _v1 );\n\n\t\tthis.lightPlane.lookAt( _v2 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2 );\n\t\tthis.targetLine.scale.z = _v3.length();\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttps://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2' );\n\t\taddLine( 'n2', 'n4' );\n\t\taddLine( 'n4', 'n3' );\n\t\taddLine( 'n3', 'n1' );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2' );\n\t\taddLine( 'f2', 'f4' );\n\t\taddLine( 'f4', 'f3' );\n\t\taddLine( 'f3', 'f1' );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1' );\n\t\taddLine( 'n2', 'f2' );\n\t\taddLine( 'n3', 'f3' );\n\t\taddLine( 'n4', 'f4' );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1' );\n\t\taddLine( 'p', 'n2' );\n\t\taddLine( 'p', 'n3' );\n\t\taddLine( 'p', 'n4' );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2' );\n\t\taddLine( 'u2', 'u3' );\n\t\taddLine( 'u3', 'u1' );\n\n\t\t// target\n\n\t\taddLine( 'c', 't' );\n\t\taddLine( 'p', 'c' );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2' );\n\t\taddLine( 'cn3', 'cn4' );\n\n\t\taddLine( 'cf1', 'cf2' );\n\t\taddLine( 'cf3', 'cf4' );\n\n\t\tfunction addLine( a, b ) {\n\n\t\t\taddPoint( a );\n\t\t\taddPoint( b );\n\n\t\t}\n\n\t\tfunction addPoint( id ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( 0, 0, 0 );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\tthis.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross );\n\n\t}\n\n\tsetColors( frustum, cone, up, target, cross ) {\n\n\t\tconst geometry = this.geometry;\n\n\t\tconst colorAttribute = geometry.getAttribute( 'color' );\n\n\t\t// near\n\n\t\tcolorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2\n\t\tcolorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4\n\t\tcolorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3\n\t\tcolorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1\n\n\t\t// far\n\n\t\tcolorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2\n\t\tcolorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4\n\t\tcolorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3\n\t\tcolorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1\n\n\t\t// sides\n\n\t\tcolorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1\n\t\tcolorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2\n\t\tcolorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3\n\t\tcolorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4\n\n\t\t// cone\n\n\t\tcolorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1\n\t\tcolorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2\n\t\tcolorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3\n\t\tcolorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4\n\n\t\t// up\n\n\t\tcolorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2\n\t\tcolorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3\n\t\tcolorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1\n\n\t\t// target\n\n\t\tcolorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t\n\t\tcolorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c\n\n\t\t// cross\n\n\t\tcolorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2\n\t\tcolorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4\n\n\t\tcolorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2\n\t\tcolorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4\n\n\t\tcolorAttribute.needsUpdate = true;\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box.isEmpty() ) return;\n\n\t\tconst min = _box.min;\n\t\tconst max = _box.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tthis.position.set( 0, 0, 0 );\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, 1 );\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tthis.translateZ( - this.plane.constant );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\t// dir is assumed to be normalized\n\n\tconstructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) {\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.line.geometry.dispose();\n\t\tthis.line.material.dispose();\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n\tsetColors( xAxisColor, yAxisColor, zAxisColor ) {\n\n\t\tconst color = new Color();\n\t\tconst array = this.geometry.attributes.color.array;\n\n\t\tcolor.set( xAxisColor );\n\t\tcolor.toArray( array, 0 );\n\t\tcolor.toArray( array, 3 );\n\n\t\tcolor.set( yAxisColor );\n\t\tcolor.toArray( array, 6 );\n\t\tcolor.toArray( array, 9 );\n\n\t\tcolor.set( zAxisColor );\n\t\tcolor.toArray( array, 12 );\n\t\tcolor.toArray( array, 15 );\n\n\t\tthis.geometry.attributes.color.needsUpdate = true;\n\n\t\treturn this;\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n}\n\nclass ShapePath {\n\n\tconstructor() {\n\n\t\tthis.type = 'ShapePath';\n\n\t\tthis.color = new Color();\n\n\t\tthis.subPaths = [];\n\t\tthis.currentPath = null;\n\n\t}\n\n\tmoveTo( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tlineTo( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t}\n\n\tquadraticCurveTo( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tbezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t}\n\n\tsplineThru( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t}\n\n\ttoShapes( isCCW ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success    or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t//  with the horizontal line through inPt, left of inPt\n\t\t\t//  not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tlet toChange = 0;\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange ++;\n\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( toChange > 0 && ambiguous === false ) {\n\n\t\t\t\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n}\n\nclass WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162\n\n\tconstructor( width = 1, height = 1, count = 1, options = {} ) {\n\n\t\tconsole.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the \"count\" parameter to enable MRT.' );\n\n\t\tsuper( width, height, { ...options, count } );\n\n\t\tthis.isWebGLMultipleRenderTargets = true;\n\n\t}\n\n\tget texture() {\n\n\t\treturn this.textures;\n\n\t}\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\n}\n\nif ( typeof window !== 'undefined' ) {\n\n\tif ( window.__THREE__ ) {\n\n\t\tconsole.warn( 'WARNING: Multiple instances of Three.js being imported.' );\n\n\t} else {\n\n\t\twindow.__THREE__ = REVISION;\n\n\t}\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DisplayP3ColorSpace, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearDisplayP3ColorSpace, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, P3Primaries, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, Rec709Primaries, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, createCanvasElement };\n", "import {\n\tDataTextureLoader,\n\tLinearMipmapLinearFilter\n} from 'three';\n\nclass TGALoader extends DataTextureLoader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tparse( buffer ) {\n\n\t\t// reference from vthibault, https://github.com/vthibault/roBrowser/blob/master/src/Loaders/Targa.js\n\n\t\tfunction tgaCheckHeader( header ) {\n\n\t\t\tswitch ( header.image_type ) {\n\n\t\t\t\t// check indexed type\n\n\t\t\t\tcase TGA_TYPE_INDEXED:\n\t\t\t\tcase TGA_TYPE_RLE_INDEXED:\n\t\t\t\t\tif ( header.colormap_length > 256 || header.colormap_size !== 24 || header.colormap_type !== 1 ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.TGALoader: Invalid type colormap data for indexed type.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t\t// check colormap type\n\n\t\t\t\tcase TGA_TYPE_RGB:\n\t\t\t\tcase TGA_TYPE_GREY:\n\t\t\t\tcase TGA_TYPE_RLE_RGB:\n\t\t\t\tcase TGA_TYPE_RLE_GREY:\n\t\t\t\t\tif ( header.colormap_type ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.TGALoader: Invalid type colormap data for colormap type.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t\t// What the need of a file without data ?\n\n\t\t\t\tcase TGA_TYPE_NO_DATA:\n\t\t\t\t\tconsole.error( 'THREE.TGALoader: No data.' );\n\n\t\t\t\t\t// Invalid type ?\n\n\t\t\t\tdefault:\n\t\t\t\t\tconsole.error( 'THREE.TGALoader: Invalid type \"%s\".', header.image_type );\n\n\t\t\t}\n\n\t\t\t// check image width and height\n\n\t\t\tif ( header.width <= 0 || header.height <= 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.TGALoader: Invalid image size.' );\n\n\t\t\t}\n\n\t\t\t// check image pixel size\n\n\t\t\tif ( header.pixel_size !== 8 && header.pixel_size !== 16 &&\n\t\t\t\theader.pixel_size !== 24 && header.pixel_size !== 32 ) {\n\n\t\t\t\tconsole.error( 'THREE.TGALoader: Invalid pixel size \"%s\".', header.pixel_size );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// parse tga image buffer\n\n\t\tfunction tgaParse( use_rle, use_pal, header, offset, data ) {\n\n\t\t\tlet pixel_data,\n\t\t\t\tpalettes;\n\n\t\t\tconst pixel_size = header.pixel_size >> 3;\n\t\t\tconst pixel_total = header.width * header.height * pixel_size;\n\n\t\t\t // read palettes\n\n\t\t\t if ( use_pal ) {\n\n\t\t\t\t palettes = data.subarray( offset, offset += header.colormap_length * ( header.colormap_size >> 3 ) );\n\n\t\t\t }\n\n\t\t\t // read RLE\n\n\t\t\t if ( use_rle ) {\n\n\t\t\t\t pixel_data = new Uint8Array( pixel_total );\n\n\t\t\t\tlet c, count, i;\n\t\t\t\tlet shift = 0;\n\t\t\t\tconst pixels = new Uint8Array( pixel_size );\n\n\t\t\t\twhile ( shift < pixel_total ) {\n\n\t\t\t\t\tc = data[ offset ++ ];\n\t\t\t\t\tcount = ( c & 0x7f ) + 1;\n\n\t\t\t\t\t// RLE pixels\n\n\t\t\t\t\tif ( c & 0x80 ) {\n\n\t\t\t\t\t\t// bind pixel tmp array\n\n\t\t\t\t\t\tfor ( i = 0; i < pixel_size; ++ i ) {\n\n\t\t\t\t\t\t\tpixels[ i ] = data[ offset ++ ];\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// copy pixel array\n\n\t\t\t\t\t\tfor ( i = 0; i < count; ++ i ) {\n\n\t\t\t\t\t\t\tpixel_data.set( pixels, shift + i * pixel_size );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tshift += pixel_size * count;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// raw pixels\n\n\t\t\t\t\t\tcount *= pixel_size;\n\n\t\t\t\t\t\tfor ( i = 0; i < count; ++ i ) {\n\n\t\t\t\t\t\t\tpixel_data[ shift + i ] = data[ offset ++ ];\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tshift += count;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t } else {\n\n\t\t\t\t// raw pixels\n\n\t\t\t\tpixel_data = data.subarray(\n\t\t\t\t\t offset, offset += ( use_pal ? header.width * header.height : pixel_total )\n\t\t\t\t);\n\n\t\t\t }\n\n\t\t\t return {\n\t\t\t\tpixel_data: pixel_data,\n\t\t\t\tpalettes: palettes\n\t\t\t };\n\n\t\t}\n\n\t\tfunction tgaGetImageData8bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image, palettes ) {\n\n\t\t\tconst colormap = palettes;\n\t\t\tlet color, i = 0, x, y;\n\t\t\tconst width = header.width;\n\n\t\t\tfor ( y = y_start; y !== y_end; y += y_step ) {\n\n\t\t\t\tfor ( x = x_start; x !== x_end; x += x_step, i ++ ) {\n\n\t\t\t\t\tcolor = image[ i ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 3 ] = 255;\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 2 ] = colormap[ ( color * 3 ) + 0 ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 1 ] = colormap[ ( color * 3 ) + 1 ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 0 ] = colormap[ ( color * 3 ) + 2 ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn imageData;\n\n\t\t}\n\n\t\tfunction tgaGetImageData16bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image ) {\n\n\t\t\tlet color, i = 0, x, y;\n\t\t\tconst width = header.width;\n\n\t\t\tfor ( y = y_start; y !== y_end; y += y_step ) {\n\n\t\t\t\tfor ( x = x_start; x !== x_end; x += x_step, i += 2 ) {\n\n\t\t\t\t\tcolor = image[ i + 0 ] + ( image[ i + 1 ] << 8 );\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 0 ] = ( color & 0x7C00 ) >> 7;\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 1 ] = ( color & 0x03E0 ) >> 2;\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 2 ] = ( color & 0x001F ) << 3;\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 3 ] = ( color & 0x8000 ) ? 0 : 255;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn imageData;\n\n\t\t}\n\n\t\tfunction tgaGetImageData24bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image ) {\n\n\t\t\tlet i = 0, x, y;\n\t\t\tconst width = header.width;\n\n\t\t\tfor ( y = y_start; y !== y_end; y += y_step ) {\n\n\t\t\t\tfor ( x = x_start; x !== x_end; x += x_step, i += 3 ) {\n\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 3 ] = 255;\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 2 ] = image[ i + 0 ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 1 ] = image[ i + 1 ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 0 ] = image[ i + 2 ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn imageData;\n\n\t\t}\n\n\t\tfunction tgaGetImageData32bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image ) {\n\n\t\t\tlet i = 0, x, y;\n\t\t\tconst width = header.width;\n\n\t\t\tfor ( y = y_start; y !== y_end; y += y_step ) {\n\n\t\t\t\tfor ( x = x_start; x !== x_end; x += x_step, i += 4 ) {\n\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 2 ] = image[ i + 0 ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 1 ] = image[ i + 1 ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 0 ] = image[ i + 2 ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 3 ] = image[ i + 3 ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn imageData;\n\n\t\t}\n\n\t\tfunction tgaGetImageDataGrey8bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image ) {\n\n\t\t\tlet color, i = 0, x, y;\n\t\t\tconst width = header.width;\n\n\t\t\tfor ( y = y_start; y !== y_end; y += y_step ) {\n\n\t\t\t\tfor ( x = x_start; x !== x_end; x += x_step, i ++ ) {\n\n\t\t\t\t\tcolor = image[ i ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 0 ] = color;\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 1 ] = color;\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 2 ] = color;\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 3 ] = 255;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn imageData;\n\n\t\t}\n\n\t\tfunction tgaGetImageDataGrey16bits( imageData, y_start, y_step, y_end, x_start, x_step, x_end, image ) {\n\n\t\t\tlet i = 0, x, y;\n\t\t\tconst width = header.width;\n\n\t\t\tfor ( y = y_start; y !== y_end; y += y_step ) {\n\n\t\t\t\tfor ( x = x_start; x !== x_end; x += x_step, i += 2 ) {\n\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 0 ] = image[ i + 0 ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 1 ] = image[ i + 0 ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 2 ] = image[ i + 0 ];\n\t\t\t\t\timageData[ ( x + width * y ) * 4 + 3 ] = image[ i + 1 ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn imageData;\n\n\t\t}\n\n\t\tfunction getTgaRGBA( data, width, height, image, palette ) {\n\n\t\t\tlet x_start,\n\t\t\t\ty_start,\n\t\t\t\tx_step,\n\t\t\t\ty_step,\n\t\t\t\tx_end,\n\t\t\t\ty_end;\n\n\t\t\tswitch ( ( header.flags & TGA_ORIGIN_MASK ) >> TGA_ORIGIN_SHIFT ) {\n\n\t\t\t\tdefault:\n\t\t\t\tcase TGA_ORIGIN_UL:\n\t\t\t\t\tx_start = 0;\n\t\t\t\t\tx_step = 1;\n\t\t\t\t\tx_end = width;\n\t\t\t\t\ty_start = 0;\n\t\t\t\t\ty_step = 1;\n\t\t\t\t\ty_end = height;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase TGA_ORIGIN_BL:\n\t\t\t\t\tx_start = 0;\n\t\t\t\t\tx_step = 1;\n\t\t\t\t\tx_end = width;\n\t\t\t\t\ty_start = height - 1;\n\t\t\t\t\ty_step = - 1;\n\t\t\t\t\ty_end = - 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase TGA_ORIGIN_UR:\n\t\t\t\t\tx_start = width - 1;\n\t\t\t\t\tx_step = - 1;\n\t\t\t\t\tx_end = - 1;\n\t\t\t\t\ty_start = 0;\n\t\t\t\t\ty_step = 1;\n\t\t\t\t\ty_end = height;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase TGA_ORIGIN_BR:\n\t\t\t\t\tx_start = width - 1;\n\t\t\t\t\tx_step = - 1;\n\t\t\t\t\tx_end = - 1;\n\t\t\t\t\ty_start = height - 1;\n\t\t\t\t\ty_step = - 1;\n\t\t\t\t\ty_end = - 1;\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( use_grey ) {\n\n\t\t\t\tswitch ( header.pixel_size ) {\n\n\t\t\t\t\tcase 8:\n\t\t\t\t\t\ttgaGetImageDataGrey8bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 16:\n\t\t\t\t\t\ttgaGetImageDataGrey16bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.error( 'THREE.TGALoader: Format not supported.' );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tswitch ( header.pixel_size ) {\n\n\t\t\t\t\tcase 8:\n\t\t\t\t\t\ttgaGetImageData8bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image, palette );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 16:\n\t\t\t\t\t\ttgaGetImageData16bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 24:\n\t\t\t\t\t\ttgaGetImageData24bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 32:\n\t\t\t\t\t\ttgaGetImageData32bits( data, y_start, y_step, y_end, x_start, x_step, x_end, image );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.error( 'THREE.TGALoader: Format not supported.' );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Load image data according to specific method\n\t\t\t// let func = 'tgaGetImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';\n\t\t\t// func(data, y_start, y_step, y_end, x_start, x_step, x_end, width, image, palette );\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// TGA constants\n\n\t\tconst TGA_TYPE_NO_DATA = 0,\n\t\t\tTGA_TYPE_INDEXED = 1,\n\t\t\tTGA_TYPE_RGB = 2,\n\t\t\tTGA_TYPE_GREY = 3,\n\t\t\tTGA_TYPE_RLE_INDEXED = 9,\n\t\t\tTGA_TYPE_RLE_RGB = 10,\n\t\t\tTGA_TYPE_RLE_GREY = 11,\n\n\t\t\tTGA_ORIGIN_MASK = 0x30,\n\t\t\tTGA_ORIGIN_SHIFT = 0x04,\n\t\t\tTGA_ORIGIN_BL = 0x00,\n\t\t\tTGA_ORIGIN_BR = 0x01,\n\t\t\tTGA_ORIGIN_UL = 0x02,\n\t\t\tTGA_ORIGIN_UR = 0x03;\n\n\t\tif ( buffer.length < 19 ) console.error( 'THREE.TGALoader: Not enough data to contain header.' );\n\n\t\tlet offset = 0;\n\n\t\tconst content = new Uint8Array( buffer ),\n\t\t\theader = {\n\t\t\t\tid_length: content[ offset ++ ],\n\t\t\t\tcolormap_type: content[ offset ++ ],\n\t\t\t\timage_type: content[ offset ++ ],\n\t\t\t\tcolormap_index: content[ offset ++ ] | content[ offset ++ ] << 8,\n\t\t\t\tcolormap_length: content[ offset ++ ] | content[ offset ++ ] << 8,\n\t\t\t\tcolormap_size: content[ offset ++ ],\n\t\t\t\torigin: [\n\t\t\t\t\tcontent[ offset ++ ] | content[ offset ++ ] << 8,\n\t\t\t\t\tcontent[ offset ++ ] | content[ offset ++ ] << 8\n\t\t\t\t],\n\t\t\t\twidth: content[ offset ++ ] | content[ offset ++ ] << 8,\n\t\t\t\theight: content[ offset ++ ] | content[ offset ++ ] << 8,\n\t\t\t\tpixel_size: content[ offset ++ ],\n\t\t\t\tflags: content[ offset ++ ]\n\t\t\t};\n\n\t\t// check tga if it is valid format\n\n\t\ttgaCheckHeader( header );\n\n\t\tif ( header.id_length + offset > buffer.length ) {\n\n\t\t\tconsole.error( 'THREE.TGALoader: No data.' );\n\n\t\t}\n\n\t\t// skip the needn't data\n\n\t\toffset += header.id_length;\n\n\t\t// get targa information about RLE compression and palette\n\n\t\tlet use_rle = false,\n\t\t\tuse_pal = false,\n\t\t\tuse_grey = false;\n\n\t\tswitch ( header.image_type ) {\n\n\t\t\tcase TGA_TYPE_RLE_INDEXED:\n\t\t\t\tuse_rle = true;\n\t\t\t\tuse_pal = true;\n\t\t\t\tbreak;\n\n\t\t\tcase TGA_TYPE_INDEXED:\n\t\t\t\tuse_pal = true;\n\t\t\t\tbreak;\n\n\t\t\tcase TGA_TYPE_RLE_RGB:\n\t\t\t\tuse_rle = true;\n\t\t\t\tbreak;\n\n\t\t\tcase TGA_TYPE_RGB:\n\t\t\t\tbreak;\n\n\t\t\tcase TGA_TYPE_RLE_GREY:\n\t\t\t\tuse_rle = true;\n\t\t\t\tuse_grey = true;\n\t\t\t\tbreak;\n\n\t\t\tcase TGA_TYPE_GREY:\n\t\t\t\tuse_grey = true;\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\t//\n\n\t\tconst imageData = new Uint8Array( header.width * header.height * 4 );\n\t\tconst result = tgaParse( use_rle, use_pal, header, offset, content );\n\t\tgetTgaRGBA( imageData, header.width, header.height, result.pixel_data, result.palettes );\n\n\t\treturn {\n\n\t\t\tdata: imageData,\n\t\t\twidth: header.width,\n\t\t\theight: header.height,\n\t\t\tflipY: true,\n\t\t\tgenerateMipmaps: true,\n\t\t\tminFilter: LinearMipmapLinearFilter,\n\n\t\t};\n\n\t}\n\n}\n\nexport { TGALoader };\n", "/*!\nfflate - fast JavaScript compression/decompression\n<https://101arrowz.github.io/fflate>\nLicensed under MIT. https://github.com/101arrowz/fflate/blob/master/LICENSE\nversion 0.6.9\n*/\n\n// DEFLATE is a complex format; to read this code, you should probably check the RFC first:\n// https://tools.ietf.org/html/rfc1951\n// You may also wish to take a look at the guide I made about this program:\n// https://gist.github.com/101arrowz/253f31eb5abc3d9275ab943003ffecad\n// Some of the following code is similar to that of UZIP.js:\n// https://github.com/photopea/UZIP.js\n// However, the vast majority of the codebase has diverged from UZIP.js to increase performance and reduce bundle size.\n// Sometimes 0 will appear where -1 would be more appropriate. This is because using a uint\n// is better for memory in most engines (I *think*).\nvar ch2 = {};\nvar durl = function (c) { return URL.createObjectURL(new Blob([c], { type: 'text/javascript' })); };\nvar cwk = function (u) { return new Worker(u); };\ntry {\n    URL.revokeObjectURL(durl(''));\n}\ncatch (e) {\n    // We're in Deno or a very old browser\n    durl = function (c) { return 'data:application/javascript;charset=UTF-8,' + encodeURI(c); };\n    // If Deno, this is necessary; if not, this changes nothing\n    cwk = function (u) { return new Worker(u, { type: 'module' }); };\n}\nvar wk = (function (c, id, msg, transfer, cb) {\n    var w = cwk(ch2[id] || (ch2[id] = durl(c)));\n    w.onerror = function (e) { return cb(e.error, null); };\n    w.onmessage = function (e) { return cb(null, e.data); };\n    w.postMessage(msg, transfer);\n    return w;\n});\n\n// aliases for shorter compressed code (most minifers don't do this)\nvar u8 = Uint8Array, u16 = Uint16Array, u32 = Uint32Array;\n// fixed length extra bits\nvar fleb = new u8([0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0, /* unused */ 0, 0, /* impossible */ 0]);\n// fixed distance extra bits\n// see fleb note\nvar fdeb = new u8([0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, /* unused */ 0, 0]);\n// code length index map\nvar clim = new u8([16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15]);\n// get base, reverse index map from extra bits\nvar freb = function (eb, start) {\n    var b = new u16(31);\n    for (var i = 0; i < 31; ++i) {\n        b[i] = start += 1 << eb[i - 1];\n    }\n    // numbers here are at max 18 bits\n    var r = new u32(b[30]);\n    for (var i = 1; i < 30; ++i) {\n        for (var j = b[i]; j < b[i + 1]; ++j) {\n            r[j] = ((j - b[i]) << 5) | i;\n        }\n    }\n    return [b, r];\n};\nvar _a = freb(fleb, 2), fl = _a[0], revfl = _a[1];\n// we can ignore the fact that the other numbers are wrong; they never happen anyway\nfl[28] = 258, revfl[258] = 28;\nvar _b = freb(fdeb, 0), fd = _b[0], revfd = _b[1];\n// map of value to reverse (assuming 16 bits)\nvar rev = new u16(32768);\nfor (var i = 0; i < 32768; ++i) {\n    // reverse table algorithm from SO\n    var x = ((i & 0xAAAA) >>> 1) | ((i & 0x5555) << 1);\n    x = ((x & 0xCCCC) >>> 2) | ((x & 0x3333) << 2);\n    x = ((x & 0xF0F0) >>> 4) | ((x & 0x0F0F) << 4);\n    rev[i] = (((x & 0xFF00) >>> 8) | ((x & 0x00FF) << 8)) >>> 1;\n}\n// create huffman tree from u8 \"map\": index -> code length for code index\n// mb (max bits) must be at most 15\n// TODO: optimize/split up?\nvar hMap = (function (cd, mb, r) {\n    var s = cd.length;\n    // index\n    var i = 0;\n    // u16 \"map\": index -> # of codes with bit length = index\n    var l = new u16(mb);\n    // length of cd must be 288 (total # of codes)\n    for (; i < s; ++i)\n        ++l[cd[i] - 1];\n    // u16 \"map\": index -> minimum code for bit length = index\n    var le = new u16(mb);\n    for (i = 0; i < mb; ++i) {\n        le[i] = (le[i - 1] + l[i - 1]) << 1;\n    }\n    var co;\n    if (r) {\n        // u16 \"map\": index -> number of actual bits, symbol for code\n        co = new u16(1 << mb);\n        // bits to remove for reverser\n        var rvb = 15 - mb;\n        for (i = 0; i < s; ++i) {\n            // ignore 0 lengths\n            if (cd[i]) {\n                // num encoding both symbol and bits read\n                var sv = (i << 4) | cd[i];\n                // free bits\n                var r_1 = mb - cd[i];\n                // start value\n                var v = le[cd[i] - 1]++ << r_1;\n                // m is end value\n                for (var m = v | ((1 << r_1) - 1); v <= m; ++v) {\n                    // every 16 bit value starting with the code yields the same result\n                    co[rev[v] >>> rvb] = sv;\n                }\n            }\n        }\n    }\n    else {\n        co = new u16(s);\n        for (i = 0; i < s; ++i) {\n            if (cd[i]) {\n                co[i] = rev[le[cd[i] - 1]++] >>> (15 - cd[i]);\n            }\n        }\n    }\n    return co;\n});\n// fixed length tree\nvar flt = new u8(288);\nfor (var i = 0; i < 144; ++i)\n    flt[i] = 8;\nfor (var i = 144; i < 256; ++i)\n    flt[i] = 9;\nfor (var i = 256; i < 280; ++i)\n    flt[i] = 7;\nfor (var i = 280; i < 288; ++i)\n    flt[i] = 8;\n// fixed distance tree\nvar fdt = new u8(32);\nfor (var i = 0; i < 32; ++i)\n    fdt[i] = 5;\n// fixed length map\nvar flm = /*#__PURE__*/ hMap(flt, 9, 0), flrm = /*#__PURE__*/ hMap(flt, 9, 1);\n// fixed distance map\nvar fdm = /*#__PURE__*/ hMap(fdt, 5, 0), fdrm = /*#__PURE__*/ hMap(fdt, 5, 1);\n// find max of array\nvar max = function (a) {\n    var m = a[0];\n    for (var i = 1; i < a.length; ++i) {\n        if (a[i] > m)\n            m = a[i];\n    }\n    return m;\n};\n// read d, starting at bit p and mask with m\nvar bits = function (d, p, m) {\n    var o = (p / 8) | 0;\n    return ((d[o] | (d[o + 1] << 8)) >> (p & 7)) & m;\n};\n// read d, starting at bit p continuing for at least 16 bits\nvar bits16 = function (d, p) {\n    var o = (p / 8) | 0;\n    return ((d[o] | (d[o + 1] << 8) | (d[o + 2] << 16)) >> (p & 7));\n};\n// get end of byte\nvar shft = function (p) { return ((p / 8) | 0) + (p & 7 && 1); };\n// typed array slice - allows garbage collector to free original reference,\n// while being more compatible than .slice\nvar slc = function (v, s, e) {\n    if (s == null || s < 0)\n        s = 0;\n    if (e == null || e > v.length)\n        e = v.length;\n    // can't use .constructor in case user-supplied\n    var n = new (v instanceof u16 ? u16 : v instanceof u32 ? u32 : u8)(e - s);\n    n.set(v.subarray(s, e));\n    return n;\n};\n// expands raw DEFLATE data\nvar inflt = function (dat, buf, st) {\n    // source length\n    var sl = dat.length;\n    if (!sl || (st && !st.l && sl < 5))\n        return buf || new u8(0);\n    // have to estimate size\n    var noBuf = !buf || st;\n    // no state\n    var noSt = !st || st.i;\n    if (!st)\n        st = {};\n    // Assumes roughly 33% compression ratio average\n    if (!buf)\n        buf = new u8(sl * 3);\n    // ensure buffer can fit at least l elements\n    var cbuf = function (l) {\n        var bl = buf.length;\n        // need to increase size to fit\n        if (l > bl) {\n            // Double or set to necessary, whichever is greater\n            var nbuf = new u8(Math.max(bl * 2, l));\n            nbuf.set(buf);\n            buf = nbuf;\n        }\n    };\n    //  last chunk         bitpos           bytes\n    var final = st.f || 0, pos = st.p || 0, bt = st.b || 0, lm = st.l, dm = st.d, lbt = st.m, dbt = st.n;\n    // total bits\n    var tbts = sl * 8;\n    do {\n        if (!lm) {\n            // BFINAL - this is only 1 when last chunk is next\n            st.f = final = bits(dat, pos, 1);\n            // type: 0 = no compression, 1 = fixed huffman, 2 = dynamic huffman\n            var type = bits(dat, pos + 1, 3);\n            pos += 3;\n            if (!type) {\n                // go to end of byte boundary\n                var s = shft(pos) + 4, l = dat[s - 4] | (dat[s - 3] << 8), t = s + l;\n                if (t > sl) {\n                    if (noSt)\n                        throw 'unexpected EOF';\n                    break;\n                }\n                // ensure size\n                if (noBuf)\n                    cbuf(bt + l);\n                // Copy over uncompressed data\n                buf.set(dat.subarray(s, t), bt);\n                // Get new bitpos, update byte count\n                st.b = bt += l, st.p = pos = t * 8;\n                continue;\n            }\n            else if (type == 1)\n                lm = flrm, dm = fdrm, lbt = 9, dbt = 5;\n            else if (type == 2) {\n                //  literal                            lengths\n                var hLit = bits(dat, pos, 31) + 257, hcLen = bits(dat, pos + 10, 15) + 4;\n                var tl = hLit + bits(dat, pos + 5, 31) + 1;\n                pos += 14;\n                // length+distance tree\n                var ldt = new u8(tl);\n                // code length tree\n                var clt = new u8(19);\n                for (var i = 0; i < hcLen; ++i) {\n                    // use index map to get real code\n                    clt[clim[i]] = bits(dat, pos + i * 3, 7);\n                }\n                pos += hcLen * 3;\n                // code lengths bits\n                var clb = max(clt), clbmsk = (1 << clb) - 1;\n                // code lengths map\n                var clm = hMap(clt, clb, 1);\n                for (var i = 0; i < tl;) {\n                    var r = clm[bits(dat, pos, clbmsk)];\n                    // bits read\n                    pos += r & 15;\n                    // symbol\n                    var s = r >>> 4;\n                    // code length to copy\n                    if (s < 16) {\n                        ldt[i++] = s;\n                    }\n                    else {\n                        //  copy   count\n                        var c = 0, n = 0;\n                        if (s == 16)\n                            n = 3 + bits(dat, pos, 3), pos += 2, c = ldt[i - 1];\n                        else if (s == 17)\n                            n = 3 + bits(dat, pos, 7), pos += 3;\n                        else if (s == 18)\n                            n = 11 + bits(dat, pos, 127), pos += 7;\n                        while (n--)\n                            ldt[i++] = c;\n                    }\n                }\n                //    length tree                 distance tree\n                var lt = ldt.subarray(0, hLit), dt = ldt.subarray(hLit);\n                // max length bits\n                lbt = max(lt);\n                // max dist bits\n                dbt = max(dt);\n                lm = hMap(lt, lbt, 1);\n                dm = hMap(dt, dbt, 1);\n            }\n            else\n                throw 'invalid block type';\n            if (pos > tbts) {\n                if (noSt)\n                    throw 'unexpected EOF';\n                break;\n            }\n        }\n        // Make sure the buffer can hold this + the largest possible addition\n        // Maximum chunk size (practically, theoretically infinite) is 2^17;\n        if (noBuf)\n            cbuf(bt + 131072);\n        var lms = (1 << lbt) - 1, dms = (1 << dbt) - 1;\n        var lpos = pos;\n        for (;; lpos = pos) {\n            // bits read, code\n            var c = lm[bits16(dat, pos) & lms], sym = c >>> 4;\n            pos += c & 15;\n            if (pos > tbts) {\n                if (noSt)\n                    throw 'unexpected EOF';\n                break;\n            }\n            if (!c)\n                throw 'invalid length/literal';\n            if (sym < 256)\n                buf[bt++] = sym;\n            else if (sym == 256) {\n                lpos = pos, lm = null;\n                break;\n            }\n            else {\n                var add = sym - 254;\n                // no extra bits needed if less\n                if (sym > 264) {\n                    // index\n                    var i = sym - 257, b = fleb[i];\n                    add = bits(dat, pos, (1 << b) - 1) + fl[i];\n                    pos += b;\n                }\n                // dist\n                var d = dm[bits16(dat, pos) & dms], dsym = d >>> 4;\n                if (!d)\n                    throw 'invalid distance';\n                pos += d & 15;\n                var dt = fd[dsym];\n                if (dsym > 3) {\n                    var b = fdeb[dsym];\n                    dt += bits16(dat, pos) & ((1 << b) - 1), pos += b;\n                }\n                if (pos > tbts) {\n                    if (noSt)\n                        throw 'unexpected EOF';\n                    break;\n                }\n                if (noBuf)\n                    cbuf(bt + 131072);\n                var end = bt + add;\n                for (; bt < end; bt += 4) {\n                    buf[bt] = buf[bt - dt];\n                    buf[bt + 1] = buf[bt + 1 - dt];\n                    buf[bt + 2] = buf[bt + 2 - dt];\n                    buf[bt + 3] = buf[bt + 3 - dt];\n                }\n                bt = end;\n            }\n        }\n        st.l = lm, st.p = lpos, st.b = bt;\n        if (lm)\n            final = 1, st.m = lbt, st.d = dm, st.n = dbt;\n    } while (!final);\n    return bt == buf.length ? buf : slc(buf, 0, bt);\n};\n// starting at p, write the minimum number of bits that can hold v to d\nvar wbits = function (d, p, v) {\n    v <<= p & 7;\n    var o = (p / 8) | 0;\n    d[o] |= v;\n    d[o + 1] |= v >>> 8;\n};\n// starting at p, write the minimum number of bits (>8) that can hold v to d\nvar wbits16 = function (d, p, v) {\n    v <<= p & 7;\n    var o = (p / 8) | 0;\n    d[o] |= v;\n    d[o + 1] |= v >>> 8;\n    d[o + 2] |= v >>> 16;\n};\n// creates code lengths from a frequency table\nvar hTree = function (d, mb) {\n    // Need extra info to make a tree\n    var t = [];\n    for (var i = 0; i < d.length; ++i) {\n        if (d[i])\n            t.push({ s: i, f: d[i] });\n    }\n    var s = t.length;\n    var t2 = t.slice();\n    if (!s)\n        return [et, 0];\n    if (s == 1) {\n        var v = new u8(t[0].s + 1);\n        v[t[0].s] = 1;\n        return [v, 1];\n    }\n    t.sort(function (a, b) { return a.f - b.f; });\n    // after i2 reaches last ind, will be stopped\n    // freq must be greater than largest possible number of symbols\n    t.push({ s: -1, f: 25001 });\n    var l = t[0], r = t[1], i0 = 0, i1 = 1, i2 = 2;\n    t[0] = { s: -1, f: l.f + r.f, l: l, r: r };\n    // efficient algorithm from UZIP.js\n    // i0 is lookbehind, i2 is lookahead - after processing two low-freq\n    // symbols that combined have high freq, will start processing i2 (high-freq,\n    // non-composite) symbols instead\n    // see https://reddit.com/r/photopea/comments/ikekht/uzipjs_questions/\n    while (i1 != s - 1) {\n        l = t[t[i0].f < t[i2].f ? i0++ : i2++];\n        r = t[i0 != i1 && t[i0].f < t[i2].f ? i0++ : i2++];\n        t[i1++] = { s: -1, f: l.f + r.f, l: l, r: r };\n    }\n    var maxSym = t2[0].s;\n    for (var i = 1; i < s; ++i) {\n        if (t2[i].s > maxSym)\n            maxSym = t2[i].s;\n    }\n    // code lengths\n    var tr = new u16(maxSym + 1);\n    // max bits in tree\n    var mbt = ln(t[i1 - 1], tr, 0);\n    if (mbt > mb) {\n        // more algorithms from UZIP.js\n        // TODO: find out how this code works (debt)\n        //  ind    debt\n        var i = 0, dt = 0;\n        //    left            cost\n        var lft = mbt - mb, cst = 1 << lft;\n        t2.sort(function (a, b) { return tr[b.s] - tr[a.s] || a.f - b.f; });\n        for (; i < s; ++i) {\n            var i2_1 = t2[i].s;\n            if (tr[i2_1] > mb) {\n                dt += cst - (1 << (mbt - tr[i2_1]));\n                tr[i2_1] = mb;\n            }\n            else\n                break;\n        }\n        dt >>>= lft;\n        while (dt > 0) {\n            var i2_2 = t2[i].s;\n            if (tr[i2_2] < mb)\n                dt -= 1 << (mb - tr[i2_2]++ - 1);\n            else\n                ++i;\n        }\n        for (; i >= 0 && dt; --i) {\n            var i2_3 = t2[i].s;\n            if (tr[i2_3] == mb) {\n                --tr[i2_3];\n                ++dt;\n            }\n        }\n        mbt = mb;\n    }\n    return [new u8(tr), mbt];\n};\n// get the max length and assign length codes\nvar ln = function (n, l, d) {\n    return n.s == -1\n        ? Math.max(ln(n.l, l, d + 1), ln(n.r, l, d + 1))\n        : (l[n.s] = d);\n};\n// length codes generation\nvar lc = function (c) {\n    var s = c.length;\n    // Note that the semicolon was intentional\n    while (s && !c[--s])\n        ;\n    var cl = new u16(++s);\n    //  ind      num         streak\n    var cli = 0, cln = c[0], cls = 1;\n    var w = function (v) { cl[cli++] = v; };\n    for (var i = 1; i <= s; ++i) {\n        if (c[i] == cln && i != s)\n            ++cls;\n        else {\n            if (!cln && cls > 2) {\n                for (; cls > 138; cls -= 138)\n                    w(32754);\n                if (cls > 2) {\n                    w(cls > 10 ? ((cls - 11) << 5) | 28690 : ((cls - 3) << 5) | 12305);\n                    cls = 0;\n                }\n            }\n            else if (cls > 3) {\n                w(cln), --cls;\n                for (; cls > 6; cls -= 6)\n                    w(8304);\n                if (cls > 2)\n                    w(((cls - 3) << 5) | 8208), cls = 0;\n            }\n            while (cls--)\n                w(cln);\n            cls = 1;\n            cln = c[i];\n        }\n    }\n    return [cl.subarray(0, cli), s];\n};\n// calculate the length of output from tree, code lengths\nvar clen = function (cf, cl) {\n    var l = 0;\n    for (var i = 0; i < cl.length; ++i)\n        l += cf[i] * cl[i];\n    return l;\n};\n// writes a fixed block\n// returns the new bit pos\nvar wfblk = function (out, pos, dat) {\n    // no need to write 00 as type: TypedArray defaults to 0\n    var s = dat.length;\n    var o = shft(pos + 2);\n    out[o] = s & 255;\n    out[o + 1] = s >>> 8;\n    out[o + 2] = out[o] ^ 255;\n    out[o + 3] = out[o + 1] ^ 255;\n    for (var i = 0; i < s; ++i)\n        out[o + i + 4] = dat[i];\n    return (o + 4 + s) * 8;\n};\n// writes a block\nvar wblk = function (dat, out, final, syms, lf, df, eb, li, bs, bl, p) {\n    wbits(out, p++, final);\n    ++lf[256];\n    var _a = hTree(lf, 15), dlt = _a[0], mlb = _a[1];\n    var _b = hTree(df, 15), ddt = _b[0], mdb = _b[1];\n    var _c = lc(dlt), lclt = _c[0], nlc = _c[1];\n    var _d = lc(ddt), lcdt = _d[0], ndc = _d[1];\n    var lcfreq = new u16(19);\n    for (var i = 0; i < lclt.length; ++i)\n        lcfreq[lclt[i] & 31]++;\n    for (var i = 0; i < lcdt.length; ++i)\n        lcfreq[lcdt[i] & 31]++;\n    var _e = hTree(lcfreq, 7), lct = _e[0], mlcb = _e[1];\n    var nlcc = 19;\n    for (; nlcc > 4 && !lct[clim[nlcc - 1]]; --nlcc)\n        ;\n    var flen = (bl + 5) << 3;\n    var ftlen = clen(lf, flt) + clen(df, fdt) + eb;\n    var dtlen = clen(lf, dlt) + clen(df, ddt) + eb + 14 + 3 * nlcc + clen(lcfreq, lct) + (2 * lcfreq[16] + 3 * lcfreq[17] + 7 * lcfreq[18]);\n    if (flen <= ftlen && flen <= dtlen)\n        return wfblk(out, p, dat.subarray(bs, bs + bl));\n    var lm, ll, dm, dl;\n    wbits(out, p, 1 + (dtlen < ftlen)), p += 2;\n    if (dtlen < ftlen) {\n        lm = hMap(dlt, mlb, 0), ll = dlt, dm = hMap(ddt, mdb, 0), dl = ddt;\n        var llm = hMap(lct, mlcb, 0);\n        wbits(out, p, nlc - 257);\n        wbits(out, p + 5, ndc - 1);\n        wbits(out, p + 10, nlcc - 4);\n        p += 14;\n        for (var i = 0; i < nlcc; ++i)\n            wbits(out, p + 3 * i, lct[clim[i]]);\n        p += 3 * nlcc;\n        var lcts = [lclt, lcdt];\n        for (var it = 0; it < 2; ++it) {\n            var clct = lcts[it];\n            for (var i = 0; i < clct.length; ++i) {\n                var len = clct[i] & 31;\n                wbits(out, p, llm[len]), p += lct[len];\n                if (len > 15)\n                    wbits(out, p, (clct[i] >>> 5) & 127), p += clct[i] >>> 12;\n            }\n        }\n    }\n    else {\n        lm = flm, ll = flt, dm = fdm, dl = fdt;\n    }\n    for (var i = 0; i < li; ++i) {\n        if (syms[i] > 255) {\n            var len = (syms[i] >>> 18) & 31;\n            wbits16(out, p, lm[len + 257]), p += ll[len + 257];\n            if (len > 7)\n                wbits(out, p, (syms[i] >>> 23) & 31), p += fleb[len];\n            var dst = syms[i] & 31;\n            wbits16(out, p, dm[dst]), p += dl[dst];\n            if (dst > 3)\n                wbits16(out, p, (syms[i] >>> 5) & 8191), p += fdeb[dst];\n        }\n        else {\n            wbits16(out, p, lm[syms[i]]), p += ll[syms[i]];\n        }\n    }\n    wbits16(out, p, lm[256]);\n    return p + ll[256];\n};\n// deflate options (nice << 13) | chain\nvar deo = /*#__PURE__*/ new u32([65540, 131080, 131088, 131104, 262176, 1048704, 1048832, 2114560, 2117632]);\n// empty\nvar et = /*#__PURE__*/ new u8(0);\n// compresses data into a raw DEFLATE buffer\nvar dflt = function (dat, lvl, plvl, pre, post, lst) {\n    var s = dat.length;\n    var o = new u8(pre + s + 5 * (1 + Math.ceil(s / 7000)) + post);\n    // writing to this writes to the output buffer\n    var w = o.subarray(pre, o.length - post);\n    var pos = 0;\n    if (!lvl || s < 8) {\n        for (var i = 0; i <= s; i += 65535) {\n            // end\n            var e = i + 65535;\n            if (e < s) {\n                // write full block\n                pos = wfblk(w, pos, dat.subarray(i, e));\n            }\n            else {\n                // write final block\n                w[i] = lst;\n                pos = wfblk(w, pos, dat.subarray(i, s));\n            }\n        }\n    }\n    else {\n        var opt = deo[lvl - 1];\n        var n = opt >>> 13, c = opt & 8191;\n        var msk_1 = (1 << plvl) - 1;\n        //    prev 2-byte val map    curr 2-byte val map\n        var prev = new u16(32768), head = new u16(msk_1 + 1);\n        var bs1_1 = Math.ceil(plvl / 3), bs2_1 = 2 * bs1_1;\n        var hsh = function (i) { return (dat[i] ^ (dat[i + 1] << bs1_1) ^ (dat[i + 2] << bs2_1)) & msk_1; };\n        // 24576 is an arbitrary number of maximum symbols per block\n        // 424 buffer for last block\n        var syms = new u32(25000);\n        // length/literal freq   distance freq\n        var lf = new u16(288), df = new u16(32);\n        //  l/lcnt  exbits  index  l/lind  waitdx  bitpos\n        var lc_1 = 0, eb = 0, i = 0, li = 0, wi = 0, bs = 0;\n        for (; i < s; ++i) {\n            // hash value\n            // deopt when i > s - 3 - at end, deopt acceptable\n            var hv = hsh(i);\n            // index mod 32768    previous index mod\n            var imod = i & 32767, pimod = head[hv];\n            prev[imod] = pimod;\n            head[hv] = imod;\n            // We always should modify head and prev, but only add symbols if\n            // this data is not yet processed (\"wait\" for wait index)\n            if (wi <= i) {\n                // bytes remaining\n                var rem = s - i;\n                if ((lc_1 > 7000 || li > 24576) && rem > 423) {\n                    pos = wblk(dat, w, 0, syms, lf, df, eb, li, bs, i - bs, pos);\n                    li = lc_1 = eb = 0, bs = i;\n                    for (var j = 0; j < 286; ++j)\n                        lf[j] = 0;\n                    for (var j = 0; j < 30; ++j)\n                        df[j] = 0;\n                }\n                //  len    dist   chain\n                var l = 2, d = 0, ch_1 = c, dif = (imod - pimod) & 32767;\n                if (rem > 2 && hv == hsh(i - dif)) {\n                    var maxn = Math.min(n, rem) - 1;\n                    var maxd = Math.min(32767, i);\n                    // max possible length\n                    // not capped at dif because decompressors implement \"rolling\" index population\n                    var ml = Math.min(258, rem);\n                    while (dif <= maxd && --ch_1 && imod != pimod) {\n                        if (dat[i + l] == dat[i + l - dif]) {\n                            var nl = 0;\n                            for (; nl < ml && dat[i + nl] == dat[i + nl - dif]; ++nl)\n                                ;\n                            if (nl > l) {\n                                l = nl, d = dif;\n                                // break out early when we reach \"nice\" (we are satisfied enough)\n                                if (nl > maxn)\n                                    break;\n                                // now, find the rarest 2-byte sequence within this\n                                // length of literals and search for that instead.\n                                // Much faster than just using the start\n                                var mmd = Math.min(dif, nl - 2);\n                                var md = 0;\n                                for (var j = 0; j < mmd; ++j) {\n                                    var ti = (i - dif + j + 32768) & 32767;\n                                    var pti = prev[ti];\n                                    var cd = (ti - pti + 32768) & 32767;\n                                    if (cd > md)\n                                        md = cd, pimod = ti;\n                                }\n                            }\n                        }\n                        // check the previous match\n                        imod = pimod, pimod = prev[imod];\n                        dif += (imod - pimod + 32768) & 32767;\n                    }\n                }\n                // d will be nonzero only when a match was found\n                if (d) {\n                    // store both dist and len data in one Uint32\n                    // Make sure this is recognized as a len/dist with 28th bit (2^28)\n                    syms[li++] = 268435456 | (revfl[l] << 18) | revfd[d];\n                    var lin = revfl[l] & 31, din = revfd[d] & 31;\n                    eb += fleb[lin] + fdeb[din];\n                    ++lf[257 + lin];\n                    ++df[din];\n                    wi = i + l;\n                    ++lc_1;\n                }\n                else {\n                    syms[li++] = dat[i];\n                    ++lf[dat[i]];\n                }\n            }\n        }\n        pos = wblk(dat, w, lst, syms, lf, df, eb, li, bs, i - bs, pos);\n        // this is the easiest way to avoid needing to maintain state\n        if (!lst && pos & 7)\n            pos = wfblk(w, pos + 1, et);\n    }\n    return slc(o, 0, pre + shft(pos) + post);\n};\n// CRC32 table\nvar crct = /*#__PURE__*/ (function () {\n    var t = new u32(256);\n    for (var i = 0; i < 256; ++i) {\n        var c = i, k = 9;\n        while (--k)\n            c = ((c & 1) && 0xEDB88320) ^ (c >>> 1);\n        t[i] = c;\n    }\n    return t;\n})();\n// CRC32\nvar crc = function () {\n    var c = -1;\n    return {\n        p: function (d) {\n            // closures have awful performance\n            var cr = c;\n            for (var i = 0; i < d.length; ++i)\n                cr = crct[(cr & 255) ^ d[i]] ^ (cr >>> 8);\n            c = cr;\n        },\n        d: function () { return ~c; }\n    };\n};\n// Alder32\nvar adler = function () {\n    var a = 1, b = 0;\n    return {\n        p: function (d) {\n            // closures have awful performance\n            var n = a, m = b;\n            var l = d.length;\n            for (var i = 0; i != l;) {\n                var e = Math.min(i + 2655, l);\n                for (; i < e; ++i)\n                    m += n += d[i];\n                n = (n & 65535) + 15 * (n >> 16), m = (m & 65535) + 15 * (m >> 16);\n            }\n            a = n, b = m;\n        },\n        d: function () {\n            a %= 65521, b %= 65521;\n            return (a & 255) << 24 | (a >>> 8) << 16 | (b & 255) << 8 | (b >>> 8);\n        }\n    };\n};\n;\n// deflate with opts\nvar dopt = function (dat, opt, pre, post, st) {\n    return dflt(dat, opt.level == null ? 6 : opt.level, opt.mem == null ? Math.ceil(Math.max(8, Math.min(13, Math.log(dat.length))) * 1.5) : (12 + opt.mem), pre, post, !st);\n};\n// Walmart object spread\nvar mrg = function (a, b) {\n    var o = {};\n    for (var k in a)\n        o[k] = a[k];\n    for (var k in b)\n        o[k] = b[k];\n    return o;\n};\n// worker clone\n// This is possibly the craziest part of the entire codebase, despite how simple it may seem.\n// The only parameter to this function is a closure that returns an array of variables outside of the function scope.\n// We're going to try to figure out the variable names used in the closure as strings because that is crucial for workerization.\n// We will return an object mapping of true variable name to value (basically, the current scope as a JS object).\n// The reason we can't just use the original variable names is minifiers mangling the toplevel scope.\n// This took me three weeks to figure out how to do.\nvar wcln = function (fn, fnStr, td) {\n    var dt = fn();\n    var st = fn.toString();\n    var ks = st.slice(st.indexOf('[') + 1, st.lastIndexOf(']')).replace(/ /g, '').split(',');\n    for (var i = 0; i < dt.length; ++i) {\n        var v = dt[i], k = ks[i];\n        if (typeof v == 'function') {\n            fnStr += ';' + k + '=';\n            var st_1 = v.toString();\n            if (v.prototype) {\n                // for global objects\n                if (st_1.indexOf('[native code]') != -1) {\n                    var spInd = st_1.indexOf(' ', 8) + 1;\n                    fnStr += st_1.slice(spInd, st_1.indexOf('(', spInd));\n                }\n                else {\n                    fnStr += st_1;\n                    for (var t in v.prototype)\n                        fnStr += ';' + k + '.prototype.' + t + '=' + v.prototype[t].toString();\n                }\n            }\n            else\n                fnStr += st_1;\n        }\n        else\n            td[k] = v;\n    }\n    return [fnStr, td];\n};\nvar ch = [];\n// clone bufs\nvar cbfs = function (v) {\n    var tl = [];\n    for (var k in v) {\n        if (v[k] instanceof u8 || v[k] instanceof u16 || v[k] instanceof u32)\n            tl.push((v[k] = new v[k].constructor(v[k])).buffer);\n    }\n    return tl;\n};\n// use a worker to execute code\nvar wrkr = function (fns, init, id, cb) {\n    var _a;\n    if (!ch[id]) {\n        var fnStr = '', td_1 = {}, m = fns.length - 1;\n        for (var i = 0; i < m; ++i)\n            _a = wcln(fns[i], fnStr, td_1), fnStr = _a[0], td_1 = _a[1];\n        ch[id] = wcln(fns[m], fnStr, td_1);\n    }\n    var td = mrg({}, ch[id][1]);\n    return wk(ch[id][0] + ';onmessage=function(e){for(var k in e.data)self[k]=e.data[k];onmessage=' + init.toString() + '}', id, td, cbfs(td), cb);\n};\n// base async inflate fn\nvar bInflt = function () { return [u8, u16, u32, fleb, fdeb, clim, fl, fd, flrm, fdrm, rev, hMap, max, bits, bits16, shft, slc, inflt, inflateSync, pbf, gu8]; };\nvar bDflt = function () { return [u8, u16, u32, fleb, fdeb, clim, revfl, revfd, flm, flt, fdm, fdt, rev, deo, et, hMap, wbits, wbits16, hTree, ln, lc, clen, wfblk, wblk, shft, slc, dflt, dopt, deflateSync, pbf]; };\n// gzip extra\nvar gze = function () { return [gzh, gzhl, wbytes, crc, crct]; };\n// gunzip extra\nvar guze = function () { return [gzs, gzl]; };\n// zlib extra\nvar zle = function () { return [zlh, wbytes, adler]; };\n// unzlib extra\nvar zule = function () { return [zlv]; };\n// post buf\nvar pbf = function (msg) { return postMessage(msg, [msg.buffer]); };\n// get u8\nvar gu8 = function (o) { return o && o.size && new u8(o.size); };\n// async helper\nvar cbify = function (dat, opts, fns, init, id, cb) {\n    var w = wrkr(fns, init, id, function (err, dat) {\n        w.terminate();\n        cb(err, dat);\n    });\n    w.postMessage([dat, opts], opts.consume ? [dat.buffer] : []);\n    return function () { w.terminate(); };\n};\n// auto stream\nvar astrm = function (strm) {\n    strm.ondata = function (dat, final) { return postMessage([dat, final], [dat.buffer]); };\n    return function (ev) { return strm.push(ev.data[0], ev.data[1]); };\n};\n// async stream attach\nvar astrmify = function (fns, strm, opts, init, id) {\n    var t;\n    var w = wrkr(fns, init, id, function (err, dat) {\n        if (err)\n            w.terminate(), strm.ondata.call(strm, err);\n        else {\n            if (dat[1])\n                w.terminate();\n            strm.ondata.call(strm, err, dat[0], dat[1]);\n        }\n    });\n    w.postMessage(opts);\n    strm.push = function (d, f) {\n        if (t)\n            throw 'stream finished';\n        if (!strm.ondata)\n            throw 'no stream handler';\n        w.postMessage([d, t = f], [d.buffer]);\n    };\n    strm.terminate = function () { w.terminate(); };\n};\n// read 2 bytes\nvar b2 = function (d, b) { return d[b] | (d[b + 1] << 8); };\n// read 4 bytes\nvar b4 = function (d, b) { return (d[b] | (d[b + 1] << 8) | (d[b + 2] << 16) | (d[b + 3] << 24)) >>> 0; };\nvar b8 = function (d, b) { return b4(d, b) + (b4(d, b + 4) * 4294967296); };\n// write bytes\nvar wbytes = function (d, b, v) {\n    for (; v; ++b)\n        d[b] = v, v >>>= 8;\n};\n// gzip header\nvar gzh = function (c, o) {\n    var fn = o.filename;\n    c[0] = 31, c[1] = 139, c[2] = 8, c[8] = o.level < 2 ? 4 : o.level == 9 ? 2 : 0, c[9] = 3; // assume Unix\n    if (o.mtime != 0)\n        wbytes(c, 4, Math.floor(new Date(o.mtime || Date.now()) / 1000));\n    if (fn) {\n        c[3] = 8;\n        for (var i = 0; i <= fn.length; ++i)\n            c[i + 10] = fn.charCodeAt(i);\n    }\n};\n// gzip footer: -8 to -4 = CRC, -4 to -0 is length\n// gzip start\nvar gzs = function (d) {\n    if (d[0] != 31 || d[1] != 139 || d[2] != 8)\n        throw 'invalid gzip data';\n    var flg = d[3];\n    var st = 10;\n    if (flg & 4)\n        st += d[10] | (d[11] << 8) + 2;\n    for (var zs = (flg >> 3 & 1) + (flg >> 4 & 1); zs > 0; zs -= !d[st++])\n        ;\n    return st + (flg & 2);\n};\n// gzip length\nvar gzl = function (d) {\n    var l = d.length;\n    return ((d[l - 4] | d[l - 3] << 8 | d[l - 2] << 16) | (d[l - 1] << 24)) >>> 0;\n};\n// gzip header length\nvar gzhl = function (o) { return 10 + ((o.filename && (o.filename.length + 1)) || 0); };\n// zlib header\nvar zlh = function (c, o) {\n    var lv = o.level, fl = lv == 0 ? 0 : lv < 6 ? 1 : lv == 9 ? 3 : 2;\n    c[0] = 120, c[1] = (fl << 6) | (fl ? (32 - 2 * fl) : 1);\n};\n// zlib valid\nvar zlv = function (d) {\n    if ((d[0] & 15) != 8 || (d[0] >>> 4) > 7 || ((d[0] << 8 | d[1]) % 31))\n        throw 'invalid zlib data';\n    if (d[1] & 32)\n        throw 'invalid zlib data: preset dictionaries not supported';\n};\nfunction AsyncCmpStrm(opts, cb) {\n    if (!cb && typeof opts == 'function')\n        cb = opts, opts = {};\n    this.ondata = cb;\n    return opts;\n}\n// zlib footer: -4 to -0 is Adler32\n/**\n * Streaming DEFLATE compression\n */\nvar Deflate = /*#__PURE__*/ (function () {\n    function Deflate(opts, cb) {\n        if (!cb && typeof opts == 'function')\n            cb = opts, opts = {};\n        this.ondata = cb;\n        this.o = opts || {};\n    }\n    Deflate.prototype.p = function (c, f) {\n        this.ondata(dopt(c, this.o, 0, 0, !f), f);\n    };\n    /**\n     * Pushes a chunk to be deflated\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Deflate.prototype.push = function (chunk, final) {\n        if (this.d)\n            throw 'stream finished';\n        if (!this.ondata)\n            throw 'no stream handler';\n        this.d = final;\n        this.p(chunk, final || false);\n    };\n    return Deflate;\n}());\nexport { Deflate };\n/**\n * Asynchronous streaming DEFLATE compression\n */\nvar AsyncDeflate = /*#__PURE__*/ (function () {\n    function AsyncDeflate(opts, cb) {\n        astrmify([\n            bDflt,\n            function () { return [astrm, Deflate]; }\n        ], this, AsyncCmpStrm.call(this, opts, cb), function (ev) {\n            var strm = new Deflate(ev.data);\n            onmessage = astrm(strm);\n        }, 6);\n    }\n    return AsyncDeflate;\n}());\nexport { AsyncDeflate };\nexport function deflate(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bDflt,\n    ], function (ev) { return pbf(deflateSync(ev.data[0], ev.data[1])); }, 0, cb);\n}\n/**\n * Compresses data with DEFLATE without any wrapper\n * @param data The data to compress\n * @param opts The compression options\n * @returns The deflated version of the data\n */\nexport function deflateSync(data, opts) {\n    return dopt(data, opts || {}, 0, 0);\n}\n/**\n * Streaming DEFLATE decompression\n */\nvar Inflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates an inflation stream\n     * @param cb The callback to call whenever data is inflated\n     */\n    function Inflate(cb) {\n        this.s = {};\n        this.p = new u8(0);\n        this.ondata = cb;\n    }\n    Inflate.prototype.e = function (c) {\n        if (this.d)\n            throw 'stream finished';\n        if (!this.ondata)\n            throw 'no stream handler';\n        var l = this.p.length;\n        var n = new u8(l + c.length);\n        n.set(this.p), n.set(c, l), this.p = n;\n    };\n    Inflate.prototype.c = function (final) {\n        this.d = this.s.i = final || false;\n        var bts = this.s.b;\n        var dt = inflt(this.p, this.o, this.s);\n        this.ondata(slc(dt, bts, this.s.b), this.d);\n        this.o = slc(dt, this.s.b - 32768), this.s.b = this.o.length;\n        this.p = slc(this.p, (this.s.p / 8) | 0), this.s.p &= 7;\n    };\n    /**\n     * Pushes a chunk to be inflated\n     * @param chunk The chunk to push\n     * @param final Whether this is the final chunk\n     */\n    Inflate.prototype.push = function (chunk, final) {\n        this.e(chunk), this.c(final);\n    };\n    return Inflate;\n}());\nexport { Inflate };\n/**\n * Asynchronous streaming DEFLATE decompression\n */\nvar AsyncInflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates an asynchronous inflation stream\n     * @param cb The callback to call whenever data is deflated\n     */\n    function AsyncInflate(cb) {\n        this.ondata = cb;\n        astrmify([\n            bInflt,\n            function () { return [astrm, Inflate]; }\n        ], this, 0, function () {\n            var strm = new Inflate();\n            onmessage = astrm(strm);\n        }, 7);\n    }\n    return AsyncInflate;\n}());\nexport { AsyncInflate };\nexport function inflate(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bInflt\n    ], function (ev) { return pbf(inflateSync(ev.data[0], gu8(ev.data[1]))); }, 1, cb);\n}\n/**\n * Expands DEFLATE data with no wrapper\n * @param data The data to decompress\n * @param out Where to write the data. Saves memory if you know the decompressed size and provide an output buffer of that length.\n * @returns The decompressed version of the data\n */\nexport function inflateSync(data, out) {\n    return inflt(data, out);\n}\n// before you yell at me for not just using extends, my reason is that TS inheritance is hard to workerize.\n/**\n * Streaming GZIP compression\n */\nvar Gzip = /*#__PURE__*/ (function () {\n    function Gzip(opts, cb) {\n        this.c = crc();\n        this.l = 0;\n        this.v = 1;\n        Deflate.call(this, opts, cb);\n    }\n    /**\n     * Pushes a chunk to be GZIPped\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Gzip.prototype.push = function (chunk, final) {\n        Deflate.prototype.push.call(this, chunk, final);\n    };\n    Gzip.prototype.p = function (c, f) {\n        this.c.p(c);\n        this.l += c.length;\n        var raw = dopt(c, this.o, this.v && gzhl(this.o), f && 8, !f);\n        if (this.v)\n            gzh(raw, this.o), this.v = 0;\n        if (f)\n            wbytes(raw, raw.length - 8, this.c.d()), wbytes(raw, raw.length - 4, this.l);\n        this.ondata(raw, f);\n    };\n    return Gzip;\n}());\nexport { Gzip };\n/**\n * Asynchronous streaming GZIP compression\n */\nvar AsyncGzip = /*#__PURE__*/ (function () {\n    function AsyncGzip(opts, cb) {\n        astrmify([\n            bDflt,\n            gze,\n            function () { return [astrm, Deflate, Gzip]; }\n        ], this, AsyncCmpStrm.call(this, opts, cb), function (ev) {\n            var strm = new Gzip(ev.data);\n            onmessage = astrm(strm);\n        }, 8);\n    }\n    return AsyncGzip;\n}());\nexport { AsyncGzip };\nexport function gzip(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bDflt,\n        gze,\n        function () { return [gzipSync]; }\n    ], function (ev) { return pbf(gzipSync(ev.data[0], ev.data[1])); }, 2, cb);\n}\n/**\n * Compresses data with GZIP\n * @param data The data to compress\n * @param opts The compression options\n * @returns The gzipped version of the data\n */\nexport function gzipSync(data, opts) {\n    if (!opts)\n        opts = {};\n    var c = crc(), l = data.length;\n    c.p(data);\n    var d = dopt(data, opts, gzhl(opts), 8), s = d.length;\n    return gzh(d, opts), wbytes(d, s - 8, c.d()), wbytes(d, s - 4, l), d;\n}\n/**\n * Streaming GZIP decompression\n */\nvar Gunzip = /*#__PURE__*/ (function () {\n    /**\n     * Creates a GUNZIP stream\n     * @param cb The callback to call whenever data is inflated\n     */\n    function Gunzip(cb) {\n        this.v = 1;\n        Inflate.call(this, cb);\n    }\n    /**\n     * Pushes a chunk to be GUNZIPped\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Gunzip.prototype.push = function (chunk, final) {\n        Inflate.prototype.e.call(this, chunk);\n        if (this.v) {\n            var s = this.p.length > 3 ? gzs(this.p) : 4;\n            if (s >= this.p.length && !final)\n                return;\n            this.p = this.p.subarray(s), this.v = 0;\n        }\n        if (final) {\n            if (this.p.length < 8)\n                throw 'invalid gzip stream';\n            this.p = this.p.subarray(0, -8);\n        }\n        // necessary to prevent TS from using the closure value\n        // This allows for workerization to function correctly\n        Inflate.prototype.c.call(this, final);\n    };\n    return Gunzip;\n}());\nexport { Gunzip };\n/**\n * Asynchronous streaming GZIP decompression\n */\nvar AsyncGunzip = /*#__PURE__*/ (function () {\n    /**\n     * Creates an asynchronous GUNZIP stream\n     * @param cb The callback to call whenever data is deflated\n     */\n    function AsyncGunzip(cb) {\n        this.ondata = cb;\n        astrmify([\n            bInflt,\n            guze,\n            function () { return [astrm, Inflate, Gunzip]; }\n        ], this, 0, function () {\n            var strm = new Gunzip();\n            onmessage = astrm(strm);\n        }, 9);\n    }\n    return AsyncGunzip;\n}());\nexport { AsyncGunzip };\nexport function gunzip(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bInflt,\n        guze,\n        function () { return [gunzipSync]; }\n    ], function (ev) { return pbf(gunzipSync(ev.data[0])); }, 3, cb);\n}\n/**\n * Expands GZIP data\n * @param data The data to decompress\n * @param out Where to write the data. GZIP already encodes the output size, so providing this doesn't save memory.\n * @returns The decompressed version of the data\n */\nexport function gunzipSync(data, out) {\n    return inflt(data.subarray(gzs(data), -8), out || new u8(gzl(data)));\n}\n/**\n * Streaming Zlib compression\n */\nvar Zlib = /*#__PURE__*/ (function () {\n    function Zlib(opts, cb) {\n        this.c = adler();\n        this.v = 1;\n        Deflate.call(this, opts, cb);\n    }\n    /**\n     * Pushes a chunk to be zlibbed\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Zlib.prototype.push = function (chunk, final) {\n        Deflate.prototype.push.call(this, chunk, final);\n    };\n    Zlib.prototype.p = function (c, f) {\n        this.c.p(c);\n        var raw = dopt(c, this.o, this.v && 2, f && 4, !f);\n        if (this.v)\n            zlh(raw, this.o), this.v = 0;\n        if (f)\n            wbytes(raw, raw.length - 4, this.c.d());\n        this.ondata(raw, f);\n    };\n    return Zlib;\n}());\nexport { Zlib };\n/**\n * Asynchronous streaming Zlib compression\n */\nvar AsyncZlib = /*#__PURE__*/ (function () {\n    function AsyncZlib(opts, cb) {\n        astrmify([\n            bDflt,\n            zle,\n            function () { return [astrm, Deflate, Zlib]; }\n        ], this, AsyncCmpStrm.call(this, opts, cb), function (ev) {\n            var strm = new Zlib(ev.data);\n            onmessage = astrm(strm);\n        }, 10);\n    }\n    return AsyncZlib;\n}());\nexport { AsyncZlib };\nexport function zlib(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bDflt,\n        zle,\n        function () { return [zlibSync]; }\n    ], function (ev) { return pbf(zlibSync(ev.data[0], ev.data[1])); }, 4, cb);\n}\n/**\n * Compress data with Zlib\n * @param data The data to compress\n * @param opts The compression options\n * @returns The zlib-compressed version of the data\n */\nexport function zlibSync(data, opts) {\n    if (!opts)\n        opts = {};\n    var a = adler();\n    a.p(data);\n    var d = dopt(data, opts, 2, 4);\n    return zlh(d, opts), wbytes(d, d.length - 4, a.d()), d;\n}\n/**\n * Streaming Zlib decompression\n */\nvar Unzlib = /*#__PURE__*/ (function () {\n    /**\n     * Creates a Zlib decompression stream\n     * @param cb The callback to call whenever data is inflated\n     */\n    function Unzlib(cb) {\n        this.v = 1;\n        Inflate.call(this, cb);\n    }\n    /**\n     * Pushes a chunk to be unzlibbed\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Unzlib.prototype.push = function (chunk, final) {\n        Inflate.prototype.e.call(this, chunk);\n        if (this.v) {\n            if (this.p.length < 2 && !final)\n                return;\n            this.p = this.p.subarray(2), this.v = 0;\n        }\n        if (final) {\n            if (this.p.length < 4)\n                throw 'invalid zlib stream';\n            this.p = this.p.subarray(0, -4);\n        }\n        // necessary to prevent TS from using the closure value\n        // This allows for workerization to function correctly\n        Inflate.prototype.c.call(this, final);\n    };\n    return Unzlib;\n}());\nexport { Unzlib };\n/**\n * Asynchronous streaming Zlib decompression\n */\nvar AsyncUnzlib = /*#__PURE__*/ (function () {\n    /**\n     * Creates an asynchronous Zlib decompression stream\n     * @param cb The callback to call whenever data is deflated\n     */\n    function AsyncUnzlib(cb) {\n        this.ondata = cb;\n        astrmify([\n            bInflt,\n            zule,\n            function () { return [astrm, Inflate, Unzlib]; }\n        ], this, 0, function () {\n            var strm = new Unzlib();\n            onmessage = astrm(strm);\n        }, 11);\n    }\n    return AsyncUnzlib;\n}());\nexport { AsyncUnzlib };\nexport function unzlib(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return cbify(data, opts, [\n        bInflt,\n        zule,\n        function () { return [unzlibSync]; }\n    ], function (ev) { return pbf(unzlibSync(ev.data[0], gu8(ev.data[1]))); }, 5, cb);\n}\n/**\n * Expands Zlib data\n * @param data The data to decompress\n * @param out Where to write the data. Saves memory if you know the decompressed size and provide an output buffer of that length.\n * @returns The decompressed version of the data\n */\nexport function unzlibSync(data, out) {\n    return inflt((zlv(data), data.subarray(2, -4)), out);\n}\n// Default algorithm for compression (used because having a known output size allows faster decompression)\nexport { gzip as compress, AsyncGzip as AsyncCompress };\n// Default algorithm for compression (used because having a known output size allows faster decompression)\nexport { gzipSync as compressSync, Gzip as Compress };\n/**\n * Streaming GZIP, Zlib, or raw DEFLATE decompression\n */\nvar Decompress = /*#__PURE__*/ (function () {\n    /**\n     * Creates a decompression stream\n     * @param cb The callback to call whenever data is decompressed\n     */\n    function Decompress(cb) {\n        this.G = Gunzip;\n        this.I = Inflate;\n        this.Z = Unzlib;\n        this.ondata = cb;\n    }\n    /**\n     * Pushes a chunk to be decompressed\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Decompress.prototype.push = function (chunk, final) {\n        if (!this.ondata)\n            throw 'no stream handler';\n        if (!this.s) {\n            if (this.p && this.p.length) {\n                var n = new u8(this.p.length + chunk.length);\n                n.set(this.p), n.set(chunk, this.p.length);\n            }\n            else\n                this.p = chunk;\n            if (this.p.length > 2) {\n                var _this_1 = this;\n                var cb = function () { _this_1.ondata.apply(_this_1, arguments); };\n                this.s = (this.p[0] == 31 && this.p[1] == 139 && this.p[2] == 8)\n                    ? new this.G(cb)\n                    : ((this.p[0] & 15) != 8 || (this.p[0] >> 4) > 7 || ((this.p[0] << 8 | this.p[1]) % 31))\n                        ? new this.I(cb)\n                        : new this.Z(cb);\n                this.s.push(this.p, final);\n                this.p = null;\n            }\n        }\n        else\n            this.s.push(chunk, final);\n    };\n    return Decompress;\n}());\nexport { Decompress };\n/**\n * Asynchronous streaming GZIP, Zlib, or raw DEFLATE decompression\n */\nvar AsyncDecompress = /*#__PURE__*/ (function () {\n    /**\n   * Creates an asynchronous decompression stream\n   * @param cb The callback to call whenever data is decompressed\n   */\n    function AsyncDecompress(cb) {\n        this.G = AsyncGunzip;\n        this.I = AsyncInflate;\n        this.Z = AsyncUnzlib;\n        this.ondata = cb;\n    }\n    /**\n     * Pushes a chunk to be decompressed\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    AsyncDecompress.prototype.push = function (chunk, final) {\n        Decompress.prototype.push.call(this, chunk, final);\n    };\n    return AsyncDecompress;\n}());\nexport { AsyncDecompress };\nexport function decompress(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    return (data[0] == 31 && data[1] == 139 && data[2] == 8)\n        ? gunzip(data, opts, cb)\n        : ((data[0] & 15) != 8 || (data[0] >> 4) > 7 || ((data[0] << 8 | data[1]) % 31))\n            ? inflate(data, opts, cb)\n            : unzlib(data, opts, cb);\n}\n/**\n * Expands compressed GZIP, Zlib, or raw DEFLATE data, automatically detecting the format\n * @param data The data to decompress\n * @param out Where to write the data. Saves memory if you know the decompressed size and provide an output buffer of that length.\n * @returns The decompressed version of the data\n */\nexport function decompressSync(data, out) {\n    return (data[0] == 31 && data[1] == 139 && data[2] == 8)\n        ? gunzipSync(data, out)\n        : ((data[0] & 15) != 8 || (data[0] >> 4) > 7 || ((data[0] << 8 | data[1]) % 31))\n            ? inflateSync(data, out)\n            : unzlibSync(data, out);\n}\n// flatten a directory structure\nvar fltn = function (d, p, t, o) {\n    for (var k in d) {\n        var val = d[k], n = p + k;\n        if (val instanceof u8)\n            t[n] = [val, o];\n        else if (Array.isArray(val))\n            t[n] = [val[0], mrg(o, val[1])];\n        else\n            fltn(val, n + '/', t, o);\n    }\n};\n// text encoder\nvar te = typeof TextEncoder != 'undefined' && /*#__PURE__*/ new TextEncoder();\n// text decoder\nvar td = typeof TextDecoder != 'undefined' && /*#__PURE__*/ new TextDecoder();\n// text decoder stream\nvar tds = 0;\ntry {\n    td.decode(et, { stream: true });\n    tds = 1;\n}\ncatch (e) { }\n// decode UTF8\nvar dutf8 = function (d) {\n    for (var r = '', i = 0;;) {\n        var c = d[i++];\n        var eb = (c > 127) + (c > 223) + (c > 239);\n        if (i + eb > d.length)\n            return [r, slc(d, i - 1)];\n        if (!eb)\n            r += String.fromCharCode(c);\n        else if (eb == 3) {\n            c = ((c & 15) << 18 | (d[i++] & 63) << 12 | (d[i++] & 63) << 6 | (d[i++] & 63)) - 65536,\n                r += String.fromCharCode(55296 | (c >> 10), 56320 | (c & 1023));\n        }\n        else if (eb & 1)\n            r += String.fromCharCode((c & 31) << 6 | (d[i++] & 63));\n        else\n            r += String.fromCharCode((c & 15) << 12 | (d[i++] & 63) << 6 | (d[i++] & 63));\n    }\n};\n/**\n * Streaming UTF-8 decoding\n */\nvar DecodeUTF8 = /*#__PURE__*/ (function () {\n    /**\n     * Creates a UTF-8 decoding stream\n     * @param cb The callback to call whenever data is decoded\n     */\n    function DecodeUTF8(cb) {\n        this.ondata = cb;\n        if (tds)\n            this.t = new TextDecoder();\n        else\n            this.p = et;\n    }\n    /**\n     * Pushes a chunk to be decoded from UTF-8 binary\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    DecodeUTF8.prototype.push = function (chunk, final) {\n        if (!this.ondata)\n            throw 'no callback';\n        final = !!final;\n        if (this.t) {\n            this.ondata(this.t.decode(chunk, { stream: true }), final);\n            if (final) {\n                if (this.t.decode().length)\n                    throw 'invalid utf-8 data';\n                this.t = null;\n            }\n            return;\n        }\n        if (!this.p)\n            throw 'stream finished';\n        var dat = new u8(this.p.length + chunk.length);\n        dat.set(this.p);\n        dat.set(chunk, this.p.length);\n        var _a = dutf8(dat), ch = _a[0], np = _a[1];\n        if (final) {\n            if (np.length)\n                throw 'invalid utf-8 data';\n            this.p = null;\n        }\n        else\n            this.p = np;\n        this.ondata(ch, final);\n    };\n    return DecodeUTF8;\n}());\nexport { DecodeUTF8 };\n/**\n * Streaming UTF-8 encoding\n */\nvar EncodeUTF8 = /*#__PURE__*/ (function () {\n    /**\n     * Creates a UTF-8 decoding stream\n     * @param cb The callback to call whenever data is encoded\n     */\n    function EncodeUTF8(cb) {\n        this.ondata = cb;\n    }\n    /**\n     * Pushes a chunk to be encoded to UTF-8\n     * @param chunk The string data to push\n     * @param final Whether this is the last chunk\n     */\n    EncodeUTF8.prototype.push = function (chunk, final) {\n        if (!this.ondata)\n            throw 'no callback';\n        if (this.d)\n            throw 'stream finished';\n        this.ondata(strToU8(chunk), this.d = final || false);\n    };\n    return EncodeUTF8;\n}());\nexport { EncodeUTF8 };\n/**\n * Converts a string into a Uint8Array for use with compression/decompression methods\n * @param str The string to encode\n * @param latin1 Whether or not to interpret the data as Latin-1. This should\n *               not need to be true unless decoding a binary string.\n * @returns The string encoded in UTF-8/Latin-1 binary\n */\nexport function strToU8(str, latin1) {\n    if (latin1) {\n        var ar_1 = new u8(str.length);\n        for (var i = 0; i < str.length; ++i)\n            ar_1[i] = str.charCodeAt(i);\n        return ar_1;\n    }\n    if (te)\n        return te.encode(str);\n    var l = str.length;\n    var ar = new u8(str.length + (str.length >> 1));\n    var ai = 0;\n    var w = function (v) { ar[ai++] = v; };\n    for (var i = 0; i < l; ++i) {\n        if (ai + 5 > ar.length) {\n            var n = new u8(ai + 8 + ((l - i) << 1));\n            n.set(ar);\n            ar = n;\n        }\n        var c = str.charCodeAt(i);\n        if (c < 128 || latin1)\n            w(c);\n        else if (c < 2048)\n            w(192 | (c >> 6)), w(128 | (c & 63));\n        else if (c > 55295 && c < 57344)\n            c = 65536 + (c & 1023 << 10) | (str.charCodeAt(++i) & 1023),\n                w(240 | (c >> 18)), w(128 | ((c >> 12) & 63)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63));\n        else\n            w(224 | (c >> 12)), w(128 | ((c >> 6) & 63)), w(128 | (c & 63));\n    }\n    return slc(ar, 0, ai);\n}\n/**\n * Converts a Uint8Array to a string\n * @param dat The data to decode to string\n * @param latin1 Whether or not to interpret the data as Latin-1. This should\n *               not need to be true unless encoding to binary string.\n * @returns The original UTF-8/Latin-1 string\n */\nexport function strFromU8(dat, latin1) {\n    if (latin1) {\n        var r = '';\n        for (var i = 0; i < dat.length; i += 16384)\n            r += String.fromCharCode.apply(null, dat.subarray(i, i + 16384));\n        return r;\n    }\n    else if (td)\n        return td.decode(dat);\n    else {\n        var _a = dutf8(dat), out = _a[0], ext = _a[1];\n        if (ext.length)\n            throw 'invalid utf-8 data';\n        return out;\n    }\n}\n;\n// deflate bit flag\nvar dbf = function (l) { return l == 1 ? 3 : l < 6 ? 2 : l == 9 ? 1 : 0; };\n// skip local zip header\nvar slzh = function (d, b) { return b + 30 + b2(d, b + 26) + b2(d, b + 28); };\n// read zip header\nvar zh = function (d, b, z) {\n    var fnl = b2(d, b + 28), fn = strFromU8(d.subarray(b + 46, b + 46 + fnl), !(b2(d, b + 8) & 2048)), es = b + 46 + fnl, bs = b4(d, b + 20);\n    var _a = z && bs == 4294967295 ? z64e(d, es) : [bs, b4(d, b + 24), b4(d, b + 42)], sc = _a[0], su = _a[1], off = _a[2];\n    return [b2(d, b + 10), sc, su, fn, es + b2(d, b + 30) + b2(d, b + 32), off];\n};\n// read zip64 extra field\nvar z64e = function (d, b) {\n    for (; b2(d, b) != 1; b += 4 + b2(d, b + 2))\n        ;\n    return [b8(d, b + 12), b8(d, b + 4), b8(d, b + 20)];\n};\n// extra field length\nvar exfl = function (ex) {\n    var le = 0;\n    if (ex) {\n        for (var k in ex) {\n            var l = ex[k].length;\n            if (l > 65535)\n                throw 'extra field too long';\n            le += l + 4;\n        }\n    }\n    return le;\n};\n// write zip header\nvar wzh = function (d, b, f, fn, u, c, ce, co) {\n    var fl = fn.length, ex = f.extra, col = co && co.length;\n    var exl = exfl(ex);\n    wbytes(d, b, ce != null ? 0x2014B50 : 0x4034B50), b += 4;\n    if (ce != null)\n        d[b++] = 20, d[b++] = f.os;\n    d[b] = 20, b += 2; // spec compliance? what's that?\n    d[b++] = (f.flag << 1) | (c == null && 8), d[b++] = u && 8;\n    d[b++] = f.compression & 255, d[b++] = f.compression >> 8;\n    var dt = new Date(f.mtime == null ? Date.now() : f.mtime), y = dt.getFullYear() - 1980;\n    if (y < 0 || y > 119)\n        throw 'date not in range 1980-2099';\n    wbytes(d, b, (y << 25) | ((dt.getMonth() + 1) << 21) | (dt.getDate() << 16) | (dt.getHours() << 11) | (dt.getMinutes() << 5) | (dt.getSeconds() >>> 1)), b += 4;\n    if (c != null) {\n        wbytes(d, b, f.crc);\n        wbytes(d, b + 4, c);\n        wbytes(d, b + 8, f.size);\n    }\n    wbytes(d, b + 12, fl);\n    wbytes(d, b + 14, exl), b += 16;\n    if (ce != null) {\n        wbytes(d, b, col);\n        wbytes(d, b + 6, f.attrs);\n        wbytes(d, b + 10, ce), b += 14;\n    }\n    d.set(fn, b);\n    b += fl;\n    if (exl) {\n        for (var k in ex) {\n            var exf = ex[k], l = exf.length;\n            wbytes(d, b, +k);\n            wbytes(d, b + 2, l);\n            d.set(exf, b + 4), b += 4 + l;\n        }\n    }\n    if (col)\n        d.set(co, b), b += col;\n    return b;\n};\n// write zip footer (end of central directory)\nvar wzf = function (o, b, c, d, e) {\n    wbytes(o, b, 0x6054B50); // skip disk\n    wbytes(o, b + 8, c);\n    wbytes(o, b + 10, c);\n    wbytes(o, b + 12, d);\n    wbytes(o, b + 16, e);\n};\n/**\n * A pass-through stream to keep data uncompressed in a ZIP archive.\n */\nvar ZipPassThrough = /*#__PURE__*/ (function () {\n    /**\n     * Creates a pass-through stream that can be added to ZIP archives\n     * @param filename The filename to associate with this data stream\n     */\n    function ZipPassThrough(filename) {\n        this.filename = filename;\n        this.c = crc();\n        this.size = 0;\n        this.compression = 0;\n    }\n    /**\n     * Processes a chunk and pushes to the output stream. You can override this\n     * method in a subclass for custom behavior, but by default this passes\n     * the data through. You must call this.ondata(err, chunk, final) at some\n     * point in this method.\n     * @param chunk The chunk to process\n     * @param final Whether this is the last chunk\n     */\n    ZipPassThrough.prototype.process = function (chunk, final) {\n        this.ondata(null, chunk, final);\n    };\n    /**\n     * Pushes a chunk to be added. If you are subclassing this with a custom\n     * compression algorithm, note that you must push data from the source\n     * file only, pre-compression.\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    ZipPassThrough.prototype.push = function (chunk, final) {\n        if (!this.ondata)\n            throw 'no callback - add to ZIP archive before pushing';\n        this.c.p(chunk);\n        this.size += chunk.length;\n        if (final)\n            this.crc = this.c.d();\n        this.process(chunk, final || false);\n    };\n    return ZipPassThrough;\n}());\nexport { ZipPassThrough };\n// I don't extend because TypeScript extension adds 1kB of runtime bloat\n/**\n * Streaming DEFLATE compression for ZIP archives. Prefer using AsyncZipDeflate\n * for better performance\n */\nvar ZipDeflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates a DEFLATE stream that can be added to ZIP archives\n     * @param filename The filename to associate with this data stream\n     * @param opts The compression options\n     */\n    function ZipDeflate(filename, opts) {\n        var _this_1 = this;\n        if (!opts)\n            opts = {};\n        ZipPassThrough.call(this, filename);\n        this.d = new Deflate(opts, function (dat, final) {\n            _this_1.ondata(null, dat, final);\n        });\n        this.compression = 8;\n        this.flag = dbf(opts.level);\n    }\n    ZipDeflate.prototype.process = function (chunk, final) {\n        try {\n            this.d.push(chunk, final);\n        }\n        catch (e) {\n            this.ondata(e, null, final);\n        }\n    };\n    /**\n     * Pushes a chunk to be deflated\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    ZipDeflate.prototype.push = function (chunk, final) {\n        ZipPassThrough.prototype.push.call(this, chunk, final);\n    };\n    return ZipDeflate;\n}());\nexport { ZipDeflate };\n/**\n * Asynchronous streaming DEFLATE compression for ZIP archives\n */\nvar AsyncZipDeflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates a DEFLATE stream that can be added to ZIP archives\n     * @param filename The filename to associate with this data stream\n     * @param opts The compression options\n     */\n    function AsyncZipDeflate(filename, opts) {\n        var _this_1 = this;\n        if (!opts)\n            opts = {};\n        ZipPassThrough.call(this, filename);\n        this.d = new AsyncDeflate(opts, function (err, dat, final) {\n            _this_1.ondata(err, dat, final);\n        });\n        this.compression = 8;\n        this.flag = dbf(opts.level);\n        this.terminate = this.d.terminate;\n    }\n    AsyncZipDeflate.prototype.process = function (chunk, final) {\n        this.d.push(chunk, final);\n    };\n    /**\n     * Pushes a chunk to be deflated\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    AsyncZipDeflate.prototype.push = function (chunk, final) {\n        ZipPassThrough.prototype.push.call(this, chunk, final);\n    };\n    return AsyncZipDeflate;\n}());\nexport { AsyncZipDeflate };\n// TODO: Better tree shaking\n/**\n * A zippable archive to which files can incrementally be added\n */\nvar Zip = /*#__PURE__*/ (function () {\n    /**\n     * Creates an empty ZIP archive to which files can be added\n     * @param cb The callback to call whenever data for the generated ZIP archive\n     *           is available\n     */\n    function Zip(cb) {\n        this.ondata = cb;\n        this.u = [];\n        this.d = 1;\n    }\n    /**\n     * Adds a file to the ZIP archive\n     * @param file The file stream to add\n     */\n    Zip.prototype.add = function (file) {\n        var _this_1 = this;\n        if (this.d & 2)\n            throw 'stream finished';\n        var f = strToU8(file.filename), fl = f.length;\n        var com = file.comment, o = com && strToU8(com);\n        var u = fl != file.filename.length || (o && (com.length != o.length));\n        var hl = fl + exfl(file.extra) + 30;\n        if (fl > 65535)\n            throw 'filename too long';\n        var header = new u8(hl);\n        wzh(header, 0, file, f, u);\n        var chks = [header];\n        var pAll = function () {\n            for (var _i = 0, chks_1 = chks; _i < chks_1.length; _i++) {\n                var chk = chks_1[_i];\n                _this_1.ondata(null, chk, false);\n            }\n            chks = [];\n        };\n        var tr = this.d;\n        this.d = 0;\n        var ind = this.u.length;\n        var uf = mrg(file, {\n            f: f,\n            u: u,\n            o: o,\n            t: function () {\n                if (file.terminate)\n                    file.terminate();\n            },\n            r: function () {\n                pAll();\n                if (tr) {\n                    var nxt = _this_1.u[ind + 1];\n                    if (nxt)\n                        nxt.r();\n                    else\n                        _this_1.d = 1;\n                }\n                tr = 1;\n            }\n        });\n        var cl = 0;\n        file.ondata = function (err, dat, final) {\n            if (err) {\n                _this_1.ondata(err, dat, final);\n                _this_1.terminate();\n            }\n            else {\n                cl += dat.length;\n                chks.push(dat);\n                if (final) {\n                    var dd = new u8(16);\n                    wbytes(dd, 0, 0x8074B50);\n                    wbytes(dd, 4, file.crc);\n                    wbytes(dd, 8, cl);\n                    wbytes(dd, 12, file.size);\n                    chks.push(dd);\n                    uf.c = cl, uf.b = hl + cl + 16, uf.crc = file.crc, uf.size = file.size;\n                    if (tr)\n                        uf.r();\n                    tr = 1;\n                }\n                else if (tr)\n                    pAll();\n            }\n        };\n        this.u.push(uf);\n    };\n    /**\n     * Ends the process of adding files and prepares to emit the final chunks.\n     * This *must* be called after adding all desired files for the resulting\n     * ZIP file to work properly.\n     */\n    Zip.prototype.end = function () {\n        var _this_1 = this;\n        if (this.d & 2) {\n            if (this.d & 1)\n                throw 'stream finishing';\n            throw 'stream finished';\n        }\n        if (this.d)\n            this.e();\n        else\n            this.u.push({\n                r: function () {\n                    if (!(_this_1.d & 1))\n                        return;\n                    _this_1.u.splice(-1, 1);\n                    _this_1.e();\n                },\n                t: function () { }\n            });\n        this.d = 3;\n    };\n    Zip.prototype.e = function () {\n        var bt = 0, l = 0, tl = 0;\n        for (var _i = 0, _a = this.u; _i < _a.length; _i++) {\n            var f = _a[_i];\n            tl += 46 + f.f.length + exfl(f.extra) + (f.o ? f.o.length : 0);\n        }\n        var out = new u8(tl + 22);\n        for (var _b = 0, _c = this.u; _b < _c.length; _b++) {\n            var f = _c[_b];\n            wzh(out, bt, f, f.f, f.u, f.c, l, f.o);\n            bt += 46 + f.f.length + exfl(f.extra) + (f.o ? f.o.length : 0), l += f.b;\n        }\n        wzf(out, bt, this.u.length, tl, l);\n        this.ondata(null, out, true);\n        this.d = 2;\n    };\n    /**\n     * A method to terminate any internal workers used by the stream. Subsequent\n     * calls to add() will fail.\n     */\n    Zip.prototype.terminate = function () {\n        for (var _i = 0, _a = this.u; _i < _a.length; _i++) {\n            var f = _a[_i];\n            f.t();\n        }\n        this.d = 2;\n    };\n    return Zip;\n}());\nexport { Zip };\nexport function zip(data, opts, cb) {\n    if (!cb)\n        cb = opts, opts = {};\n    if (typeof cb != 'function')\n        throw 'no callback';\n    var r = {};\n    fltn(data, '', r, opts);\n    var k = Object.keys(r);\n    var lft = k.length, o = 0, tot = 0;\n    var slft = lft, files = new Array(lft);\n    var term = [];\n    var tAll = function () {\n        for (var i = 0; i < term.length; ++i)\n            term[i]();\n    };\n    var cbf = function () {\n        var out = new u8(tot + 22), oe = o, cdl = tot - o;\n        tot = 0;\n        for (var i = 0; i < slft; ++i) {\n            var f = files[i];\n            try {\n                var l = f.c.length;\n                wzh(out, tot, f, f.f, f.u, l);\n                var badd = 30 + f.f.length + exfl(f.extra);\n                var loc = tot + badd;\n                out.set(f.c, loc);\n                wzh(out, o, f, f.f, f.u, l, tot, f.m), o += 16 + badd + (f.m ? f.m.length : 0), tot = loc + l;\n            }\n            catch (e) {\n                return cb(e, null);\n            }\n        }\n        wzf(out, o, files.length, cdl, oe);\n        cb(null, out);\n    };\n    if (!lft)\n        cbf();\n    var _loop_1 = function (i) {\n        var fn = k[i];\n        var _a = r[fn], file = _a[0], p = _a[1];\n        var c = crc(), size = file.length;\n        c.p(file);\n        var f = strToU8(fn), s = f.length;\n        var com = p.comment, m = com && strToU8(com), ms = m && m.length;\n        var exl = exfl(p.extra);\n        var compression = p.level == 0 ? 0 : 8;\n        var cbl = function (e, d) {\n            if (e) {\n                tAll();\n                cb(e, null);\n            }\n            else {\n                var l = d.length;\n                files[i] = mrg(p, {\n                    size: size,\n                    crc: c.d(),\n                    c: d,\n                    f: f,\n                    m: m,\n                    u: s != fn.length || (m && (com.length != ms)),\n                    compression: compression\n                });\n                o += 30 + s + exl + l;\n                tot += 76 + 2 * (s + exl) + (ms || 0) + l;\n                if (!--lft)\n                    cbf();\n            }\n        };\n        if (s > 65535)\n            cbl('filename too long', null);\n        if (!compression)\n            cbl(null, file);\n        else if (size < 160000) {\n            try {\n                cbl(null, deflateSync(file, p));\n            }\n            catch (e) {\n                cbl(e, null);\n            }\n        }\n        else\n            term.push(deflate(file, p, cbl));\n    };\n    // Cannot use lft because it can decrease\n    for (var i = 0; i < slft; ++i) {\n        _loop_1(i);\n    }\n    return tAll;\n}\n/**\n * Synchronously creates a ZIP file. Prefer using `zip` for better performance\n * with more than one file.\n * @param data The directory structure for the ZIP archive\n * @param opts The main options, merged with per-file options\n * @returns The generated ZIP archive\n */\nexport function zipSync(data, opts) {\n    if (!opts)\n        opts = {};\n    var r = {};\n    var files = [];\n    fltn(data, '', r, opts);\n    var o = 0;\n    var tot = 0;\n    for (var fn in r) {\n        var _a = r[fn], file = _a[0], p = _a[1];\n        var compression = p.level == 0 ? 0 : 8;\n        var f = strToU8(fn), s = f.length;\n        var com = p.comment, m = com && strToU8(com), ms = m && m.length;\n        var exl = exfl(p.extra);\n        if (s > 65535)\n            throw 'filename too long';\n        var d = compression ? deflateSync(file, p) : file, l = d.length;\n        var c = crc();\n        c.p(file);\n        files.push(mrg(p, {\n            size: file.length,\n            crc: c.d(),\n            c: d,\n            f: f,\n            m: m,\n            u: s != fn.length || (m && (com.length != ms)),\n            o: o,\n            compression: compression\n        }));\n        o += 30 + s + exl + l;\n        tot += 76 + 2 * (s + exl) + (ms || 0) + l;\n    }\n    var out = new u8(tot + 22), oe = o, cdl = tot - o;\n    for (var i = 0; i < files.length; ++i) {\n        var f = files[i];\n        wzh(out, f.o, f, f.f, f.u, f.c.length);\n        var badd = 30 + f.f.length + exfl(f.extra);\n        out.set(f.c, f.o + badd);\n        wzh(out, o, f, f.f, f.u, f.c.length, f.o, f.m), o += 16 + badd + (f.m ? f.m.length : 0);\n    }\n    wzf(out, o, files.length, cdl, oe);\n    return out;\n}\n/**\n * Streaming pass-through decompression for ZIP archives\n */\nvar UnzipPassThrough = /*#__PURE__*/ (function () {\n    function UnzipPassThrough() {\n    }\n    UnzipPassThrough.prototype.push = function (data, final) {\n        this.ondata(null, data, final);\n    };\n    UnzipPassThrough.compression = 0;\n    return UnzipPassThrough;\n}());\nexport { UnzipPassThrough };\n/**\n * Streaming DEFLATE decompression for ZIP archives. Prefer AsyncZipInflate for\n * better performance.\n */\nvar UnzipInflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates a DEFLATE decompression that can be used in ZIP archives\n     */\n    function UnzipInflate() {\n        var _this_1 = this;\n        this.i = new Inflate(function (dat, final) {\n            _this_1.ondata(null, dat, final);\n        });\n    }\n    UnzipInflate.prototype.push = function (data, final) {\n        try {\n            this.i.push(data, final);\n        }\n        catch (e) {\n            this.ondata(e, data, final);\n        }\n    };\n    UnzipInflate.compression = 8;\n    return UnzipInflate;\n}());\nexport { UnzipInflate };\n/**\n * Asynchronous streaming DEFLATE decompression for ZIP archives\n */\nvar AsyncUnzipInflate = /*#__PURE__*/ (function () {\n    /**\n     * Creates a DEFLATE decompression that can be used in ZIP archives\n     */\n    function AsyncUnzipInflate(_, sz) {\n        var _this_1 = this;\n        if (sz < 320000) {\n            this.i = new Inflate(function (dat, final) {\n                _this_1.ondata(null, dat, final);\n            });\n        }\n        else {\n            this.i = new AsyncInflate(function (err, dat, final) {\n                _this_1.ondata(err, dat, final);\n            });\n            this.terminate = this.i.terminate;\n        }\n    }\n    AsyncUnzipInflate.prototype.push = function (data, final) {\n        if (this.i.terminate)\n            data = slc(data, 0);\n        this.i.push(data, final);\n    };\n    AsyncUnzipInflate.compression = 8;\n    return AsyncUnzipInflate;\n}());\nexport { AsyncUnzipInflate };\n/**\n * A ZIP archive decompression stream that emits files as they are discovered\n */\nvar Unzip = /*#__PURE__*/ (function () {\n    /**\n     * Creates a ZIP decompression stream\n     * @param cb The callback to call whenever a file in the ZIP archive is found\n     */\n    function Unzip(cb) {\n        this.onfile = cb;\n        this.k = [];\n        this.o = {\n            0: UnzipPassThrough\n        };\n        this.p = et;\n    }\n    /**\n     * Pushes a chunk to be unzipped\n     * @param chunk The chunk to push\n     * @param final Whether this is the last chunk\n     */\n    Unzip.prototype.push = function (chunk, final) {\n        var _this_1 = this;\n        if (!this.onfile)\n            throw 'no callback';\n        if (!this.p)\n            throw 'stream finished';\n        if (this.c > 0) {\n            var len = Math.min(this.c, chunk.length);\n            var toAdd = chunk.subarray(0, len);\n            this.c -= len;\n            if (this.d)\n                this.d.push(toAdd, !this.c);\n            else\n                this.k[0].push(toAdd);\n            chunk = chunk.subarray(len);\n            if (chunk.length)\n                return this.push(chunk, final);\n        }\n        else {\n            var f = 0, i = 0, is = void 0, buf = void 0;\n            if (!this.p.length)\n                buf = chunk;\n            else if (!chunk.length)\n                buf = this.p;\n            else {\n                buf = new u8(this.p.length + chunk.length);\n                buf.set(this.p), buf.set(chunk, this.p.length);\n            }\n            var l = buf.length, oc = this.c, add = oc && this.d;\n            var _loop_2 = function () {\n                var _a;\n                var sig = b4(buf, i);\n                if (sig == 0x4034B50) {\n                    f = 1, is = i;\n                    this_1.d = null;\n                    this_1.c = 0;\n                    var bf = b2(buf, i + 6), cmp_1 = b2(buf, i + 8), u = bf & 2048, dd = bf & 8, fnl = b2(buf, i + 26), es = b2(buf, i + 28);\n                    if (l > i + 30 + fnl + es) {\n                        var chks_2 = [];\n                        this_1.k.unshift(chks_2);\n                        f = 2;\n                        var sc_1 = b4(buf, i + 18), su_1 = b4(buf, i + 22);\n                        var fn_1 = strFromU8(buf.subarray(i + 30, i += 30 + fnl), !u);\n                        if (sc_1 == 4294967295) {\n                            _a = dd ? [-2] : z64e(buf, i), sc_1 = _a[0], su_1 = _a[1];\n                        }\n                        else if (dd)\n                            sc_1 = -1;\n                        i += es;\n                        this_1.c = sc_1;\n                        var d_1;\n                        var file_1 = {\n                            name: fn_1,\n                            compression: cmp_1,\n                            start: function () {\n                                if (!file_1.ondata)\n                                    throw 'no callback';\n                                if (!sc_1)\n                                    file_1.ondata(null, et, true);\n                                else {\n                                    var ctr = _this_1.o[cmp_1];\n                                    if (!ctr)\n                                        throw 'unknown compression type ' + cmp_1;\n                                    d_1 = sc_1 < 0 ? new ctr(fn_1) : new ctr(fn_1, sc_1, su_1);\n                                    d_1.ondata = function (err, dat, final) { file_1.ondata(err, dat, final); };\n                                    for (var _i = 0, chks_3 = chks_2; _i < chks_3.length; _i++) {\n                                        var dat = chks_3[_i];\n                                        d_1.push(dat, false);\n                                    }\n                                    if (_this_1.k[0] == chks_2 && _this_1.c)\n                                        _this_1.d = d_1;\n                                    else\n                                        d_1.push(et, true);\n                                }\n                            },\n                            terminate: function () {\n                                if (d_1 && d_1.terminate)\n                                    d_1.terminate();\n                            }\n                        };\n                        if (sc_1 >= 0)\n                            file_1.size = sc_1, file_1.originalSize = su_1;\n                        this_1.onfile(file_1);\n                    }\n                    return \"break\";\n                }\n                else if (oc) {\n                    if (sig == 0x8074B50) {\n                        is = i += 12 + (oc == -2 && 8), f = 3, this_1.c = 0;\n                        return \"break\";\n                    }\n                    else if (sig == 0x2014B50) {\n                        is = i -= 4, f = 3, this_1.c = 0;\n                        return \"break\";\n                    }\n                }\n            };\n            var this_1 = this;\n            for (; i < l - 4; ++i) {\n                var state_1 = _loop_2();\n                if (state_1 === \"break\")\n                    break;\n            }\n            this.p = et;\n            if (oc < 0) {\n                var dat = f ? buf.subarray(0, is - 12 - (oc == -2 && 8) - (b4(buf, is - 16) == 0x8074B50 && 4)) : buf.subarray(0, i);\n                if (add)\n                    add.push(dat, !!f);\n                else\n                    this.k[+(f == 2)].push(dat);\n            }\n            if (f & 2)\n                return this.push(buf.subarray(i), final);\n            this.p = buf.subarray(i);\n        }\n        if (final) {\n            if (this.c)\n                throw 'invalid zip file';\n            this.p = null;\n        }\n    };\n    /**\n     * Registers a decoder with the stream, allowing for files compressed with\n     * the compression type provided to be expanded correctly\n     * @param decoder The decoder constructor\n     */\n    Unzip.prototype.register = function (decoder) {\n        this.o[decoder.compression] = decoder;\n    };\n    return Unzip;\n}());\nexport { Unzip };\n/**\n * Asynchronously decompresses a ZIP archive\n * @param data The raw compressed ZIP file\n * @param cb The callback to call with the decompressed files\n * @returns A function that can be used to immediately terminate the unzipping\n */\nexport function unzip(data, cb) {\n    if (typeof cb != 'function')\n        throw 'no callback';\n    var term = [];\n    var tAll = function () {\n        for (var i = 0; i < term.length; ++i)\n            term[i]();\n    };\n    var files = {};\n    var e = data.length - 22;\n    for (; b4(data, e) != 0x6054B50; --e) {\n        if (!e || data.length - e > 65558) {\n            cb('invalid zip file', null);\n            return;\n        }\n    }\n    ;\n    var lft = b2(data, e + 8);\n    if (!lft)\n        cb(null, {});\n    var c = lft;\n    var o = b4(data, e + 16);\n    var z = o == 4294967295;\n    if (z) {\n        e = b4(data, e - 12);\n        if (b4(data, e) != 0x6064B50) {\n            cb('invalid zip file', null);\n            return;\n        }\n        c = lft = b4(data, e + 32);\n        o = b4(data, e + 48);\n    }\n    var _loop_3 = function (i) {\n        var _a = zh(data, o, z), c_1 = _a[0], sc = _a[1], su = _a[2], fn = _a[3], no = _a[4], off = _a[5], b = slzh(data, off);\n        o = no;\n        var cbl = function (e, d) {\n            if (e) {\n                tAll();\n                cb(e, null);\n            }\n            else {\n                files[fn] = d;\n                if (!--lft)\n                    cb(null, files);\n            }\n        };\n        if (!c_1)\n            cbl(null, slc(data, b, b + sc));\n        else if (c_1 == 8) {\n            var infl = data.subarray(b, b + sc);\n            if (sc < 320000) {\n                try {\n                    cbl(null, inflateSync(infl, new u8(su)));\n                }\n                catch (e) {\n                    cbl(e, null);\n                }\n            }\n            else\n                term.push(inflate(infl, { size: su }, cbl));\n        }\n        else\n            cbl('unknown compression type ' + c_1, null);\n    };\n    for (var i = 0; i < c; ++i) {\n        _loop_3(i);\n    }\n    return tAll;\n}\n/**\n * Synchronously decompresses a ZIP archive. Prefer using `unzip` for better\n * performance with more than one file.\n * @param data The raw compressed ZIP file\n * @returns The decompressed files\n */\nexport function unzipSync(data) {\n    var files = {};\n    var e = data.length - 22;\n    for (; b4(data, e) != 0x6054B50; --e) {\n        if (!e || data.length - e > 65558)\n            throw 'invalid zip file';\n    }\n    ;\n    var c = b2(data, e + 8);\n    if (!c)\n        return {};\n    var o = b4(data, e + 16);\n    var z = o == 4294967295;\n    if (z) {\n        e = b4(data, e - 12);\n        if (b4(data, e) != 0x6064B50)\n            throw 'invalid zip file';\n        c = b4(data, e + 32);\n        o = b4(data, e + 48);\n    }\n    for (var i = 0; i < c; ++i) {\n        var _a = zh(data, o, z), c_2 = _a[0], sc = _a[1], su = _a[2], fn = _a[3], no = _a[4], off = _a[5], b = slzh(data, off);\n        o = no;\n        if (!c_2)\n            files[fn] = slc(data, b, b + sc);\n        else if (c_2 == 8)\n            files[fn] = inflateSync(data.subarray(b, b + sc), new u8(su));\n        else\n            throw 'unknown compression type ' + c_2;\n    }\n    return files;\n}\n", "import {\n\tVector3,\n\tVector4\n} from 'three';\n\n/**\n * NURBS utils\n *\n * See NURBSCurve and NURBSSurface.\n **/\n\n\n/**************************************************************\n *\tNURBS Utils\n **************************************************************/\n\n/*\nFinds knot vector span.\n\np : degree\nu : parametric value\nU : knot vector\n\nreturns the span\n*/\nfunction findSpan( p, u, U ) {\n\n\tconst n = U.length - p - 1;\n\n\tif ( u >= U[ n ] ) {\n\n\t\treturn n - 1;\n\n\t}\n\n\tif ( u <= U[ p ] ) {\n\n\t\treturn p;\n\n\t}\n\n\tlet low = p;\n\tlet high = n;\n\tlet mid = Math.floor( ( low + high ) / 2 );\n\n\twhile ( u < U[ mid ] || u >= U[ mid + 1 ] ) {\n\n\t\tif ( u < U[ mid ] ) {\n\n\t\t\thigh = mid;\n\n\t\t} else {\n\n\t\t\tlow = mid;\n\n\t\t}\n\n\t\tmid = Math.floor( ( low + high ) / 2 );\n\n\t}\n\n\treturn mid;\n\n}\n\n\n/*\nCalculate basis functions. See The NURBS Book, page 70, algorithm A2.2\n\nspan : span in which u lies\nu    : parametric point\np    : degree\nU    : knot vector\n\nreturns array[p+1] with basis functions values.\n*/\nfunction calcBasisFunctions( span, u, p, U ) {\n\n\tconst N = [];\n\tconst left = [];\n\tconst right = [];\n\tN[ 0 ] = 1.0;\n\n\tfor ( let j = 1; j <= p; ++ j ) {\n\n\t\tleft[ j ] = u - U[ span + 1 - j ];\n\t\tright[ j ] = U[ span + j ] - u;\n\n\t\tlet saved = 0.0;\n\n\t\tfor ( let r = 0; r < j; ++ r ) {\n\n\t\t\tconst rv = right[ r + 1 ];\n\t\t\tconst lv = left[ j - r ];\n\t\t\tconst temp = N[ r ] / ( rv + lv );\n\t\t\tN[ r ] = saved + rv * temp;\n\t\t\tsaved = lv * temp;\n\n\t\t}\n\n\t\tN[ j ] = saved;\n\n\t}\n\n\treturn N;\n\n}\n\n\n/*\nCalculate B-Spline curve points. See The NURBS Book, page 82, algorithm A3.1.\n\np : degree of B-Spline\nU : knot vector\nP : control points (x, y, z, w)\nu : parametric point\n\nreturns point for given u\n*/\nfunction calcBSplinePoint( p, U, P, u ) {\n\n\tconst span = findSpan( p, u, U );\n\tconst N = calcBasisFunctions( span, u, p, U );\n\tconst C = new Vector4( 0, 0, 0, 0 );\n\n\tfor ( let j = 0; j <= p; ++ j ) {\n\n\t\tconst point = P[ span - p + j ];\n\t\tconst Nj = N[ j ];\n\t\tconst wNj = point.w * Nj;\n\t\tC.x += point.x * wNj;\n\t\tC.y += point.y * wNj;\n\t\tC.z += point.z * wNj;\n\t\tC.w += point.w * Nj;\n\n\t}\n\n\treturn C;\n\n}\n\n\n/*\nCalculate basis functions derivatives. See The NURBS Book, page 72, algorithm A2.3.\n\nspan : span in which u lies\nu    : parametric point\np    : degree\nn    : number of derivatives to calculate\nU    : knot vector\n\nreturns array[n+1][p+1] with basis functions derivatives\n*/\nfunction calcBasisFunctionDerivatives( span, u, p, n, U ) {\n\n\tconst zeroArr = [];\n\tfor ( let i = 0; i <= p; ++ i )\n\t\tzeroArr[ i ] = 0.0;\n\n\tconst ders = [];\n\n\tfor ( let i = 0; i <= n; ++ i )\n\t\tders[ i ] = zeroArr.slice( 0 );\n\n\tconst ndu = [];\n\n\tfor ( let i = 0; i <= p; ++ i )\n\t\tndu[ i ] = zeroArr.slice( 0 );\n\n\tndu[ 0 ][ 0 ] = 1.0;\n\n\tconst left = zeroArr.slice( 0 );\n\tconst right = zeroArr.slice( 0 );\n\n\tfor ( let j = 1; j <= p; ++ j ) {\n\n\t\tleft[ j ] = u - U[ span + 1 - j ];\n\t\tright[ j ] = U[ span + j ] - u;\n\n\t\tlet saved = 0.0;\n\n\t\tfor ( let r = 0; r < j; ++ r ) {\n\n\t\t\tconst rv = right[ r + 1 ];\n\t\t\tconst lv = left[ j - r ];\n\t\t\tndu[ j ][ r ] = rv + lv;\n\n\t\t\tconst temp = ndu[ r ][ j - 1 ] / ndu[ j ][ r ];\n\t\t\tndu[ r ][ j ] = saved + rv * temp;\n\t\t\tsaved = lv * temp;\n\n\t\t}\n\n\t\tndu[ j ][ j ] = saved;\n\n\t}\n\n\tfor ( let j = 0; j <= p; ++ j ) {\n\n\t\tders[ 0 ][ j ] = ndu[ j ][ p ];\n\n\t}\n\n\tfor ( let r = 0; r <= p; ++ r ) {\n\n\t\tlet s1 = 0;\n\t\tlet s2 = 1;\n\n\t\tconst a = [];\n\t\tfor ( let i = 0; i <= p; ++ i ) {\n\n\t\t\ta[ i ] = zeroArr.slice( 0 );\n\n\t\t}\n\n\t\ta[ 0 ][ 0 ] = 1.0;\n\n\t\tfor ( let k = 1; k <= n; ++ k ) {\n\n\t\t\tlet d = 0.0;\n\t\t\tconst rk = r - k;\n\t\t\tconst pk = p - k;\n\n\t\t\tif ( r >= k ) {\n\n\t\t\t\ta[ s2 ][ 0 ] = a[ s1 ][ 0 ] / ndu[ pk + 1 ][ rk ];\n\t\t\t\td = a[ s2 ][ 0 ] * ndu[ rk ][ pk ];\n\n\t\t\t}\n\n\t\t\tconst j1 = ( rk >= - 1 ) ? 1 : - rk;\n\t\t\tconst j2 = ( r - 1 <= pk ) ? k - 1 : p - r;\n\n\t\t\tfor ( let j = j1; j <= j2; ++ j ) {\n\n\t\t\t\ta[ s2 ][ j ] = ( a[ s1 ][ j ] - a[ s1 ][ j - 1 ] ) / ndu[ pk + 1 ][ rk + j ];\n\t\t\t\td += a[ s2 ][ j ] * ndu[ rk + j ][ pk ];\n\n\t\t\t}\n\n\t\t\tif ( r <= pk ) {\n\n\t\t\t\ta[ s2 ][ k ] = - a[ s1 ][ k - 1 ] / ndu[ pk + 1 ][ r ];\n\t\t\t\td += a[ s2 ][ k ] * ndu[ r ][ pk ];\n\n\t\t\t}\n\n\t\t\tders[ k ][ r ] = d;\n\n\t\t\tconst j = s1;\n\t\t\ts1 = s2;\n\t\t\ts2 = j;\n\n\t\t}\n\n\t}\n\n\tlet r = p;\n\n\tfor ( let k = 1; k <= n; ++ k ) {\n\n\t\tfor ( let j = 0; j <= p; ++ j ) {\n\n\t\t\tders[ k ][ j ] *= r;\n\n\t\t}\n\n\t\tr *= p - k;\n\n\t}\n\n\treturn ders;\n\n}\n\n\n/*\n\tCalculate derivatives of a B-Spline. See The NURBS Book, page 93, algorithm A3.2.\n\n\tp  : degree\n\tU  : knot vector\n\tP  : control points\n\tu  : Parametric points\n\tnd : number of derivatives\n\n\treturns array[d+1] with derivatives\n\t*/\nfunction calcBSplineDerivatives( p, U, P, u, nd ) {\n\n\tconst du = nd < p ? nd : p;\n\tconst CK = [];\n\tconst span = findSpan( p, u, U );\n\tconst nders = calcBasisFunctionDerivatives( span, u, p, du, U );\n\tconst Pw = [];\n\n\tfor ( let i = 0; i < P.length; ++ i ) {\n\n\t\tconst point = P[ i ].clone();\n\t\tconst w = point.w;\n\n\t\tpoint.x *= w;\n\t\tpoint.y *= w;\n\t\tpoint.z *= w;\n\n\t\tPw[ i ] = point;\n\n\t}\n\n\tfor ( let k = 0; k <= du; ++ k ) {\n\n\t\tconst point = Pw[ span - p ].clone().multiplyScalar( nders[ k ][ 0 ] );\n\n\t\tfor ( let j = 1; j <= p; ++ j ) {\n\n\t\t\tpoint.add( Pw[ span - p + j ].clone().multiplyScalar( nders[ k ][ j ] ) );\n\n\t\t}\n\n\t\tCK[ k ] = point;\n\n\t}\n\n\tfor ( let k = du + 1; k <= nd + 1; ++ k ) {\n\n\t\tCK[ k ] = new Vector4( 0, 0, 0 );\n\n\t}\n\n\treturn CK;\n\n}\n\n\n/*\nCalculate \"K over I\"\n\nreturns k!/(i!(k-i)!)\n*/\nfunction calcKoverI( k, i ) {\n\n\tlet nom = 1;\n\n\tfor ( let j = 2; j <= k; ++ j ) {\n\n\t\tnom *= j;\n\n\t}\n\n\tlet denom = 1;\n\n\tfor ( let j = 2; j <= i; ++ j ) {\n\n\t\tdenom *= j;\n\n\t}\n\n\tfor ( let j = 2; j <= k - i; ++ j ) {\n\n\t\tdenom *= j;\n\n\t}\n\n\treturn nom / denom;\n\n}\n\n\n/*\nCalculate derivatives (0-nd) of rational curve. See The NURBS Book, page 127, algorithm A4.2.\n\nPders : result of function calcBSplineDerivatives\n\nreturns array with derivatives for rational curve.\n*/\nfunction calcRationalCurveDerivatives( Pders ) {\n\n\tconst nd = Pders.length;\n\tconst Aders = [];\n\tconst wders = [];\n\n\tfor ( let i = 0; i < nd; ++ i ) {\n\n\t\tconst point = Pders[ i ];\n\t\tAders[ i ] = new Vector3( point.x, point.y, point.z );\n\t\twders[ i ] = point.w;\n\n\t}\n\n\tconst CK = [];\n\n\tfor ( let k = 0; k < nd; ++ k ) {\n\n\t\tconst v = Aders[ k ].clone();\n\n\t\tfor ( let i = 1; i <= k; ++ i ) {\n\n\t\t\tv.sub( CK[ k - i ].clone().multiplyScalar( calcKoverI( k, i ) * wders[ i ] ) );\n\n\t\t}\n\n\t\tCK[ k ] = v.divideScalar( wders[ 0 ] );\n\n\t}\n\n\treturn CK;\n\n}\n\n\n/*\nCalculate NURBS curve derivatives. See The NURBS Book, page 127, algorithm A4.2.\n\np  : degree\nU  : knot vector\nP  : control points in homogeneous space\nu  : parametric points\nnd : number of derivatives\n\nreturns array with derivatives.\n*/\nfunction calcNURBSDerivatives( p, U, P, u, nd ) {\n\n\tconst Pders = calcBSplineDerivatives( p, U, P, u, nd );\n\treturn calcRationalCurveDerivatives( Pders );\n\n}\n\n\n/*\nCalculate rational B-Spline surface point. See The NURBS Book, page 134, algorithm A4.3.\n\np1, p2 : degrees of B-Spline surface\nU1, U2 : knot vectors\nP      : control points (x, y, z, w)\nu, v   : parametric values\n\nreturns point for given (u, v)\n*/\nfunction calcSurfacePoint( p, q, U, V, P, u, v, target ) {\n\n\tconst uspan = findSpan( p, u, U );\n\tconst vspan = findSpan( q, v, V );\n\tconst Nu = calcBasisFunctions( uspan, u, p, U );\n\tconst Nv = calcBasisFunctions( vspan, v, q, V );\n\tconst temp = [];\n\n\tfor ( let l = 0; l <= q; ++ l ) {\n\n\t\ttemp[ l ] = new Vector4( 0, 0, 0, 0 );\n\t\tfor ( let k = 0; k <= p; ++ k ) {\n\n\t\t\tconst point = P[ uspan - p + k ][ vspan - q + l ].clone();\n\t\t\tconst w = point.w;\n\t\t\tpoint.x *= w;\n\t\t\tpoint.y *= w;\n\t\t\tpoint.z *= w;\n\t\t\ttemp[ l ].add( point.multiplyScalar( Nu[ k ] ) );\n\n\t\t}\n\n\t}\n\n\tconst Sw = new Vector4( 0, 0, 0, 0 );\n\tfor ( let l = 0; l <= q; ++ l ) {\n\n\t\tSw.add( temp[ l ].multiplyScalar( Nv[ l ] ) );\n\n\t}\n\n\tSw.divideScalar( Sw.w );\n\ttarget.set( Sw.x, Sw.y, Sw.z );\n\n}\n\n\n\nexport {\n\tfindSpan,\n\tcalcBasisFunctions,\n\tcalcBSplinePoint,\n\tcalcBasisFunctionDerivatives,\n\tcalcBSplineDerivatives,\n\tcalcKoverI,\n\tcalcRationalCurveDerivatives,\n\tcalcNURBSDerivatives,\n\tcalcSurfacePoint,\n};\n", "import {\n\tCurve,\n\tVector3,\n\tVector4\n} from 'three';\nimport * as NURBSUtils from '../curves/NURBSUtils.js';\n\n/**\n * NURBS curve object\n *\n * Derives from Curve, overriding getPoint and getTangent.\n *\n * Implementation is based on (x, y [, z=0 [, w=1]]) control points with w=weight.\n *\n **/\n\nclass NURBSCurve extends Curve {\n\n\tconstructor(\n\t\tdegree,\n\t\tknots /* array of reals */,\n\t\tcontrolPoints /* array of Vector(2|3|4) */,\n\t\tstartKnot /* index in knots */,\n\t\tendKnot /* index in knots */\n\t) {\n\n\t\tsuper();\n\n\t\tthis.degree = degree;\n\t\tthis.knots = knots;\n\t\tthis.controlPoints = [];\n\t\t// Used by periodic NURBS to remove hidden spans\n\t\tthis.startKnot = startKnot || 0;\n\t\tthis.endKnot = endKnot || ( this.knots.length - 1 );\n\n\t\tfor ( let i = 0; i < controlPoints.length; ++ i ) {\n\n\t\t\t// ensure Vector4 for control points\n\t\t\tconst point = controlPoints[ i ];\n\t\t\tthis.controlPoints[ i ] = new Vector4( point.x, point.y, point.z, point.w );\n\n\t\t}\n\n\t}\n\n\tgetPoint( t, optionalTarget = new Vector3() ) {\n\n\t\tconst point = optionalTarget;\n\n\t\tconst u = this.knots[ this.startKnot ] + t * ( this.knots[ this.endKnot ] - this.knots[ this.startKnot ] ); // linear mapping t->u\n\n\t\t// following results in (wx, wy, wz, w) homogeneous point\n\t\tconst hpoint = NURBSUtils.calcBSplinePoint( this.degree, this.knots, this.controlPoints, u );\n\n\t\tif ( hpoint.w !== 1.0 ) {\n\n\t\t\t// project to 3D space: (wx, wy, wz, w) -> (x, y, z, 1)\n\t\t\thpoint.divideScalar( hpoint.w );\n\n\t\t}\n\n\t\treturn point.set( hpoint.x, hpoint.y, hpoint.z );\n\n\t}\n\n\tgetTangent( t, optionalTarget = new Vector3() ) {\n\n\t\tconst tangent = optionalTarget;\n\n\t\tconst u = this.knots[ 0 ] + t * ( this.knots[ this.knots.length - 1 ] - this.knots[ 0 ] );\n\t\tconst ders = NURBSUtils.calcNURBSDerivatives( this.degree, this.knots, this.controlPoints, u, 1 );\n\t\ttangent.copy( ders[ 1 ] ).normalize();\n\n\t\treturn tangent;\n\n\t}\n\n}\n\nexport { NURBSCurve };\n", "import {\n\tAmbientLight,\n\tAnimationClip,\n\tBone,\n\tBufferGeometry,\n\tClampToEdgeWrapping,\n\tColor,\n\tDirectionalLight,\n\tEquirectangularReflectionMapping,\n\tEuler,\n\tFileLoader,\n\tFloat32BufferAttribute,\n\tGroup,\n\tLine,\n\tLineBasicMaterial,\n\tLoader,\n\tLoaderUtils,\n\tMathUtils,\n\tMatrix3,\n\tMatrix4,\n\tMesh,\n\tMeshLambertMaterial,\n\tMeshPhongMaterial,\n\tNumberKeyframeTrack,\n\tObject3D,\n\tOrthographicCamera,\n\tPerspectiveCamera,\n\tPointLight,\n\tPropertyBinding,\n\tQuaternion,\n\tQuaternionKeyframeTrack,\n\tRepeatWrapping,\n\tSkeleton,\n\tSkinnedMesh,\n\tSpotLight,\n\tTexture,\n\tTextureLoader,\n\tUint16BufferAttribute,\n\tVector3,\n\tVector4,\n\tVectorKeyframeTrack,\n\tsRGBEncoding\n} from 'three';\nimport * as fflate from '../libs/fflate.module.js';\nimport { NURBSCurve } from '../curves/NURBSCurve.js';\n\n/**\n * Loader loads FBX file and generates Group representing FBX scene.\n * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format\n * Versions lower than this may load but will probably have errors\n *\n * Needs Support:\n *  Morph normals / blend shape normals\n *\n * FBX format references:\n * \thttps://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)\n *\n * Binary format specification:\n *\thttps://code.blender.org/2013/08/fbx-binary-file-format-specification/\n */\n\n\nlet fbxTree;\nlet connections;\nlet sceneGraph;\n\nclass FBXLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( buffer, path ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( FBXBuffer, path ) {\n\n\t\tif ( isFbxFormatBinary( FBXBuffer ) ) {\n\n\t\t\tfbxTree = new BinaryParser().parse( FBXBuffer );\n\n\t\t} else {\n\n\t\t\tconst FBXText = convertArrayBufferToString( FBXBuffer );\n\n\t\t\tif ( ! isFbxFormatASCII( FBXText ) ) {\n\n\t\t\t\tthrow new Error( 'THREE.FBXLoader: Unknown format.' );\n\n\t\t\t}\n\n\t\t\tif ( getFbxVersion( FBXText ) < 7000 ) {\n\n\t\t\t\tthrow new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );\n\n\t\t\t}\n\n\t\t\tfbxTree = new TextParser().parse( FBXText );\n\n\t\t}\n\n\t\t// console.log( fbxTree );\n\n\t\tconst textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );\n\n\t\treturn new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );\n\n\t}\n\n}\n\n// Parse the FBXTree object returned by the BinaryParser or TextParser and return a Group\nclass FBXTreeParser {\n\n\tconstructor( textureLoader, manager ) {\n\n\t\tthis.textureLoader = textureLoader;\n\t\tthis.manager = manager;\n\n\t}\n\n\tparse() {\n\n\t\tconnections = this.parseConnections();\n\n\t\tconst images = this.parseImages();\n\t\tconst textures = this.parseTextures( images );\n\t\tconst materials = this.parseMaterials( textures );\n\t\tconst deformers = this.parseDeformers();\n\t\tconst geometryMap = new GeometryParser().parse( deformers );\n\n\t\tthis.parseScene( deformers, geometryMap, materials );\n\n\t\treturn sceneGraph;\n\n\t}\n\n\t// Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )\n\t// and details the connection type\n\tparseConnections() {\n\n\t\tconst connectionMap = new Map();\n\n\t\tif ( 'Connections' in fbxTree ) {\n\n\t\t\tconst rawConnections = fbxTree.Connections.connections;\n\n\t\t\trawConnections.forEach( function ( rawConnection ) {\n\n\t\t\t\tconst fromID = rawConnection[ 0 ];\n\t\t\t\tconst toID = rawConnection[ 1 ];\n\t\t\t\tconst relationship = rawConnection[ 2 ];\n\n\t\t\t\tif ( ! connectionMap.has( fromID ) ) {\n\n\t\t\t\t\tconnectionMap.set( fromID, {\n\t\t\t\t\t\tparents: [],\n\t\t\t\t\t\tchildren: []\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t\tconst parentRelationship = { ID: toID, relationship: relationship };\n\t\t\t\tconnectionMap.get( fromID ).parents.push( parentRelationship );\n\n\t\t\t\tif ( ! connectionMap.has( toID ) ) {\n\n\t\t\t\t\tconnectionMap.set( toID, {\n\t\t\t\t\t\tparents: [],\n\t\t\t\t\t\tchildren: []\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t\tconst childRelationship = { ID: fromID, relationship: relationship };\n\t\t\t\tconnectionMap.get( toID ).children.push( childRelationship );\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn connectionMap;\n\n\t}\n\n\t// Parse FBXTree.Objects.Video for embedded image data\n\t// These images are connected to textures in FBXTree.Objects.Textures\n\t// via FBXTree.Connections.\n\tparseImages() {\n\n\t\tconst images = {};\n\t\tconst blobs = {};\n\n\t\tif ( 'Video' in fbxTree.Objects ) {\n\n\t\t\tconst videoNodes = fbxTree.Objects.Video;\n\n\t\t\tfor ( const nodeID in videoNodes ) {\n\n\t\t\t\tconst videoNode = videoNodes[ nodeID ];\n\n\t\t\t\tconst id = parseInt( nodeID );\n\n\t\t\t\timages[ id ] = videoNode.RelativeFilename || videoNode.Filename;\n\n\t\t\t\t// raw image data is in videoNode.Content\n\t\t\t\tif ( 'Content' in videoNode ) {\n\n\t\t\t\t\tconst arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );\n\t\t\t\t\tconst base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );\n\n\t\t\t\t\tif ( arrayBufferContent || base64Content ) {\n\n\t\t\t\t\t\tconst image = this.parseImage( videoNodes[ nodeID ] );\n\n\t\t\t\t\t\tblobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( const id in images ) {\n\n\t\t\tconst filename = images[ id ];\n\n\t\t\tif ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];\n\t\t\telse images[ id ] = images[ id ].split( '\\\\' ).pop();\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\t// Parse embedded image data in FBXTree.Video.Content\n\tparseImage( videoNode ) {\n\n\t\tconst content = videoNode.Content;\n\t\tconst fileName = videoNode.RelativeFilename || videoNode.Filename;\n\t\tconst extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();\n\n\t\tlet type;\n\n\t\tswitch ( extension ) {\n\n\t\t\tcase 'bmp':\n\n\t\t\t\ttype = 'image/bmp';\n\t\t\t\tbreak;\n\n\t\t\tcase 'jpg':\n\t\t\tcase 'jpeg':\n\n\t\t\t\ttype = 'image/jpeg';\n\t\t\t\tbreak;\n\n\t\t\tcase 'png':\n\n\t\t\t\ttype = 'image/png';\n\t\t\t\tbreak;\n\n\t\t\tcase 'tif':\n\n\t\t\t\ttype = 'image/tiff';\n\t\t\t\tbreak;\n\n\t\t\tcase 'tga':\n\n\t\t\t\tif ( this.manager.getHandler( '.tga' ) === null ) {\n\n\t\t\t\t\tconsole.warn( 'FBXLoader: TGA loader not found, skipping ', fileName );\n\n\t\t\t\t}\n\n\t\t\t\ttype = 'image/tga';\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'FBXLoader: Image type \"' + extension + '\" is not supported.' );\n\t\t\t\treturn;\n\n\t\t}\n\n\t\tif ( typeof content === 'string' ) { // ASCII format\n\n\t\t\treturn 'data:' + type + ';base64,' + content;\n\n\t\t} else { // Binary Format\n\n\t\t\tconst array = new Uint8Array( content );\n\t\t\treturn window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );\n\n\t\t}\n\n\t}\n\n\t// Parse nodes in FBXTree.Objects.Texture\n\t// These contain details such as UV scaling, cropping, rotation etc and are connected\n\t// to images in FBXTree.Objects.Video\n\tparseTextures( images ) {\n\n\t\tconst textureMap = new Map();\n\n\t\tif ( 'Texture' in fbxTree.Objects ) {\n\n\t\t\tconst textureNodes = fbxTree.Objects.Texture;\n\t\t\tfor ( const nodeID in textureNodes ) {\n\n\t\t\t\tconst texture = this.parseTexture( textureNodes[ nodeID ], images );\n\t\t\t\ttextureMap.set( parseInt( nodeID ), texture );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textureMap;\n\n\t}\n\n\t// Parse individual node in FBXTree.Objects.Texture\n\tparseTexture( textureNode, images ) {\n\n\t\tconst texture = this.loadTexture( textureNode, images );\n\n\t\ttexture.ID = textureNode.id;\n\n\t\ttexture.name = textureNode.attrName;\n\n\t\tconst wrapModeU = textureNode.WrapModeU;\n\t\tconst wrapModeV = textureNode.WrapModeV;\n\n\t\tconst valueU = wrapModeU !== undefined ? wrapModeU.value : 0;\n\t\tconst valueV = wrapModeV !== undefined ? wrapModeV.value : 0;\n\n\t\t// http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a\n\t\t// 0: repeat(default), 1: clamp\n\n\t\ttexture.wrapS = valueU === 0 ? RepeatWrapping : ClampToEdgeWrapping;\n\t\ttexture.wrapT = valueV === 0 ? RepeatWrapping : ClampToEdgeWrapping;\n\n\t\tif ( 'Scaling' in textureNode ) {\n\n\t\t\tconst values = textureNode.Scaling.value;\n\n\t\t\ttexture.repeat.x = values[ 0 ];\n\t\t\ttexture.repeat.y = values[ 1 ];\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\t// load a texture specified as a blob or data URI, or via an external URL using TextureLoader\n\tloadTexture( textureNode, images ) {\n\n\t\tlet fileName;\n\n\t\tconst currentPath = this.textureLoader.path;\n\n\t\tconst children = connections.get( textureNode.id ).children;\n\n\t\tif ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {\n\n\t\t\tfileName = images[ children[ 0 ].ID ];\n\n\t\t\tif ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {\n\n\t\t\t\tthis.textureLoader.setPath( undefined );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet texture;\n\n\t\tconst extension = textureNode.FileName.slice( - 3 ).toLowerCase();\n\n\t\tif ( extension === 'tga' ) {\n\n\t\t\tconst loader = this.manager.getHandler( '.tga' );\n\n\t\t\tif ( loader === null ) {\n\n\t\t\t\tconsole.warn( 'FBXLoader: TGA loader not found, creating placeholder texture for', textureNode.RelativeFilename );\n\t\t\t\ttexture = new Texture();\n\n\t\t\t} else {\n\n\t\t\t\tloader.setPath( this.textureLoader.path );\n\t\t\t\ttexture = loader.load( fileName );\n\n\t\t\t}\n\n\t\t} else if ( extension === 'psd' ) {\n\n\t\t\tconsole.warn( 'FBXLoader: PSD textures are not supported, creating placeholder texture for', textureNode.RelativeFilename );\n\t\t\ttexture = new Texture();\n\n\t\t} else {\n\n\t\t\ttexture = this.textureLoader.load( fileName );\n\n\t\t}\n\n\t\tthis.textureLoader.setPath( currentPath );\n\n\t\treturn texture;\n\n\t}\n\n\t// Parse nodes in FBXTree.Objects.Material\n\tparseMaterials( textureMap ) {\n\n\t\tconst materialMap = new Map();\n\n\t\tif ( 'Material' in fbxTree.Objects ) {\n\n\t\t\tconst materialNodes = fbxTree.Objects.Material;\n\n\t\t\tfor ( const nodeID in materialNodes ) {\n\n\t\t\t\tconst material = this.parseMaterial( materialNodes[ nodeID ], textureMap );\n\n\t\t\t\tif ( material !== null ) materialMap.set( parseInt( nodeID ), material );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materialMap;\n\n\t}\n\n\t// Parse single node in FBXTree.Objects.Material\n\t// Materials are connected to texture maps in FBXTree.Objects.Textures\n\t// FBX format currently only supports Lambert and Phong shading models\n\tparseMaterial( materialNode, textureMap ) {\n\n\t\tconst ID = materialNode.id;\n\t\tconst name = materialNode.attrName;\n\t\tlet type = materialNode.ShadingModel;\n\n\t\t// Case where FBX wraps shading model in property object.\n\t\tif ( typeof type === 'object' ) {\n\n\t\t\ttype = type.value;\n\n\t\t}\n\n\t\t// Ignore unused materials which don't have any connections.\n\t\tif ( ! connections.has( ID ) ) return null;\n\n\t\tconst parameters = this.parseParameters( materialNode, textureMap, ID );\n\n\t\tlet material;\n\n\t\tswitch ( type.toLowerCase() ) {\n\n\t\t\tcase 'phong':\n\t\t\t\tmaterial = new MeshPhongMaterial();\n\t\t\t\tbreak;\n\t\t\tcase 'lambert':\n\t\t\t\tmaterial = new MeshLambertMaterial();\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.FBXLoader: unknown material type \"%s\". Defaulting to MeshPhongMaterial.', type );\n\t\t\t\tmaterial = new MeshPhongMaterial();\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tmaterial.setValues( parameters );\n\t\tmaterial.name = name;\n\n\t\treturn material;\n\n\t}\n\n\t// Parse FBX material and return parameters suitable for a three.js material\n\t// Also parse the texture map and return any textures associated with the material\n\tparseParameters( materialNode, textureMap, ID ) {\n\n\t\tconst parameters = {};\n\n\t\tif ( materialNode.BumpFactor ) {\n\n\t\t\tparameters.bumpScale = materialNode.BumpFactor.value;\n\n\t\t}\n\n\t\tif ( materialNode.Diffuse ) {\n\n\t\t\tparameters.color = new Color().fromArray( materialNode.Diffuse.value );\n\n\t\t} else if ( materialNode.DiffuseColor && ( materialNode.DiffuseColor.type === 'Color' || materialNode.DiffuseColor.type === 'ColorRGB' ) ) {\n\n\t\t\t// The blender exporter exports diffuse here instead of in materialNode.Diffuse\n\t\t\tparameters.color = new Color().fromArray( materialNode.DiffuseColor.value );\n\n\t\t}\n\n\t\tif ( materialNode.DisplacementFactor ) {\n\n\t\t\tparameters.displacementScale = materialNode.DisplacementFactor.value;\n\n\t\t}\n\n\t\tif ( materialNode.Emissive ) {\n\n\t\t\tparameters.emissive = new Color().fromArray( materialNode.Emissive.value );\n\n\t\t} else if ( materialNode.EmissiveColor && ( materialNode.EmissiveColor.type === 'Color' || materialNode.EmissiveColor.type === 'ColorRGB' ) ) {\n\n\t\t\t// The blender exporter exports emissive color here instead of in materialNode.Emissive\n\t\t\tparameters.emissive = new Color().fromArray( materialNode.EmissiveColor.value );\n\n\t\t}\n\n\t\tif ( materialNode.EmissiveFactor ) {\n\n\t\t\tparameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );\n\n\t\t}\n\n\t\tif ( materialNode.Opacity ) {\n\n\t\t\tparameters.opacity = parseFloat( materialNode.Opacity.value );\n\n\t\t}\n\n\t\tif ( parameters.opacity < 1.0 ) {\n\n\t\t\tparameters.transparent = true;\n\n\t\t}\n\n\t\tif ( materialNode.ReflectionFactor ) {\n\n\t\t\tparameters.reflectivity = materialNode.ReflectionFactor.value;\n\n\t\t}\n\n\t\tif ( materialNode.Shininess ) {\n\n\t\t\tparameters.shininess = materialNode.Shininess.value;\n\n\t\t}\n\n\t\tif ( materialNode.Specular ) {\n\n\t\t\tparameters.specular = new Color().fromArray( materialNode.Specular.value );\n\n\t\t} else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {\n\n\t\t\t// The blender exporter exports specular color here instead of in materialNode.Specular\n\t\t\tparameters.specular = new Color().fromArray( materialNode.SpecularColor.value );\n\n\t\t}\n\n\t\tconst scope = this;\n\t\tconnections.get( ID ).children.forEach( function ( child ) {\n\n\t\t\tconst type = child.relationship;\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 'Bump':\n\t\t\t\t\tparameters.bumpMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Maya|TEX_ao_map':\n\t\t\t\t\tparameters.aoMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'DiffuseColor':\n\t\t\t\tcase 'Maya|TEX_color_map':\n\t\t\t\t\tparameters.map = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tif ( parameters.map !== undefined ) {\n\n\t\t\t\t\t\tparameters.map.encoding = sRGBEncoding;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'DisplacementColor':\n\t\t\t\t\tparameters.displacementMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'EmissiveColor':\n\t\t\t\t\tparameters.emissiveMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tif ( parameters.emissiveMap !== undefined ) {\n\n\t\t\t\t\t\tparameters.emissiveMap.encoding = sRGBEncoding;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'NormalMap':\n\t\t\t\tcase 'Maya|TEX_normal_map':\n\t\t\t\t\tparameters.normalMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'ReflectionColor':\n\t\t\t\t\tparameters.envMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tif ( parameters.envMap !== undefined ) {\n\n\t\t\t\t\t\tparameters.envMap.mapping = EquirectangularReflectionMapping;\n\t\t\t\t\t\tparameters.envMap.encoding = sRGBEncoding;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpecularColor':\n\t\t\t\t\tparameters.specularMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tif ( parameters.specularMap !== undefined ) {\n\n\t\t\t\t\t\tparameters.specularMap.encoding = sRGBEncoding;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'TransparentColor':\n\t\t\t\tcase 'TransparencyFactor':\n\t\t\t\t\tparameters.alphaMap = scope.getTexture( textureMap, child.ID );\n\t\t\t\t\tparameters.transparent = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'AmbientColor':\n\t\t\t\tcase 'ShininessExponent': // AKA glossiness map\n\t\t\t\tcase 'SpecularFactor': // AKA specularLevel\n\t\t\t\tcase 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor\n\t\t\t\tdefault:\n\t\t\t\t\tconsole.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn parameters;\n\n\t}\n\n\t// get a texture from the textureMap for use by a material.\n\tgetTexture( textureMap, id ) {\n\n\t\t// if the texture is a layered texture, just use the first layer and issue a warning\n\t\tif ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {\n\n\t\t\tconsole.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );\n\t\t\tid = connections.get( id ).children[ 0 ].ID;\n\n\t\t}\n\n\t\treturn textureMap.get( id );\n\n\t}\n\n\t// Parse nodes in FBXTree.Objects.Deformer\n\t// Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here\n\t// Generates map of Skeleton-like objects for use later when generating and binding skeletons.\n\tparseDeformers() {\n\n\t\tconst skeletons = {};\n\t\tconst morphTargets = {};\n\n\t\tif ( 'Deformer' in fbxTree.Objects ) {\n\n\t\t\tconst DeformerNodes = fbxTree.Objects.Deformer;\n\n\t\t\tfor ( const nodeID in DeformerNodes ) {\n\n\t\t\t\tconst deformerNode = DeformerNodes[ nodeID ];\n\n\t\t\t\tconst relationships = connections.get( parseInt( nodeID ) );\n\n\t\t\t\tif ( deformerNode.attrType === 'Skin' ) {\n\n\t\t\t\t\tconst skeleton = this.parseSkeleton( relationships, DeformerNodes );\n\t\t\t\t\tskeleton.ID = nodeID;\n\n\t\t\t\t\tif ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );\n\t\t\t\t\tskeleton.geometryID = relationships.parents[ 0 ].ID;\n\n\t\t\t\t\tskeletons[ nodeID ] = skeleton;\n\n\t\t\t\t} else if ( deformerNode.attrType === 'BlendShape' ) {\n\n\t\t\t\t\tconst morphTarget = {\n\t\t\t\t\t\tid: nodeID,\n\t\t\t\t\t};\n\n\t\t\t\t\tmorphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );\n\t\t\t\t\tmorphTarget.id = nodeID;\n\n\t\t\t\t\tif ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );\n\n\t\t\t\t\tmorphTargets[ nodeID ] = morphTarget;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\n\t\t\tskeletons: skeletons,\n\t\t\tmorphTargets: morphTargets,\n\n\t\t};\n\n\t}\n\n\t// Parse single nodes in FBXTree.Objects.Deformer\n\t// The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'\n\t// Each skin node represents a skeleton and each cluster node represents a bone\n\tparseSkeleton( relationships, deformerNodes ) {\n\n\t\tconst rawBones = [];\n\n\t\trelationships.children.forEach( function ( child ) {\n\n\t\t\tconst boneNode = deformerNodes[ child.ID ];\n\n\t\t\tif ( boneNode.attrType !== 'Cluster' ) return;\n\n\t\t\tconst rawBone = {\n\n\t\t\t\tID: child.ID,\n\t\t\t\tindices: [],\n\t\t\t\tweights: [],\n\t\t\t\ttransformLink: new Matrix4().fromArray( boneNode.TransformLink.a ),\n\t\t\t\t// transform: new Matrix4().fromArray( boneNode.Transform.a ),\n\t\t\t\t// linkMode: boneNode.Mode,\n\n\t\t\t};\n\n\t\t\tif ( 'Indexes' in boneNode ) {\n\n\t\t\t\trawBone.indices = boneNode.Indexes.a;\n\t\t\t\trawBone.weights = boneNode.Weights.a;\n\n\t\t\t}\n\n\t\t\trawBones.push( rawBone );\n\n\t\t} );\n\n\t\treturn {\n\n\t\t\trawBones: rawBones,\n\t\t\tbones: []\n\n\t\t};\n\n\t}\n\n\t// The top level morph deformer node has type \"BlendShape\" and sub nodes have type \"BlendShapeChannel\"\n\tparseMorphTargets( relationships, deformerNodes ) {\n\n\t\tconst rawMorphTargets = [];\n\n\t\tfor ( let i = 0; i < relationships.children.length; i ++ ) {\n\n\t\t\tconst child = relationships.children[ i ];\n\n\t\t\tconst morphTargetNode = deformerNodes[ child.ID ];\n\n\t\t\tconst rawMorphTarget = {\n\n\t\t\t\tname: morphTargetNode.attrName,\n\t\t\t\tinitialWeight: morphTargetNode.DeformPercent,\n\t\t\t\tid: morphTargetNode.id,\n\t\t\t\tfullWeights: morphTargetNode.FullWeights.a\n\n\t\t\t};\n\n\t\t\tif ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;\n\n\t\t\trawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {\n\n\t\t\t\treturn child.relationship === undefined;\n\n\t\t\t} )[ 0 ].ID;\n\n\t\t\trawMorphTargets.push( rawMorphTarget );\n\n\t\t}\n\n\t\treturn rawMorphTargets;\n\n\t}\n\n\t// create the main Group() to be returned by the loader\n\tparseScene( deformers, geometryMap, materialMap ) {\n\n\t\tsceneGraph = new Group();\n\n\t\tconst modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );\n\n\t\tconst modelNodes = fbxTree.Objects.Model;\n\n\t\tconst scope = this;\n\t\tmodelMap.forEach( function ( model ) {\n\n\t\t\tconst modelNode = modelNodes[ model.ID ];\n\t\t\tscope.setLookAtProperties( model, modelNode );\n\n\t\t\tconst parentConnections = connections.get( model.ID ).parents;\n\n\t\t\tparentConnections.forEach( function ( connection ) {\n\n\t\t\t\tconst parent = modelMap.get( connection.ID );\n\t\t\t\tif ( parent !== undefined ) parent.add( model );\n\n\t\t\t} );\n\n\t\t\tif ( model.parent === null ) {\n\n\t\t\t\tsceneGraph.add( model );\n\n\t\t\t}\n\n\n\t\t} );\n\n\t\tthis.bindSkeleton( deformers.skeletons, geometryMap, modelMap );\n\n\t\tthis.createAmbientLight();\n\n\t\tsceneGraph.traverse( function ( node ) {\n\n\t\t\tif ( node.userData.transformData ) {\n\n\t\t\t\tif ( node.parent ) {\n\n\t\t\t\t\tnode.userData.transformData.parentMatrix = node.parent.matrix;\n\t\t\t\t\tnode.userData.transformData.parentMatrixWorld = node.parent.matrixWorld;\n\n\t\t\t\t}\n\n\t\t\t\tconst transform = generateTransform( node.userData.transformData );\n\n\t\t\t\tnode.applyMatrix4( transform );\n\t\t\t\tnode.updateWorldMatrix();\n\n\t\t\t}\n\n\t\t} );\n\n\t\tconst animations = new AnimationParser().parse();\n\n\t\t// if all the models where already combined in a single group, just return that\n\t\tif ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {\n\n\t\t\tsceneGraph.children[ 0 ].animations = animations;\n\t\t\tsceneGraph = sceneGraph.children[ 0 ];\n\n\t\t}\n\n\t\tsceneGraph.animations = animations;\n\n\t}\n\n\t// parse nodes in FBXTree.Objects.Model\n\tparseModels( skeletons, geometryMap, materialMap ) {\n\n\t\tconst modelMap = new Map();\n\t\tconst modelNodes = fbxTree.Objects.Model;\n\n\t\tfor ( const nodeID in modelNodes ) {\n\n\t\t\tconst id = parseInt( nodeID );\n\t\t\tconst node = modelNodes[ nodeID ];\n\t\t\tconst relationships = connections.get( id );\n\n\t\t\tlet model = this.buildSkeleton( relationships, skeletons, id, node.attrName );\n\n\t\t\tif ( ! model ) {\n\n\t\t\t\tswitch ( node.attrType ) {\n\n\t\t\t\t\tcase 'Camera':\n\t\t\t\t\t\tmodel = this.createCamera( relationships );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'Light':\n\t\t\t\t\t\tmodel = this.createLight( relationships );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'Mesh':\n\t\t\t\t\t\tmodel = this.createMesh( relationships, geometryMap, materialMap );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'NurbsCurve':\n\t\t\t\t\t\tmodel = this.createCurve( relationships, geometryMap );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'LimbNode':\n\t\t\t\t\tcase 'Root':\n\t\t\t\t\t\tmodel = new Bone();\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'Null':\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmodel = new Group();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tmodel.name = node.attrName ? PropertyBinding.sanitizeNodeName( node.attrName ) : '';\n\n\t\t\t\tmodel.ID = id;\n\n\t\t\t}\n\n\t\t\tthis.getTransformData( model, node );\n\t\t\tmodelMap.set( id, model );\n\n\t\t}\n\n\t\treturn modelMap;\n\n\t}\n\n\tbuildSkeleton( relationships, skeletons, id, name ) {\n\n\t\tlet bone = null;\n\n\t\trelationships.parents.forEach( function ( parent ) {\n\n\t\t\tfor ( const ID in skeletons ) {\n\n\t\t\t\tconst skeleton = skeletons[ ID ];\n\n\t\t\t\tskeleton.rawBones.forEach( function ( rawBone, i ) {\n\n\t\t\t\t\tif ( rawBone.ID === parent.ID ) {\n\n\t\t\t\t\t\tconst subBone = bone;\n\t\t\t\t\t\tbone = new Bone();\n\n\t\t\t\t\t\tbone.matrixWorld.copy( rawBone.transformLink );\n\n\t\t\t\t\t\t// set name and id here - otherwise in cases where \"subBone\" is created it will not have a name / id\n\n\t\t\t\t\t\tbone.name = name ? PropertyBinding.sanitizeNodeName( name ) : '';\n\t\t\t\t\t\tbone.ID = id;\n\n\t\t\t\t\t\tskeleton.bones[ i ] = bone;\n\n\t\t\t\t\t\t// In cases where a bone is shared between multiple meshes\n\t\t\t\t\t\t// duplicate the bone here and and it as a child of the first bone\n\t\t\t\t\t\tif ( subBone !== null ) {\n\n\t\t\t\t\t\t\tbone.add( subBone );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn bone;\n\n\t}\n\n\t// create a PerspectiveCamera or OrthographicCamera\n\tcreateCamera( relationships ) {\n\n\t\tlet model;\n\t\tlet cameraAttribute;\n\n\t\trelationships.children.forEach( function ( child ) {\n\n\t\t\tconst attr = fbxTree.Objects.NodeAttribute[ child.ID ];\n\n\t\t\tif ( attr !== undefined ) {\n\n\t\t\t\tcameraAttribute = attr;\n\n\t\t\t}\n\n\t\t} );\n\n\t\tif ( cameraAttribute === undefined ) {\n\n\t\t\tmodel = new Object3D();\n\n\t\t} else {\n\n\t\t\tlet type = 0;\n\t\t\tif ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {\n\n\t\t\t\ttype = 1;\n\n\t\t\t}\n\n\t\t\tlet nearClippingPlane = 1;\n\t\t\tif ( cameraAttribute.NearPlane !== undefined ) {\n\n\t\t\t\tnearClippingPlane = cameraAttribute.NearPlane.value / 1000;\n\n\t\t\t}\n\n\t\t\tlet farClippingPlane = 1000;\n\t\t\tif ( cameraAttribute.FarPlane !== undefined ) {\n\n\t\t\t\tfarClippingPlane = cameraAttribute.FarPlane.value / 1000;\n\n\t\t\t}\n\n\n\t\t\tlet width = window.innerWidth;\n\t\t\tlet height = window.innerHeight;\n\n\t\t\tif ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {\n\n\t\t\t\twidth = cameraAttribute.AspectWidth.value;\n\t\t\t\theight = cameraAttribute.AspectHeight.value;\n\n\t\t\t}\n\n\t\t\tconst aspect = width / height;\n\n\t\t\tlet fov = 45;\n\t\t\tif ( cameraAttribute.FieldOfView !== undefined ) {\n\n\t\t\t\tfov = cameraAttribute.FieldOfView.value;\n\n\t\t\t}\n\n\t\t\tconst focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 0: // Perspective\n\t\t\t\t\tmodel = new PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );\n\t\t\t\t\tif ( focalLength !== null ) model.setFocalLength( focalLength );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 1: // Orthographic\n\t\t\t\t\tmodel = new OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tconsole.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );\n\t\t\t\t\tmodel = new Object3D();\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn model;\n\n\t}\n\n\t// Create a DirectionalLight, PointLight or SpotLight\n\tcreateLight( relationships ) {\n\n\t\tlet model;\n\t\tlet lightAttribute;\n\n\t\trelationships.children.forEach( function ( child ) {\n\n\t\t\tconst attr = fbxTree.Objects.NodeAttribute[ child.ID ];\n\n\t\t\tif ( attr !== undefined ) {\n\n\t\t\t\tlightAttribute = attr;\n\n\t\t\t}\n\n\t\t} );\n\n\t\tif ( lightAttribute === undefined ) {\n\n\t\t\tmodel = new Object3D();\n\n\t\t} else {\n\n\t\t\tlet type;\n\n\t\t\t// LightType can be undefined for Point lights\n\t\t\tif ( lightAttribute.LightType === undefined ) {\n\n\t\t\t\ttype = 0;\n\n\t\t\t} else {\n\n\t\t\t\ttype = lightAttribute.LightType.value;\n\n\t\t\t}\n\n\t\t\tlet color = 0xffffff;\n\n\t\t\tif ( lightAttribute.Color !== undefined ) {\n\n\t\t\t\tcolor = new Color().fromArray( lightAttribute.Color.value );\n\n\t\t\t}\n\n\t\t\tlet intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;\n\n\t\t\t// light disabled\n\t\t\tif ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {\n\n\t\t\t\tintensity = 0;\n\n\t\t\t}\n\n\t\t\tlet distance = 0;\n\t\t\tif ( lightAttribute.FarAttenuationEnd !== undefined ) {\n\n\t\t\t\tif ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {\n\n\t\t\t\t\tdistance = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdistance = lightAttribute.FarAttenuationEnd.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?\n\t\t\tconst decay = 1;\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 0: // Point\n\t\t\t\t\tmodel = new PointLight( color, intensity, distance, decay );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 1: // Directional\n\t\t\t\t\tmodel = new DirectionalLight( color, intensity );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 2: // Spot\n\t\t\t\t\tlet angle = Math.PI / 3;\n\n\t\t\t\t\tif ( lightAttribute.InnerAngle !== undefined ) {\n\n\t\t\t\t\t\tangle = MathUtils.degToRad( lightAttribute.InnerAngle.value );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlet penumbra = 0;\n\t\t\t\t\tif ( lightAttribute.OuterAngle !== undefined ) {\n\n\t\t\t\t\t\t// TODO: this is not correct - FBX calculates outer and inner angle in degrees\n\t\t\t\t\t\t// with OuterAngle > InnerAngle && OuterAngle <= Math.PI\n\t\t\t\t\t\t// while three.js uses a penumbra between (0, 1) to attenuate the inner angle\n\t\t\t\t\t\tpenumbra = MathUtils.degToRad( lightAttribute.OuterAngle.value );\n\t\t\t\t\t\tpenumbra = Math.max( penumbra, 1 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmodel = new SpotLight( color, intensity, distance, angle, penumbra, decay );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tconsole.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a PointLight.' );\n\t\t\t\t\tmodel = new PointLight( color, intensity );\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {\n\n\t\t\t\tmodel.castShadow = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn model;\n\n\t}\n\n\tcreateMesh( relationships, geometryMap, materialMap ) {\n\n\t\tlet model;\n\t\tlet geometry = null;\n\t\tlet material = null;\n\t\tconst materials = [];\n\n\t\t// get geometry and materials(s) from connections\n\t\trelationships.children.forEach( function ( child ) {\n\n\t\t\tif ( geometryMap.has( child.ID ) ) {\n\n\t\t\t\tgeometry = geometryMap.get( child.ID );\n\n\t\t\t}\n\n\t\t\tif ( materialMap.has( child.ID ) ) {\n\n\t\t\t\tmaterials.push( materialMap.get( child.ID ) );\n\n\t\t\t}\n\n\t\t} );\n\n\t\tif ( materials.length > 1 ) {\n\n\t\t\tmaterial = materials;\n\n\t\t} else if ( materials.length > 0 ) {\n\n\t\t\tmaterial = materials[ 0 ];\n\n\t\t} else {\n\n\t\t\tmaterial = new MeshPhongMaterial( { color: 0xcccccc } );\n\t\t\tmaterials.push( material );\n\n\t\t}\n\n\t\tif ( 'color' in geometry.attributes ) {\n\n\t\t\tmaterials.forEach( function ( material ) {\n\n\t\t\t\tmaterial.vertexColors = true;\n\n\t\t\t} );\n\n\t\t}\n\n\t\tif ( geometry.FBX_Deformer ) {\n\n\t\t\tmodel = new SkinnedMesh( geometry, material );\n\t\t\tmodel.normalizeSkinWeights();\n\n\t\t} else {\n\n\t\t\tmodel = new Mesh( geometry, material );\n\n\t\t}\n\n\t\treturn model;\n\n\t}\n\n\tcreateCurve( relationships, geometryMap ) {\n\n\t\tconst geometry = relationships.children.reduce( function ( geo, child ) {\n\n\t\t\tif ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );\n\n\t\t\treturn geo;\n\n\t\t}, null );\n\n\t\t// FBX does not list materials for Nurbs lines, so we'll just put our own in here.\n\t\tconst material = new LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );\n\t\treturn new Line( geometry, material );\n\n\t}\n\n\t// parse the model node for transform data\n\tgetTransformData( model, modelNode ) {\n\n\t\tconst transformData = {};\n\n\t\tif ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );\n\n\t\tif ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );\n\t\telse transformData.eulerOrder = 'ZYX';\n\n\t\tif ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;\n\n\t\tif ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;\n\t\tif ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;\n\t\tif ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;\n\n\t\tif ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;\n\n\t\tif ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;\n\t\tif ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;\n\n\t\tif ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;\n\t\tif ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;\n\n\t\tmodel.userData.transformData = transformData;\n\n\t}\n\n\tsetLookAtProperties( model, modelNode ) {\n\n\t\tif ( 'LookAtProperty' in modelNode ) {\n\n\t\t\tconst children = connections.get( model.ID ).children;\n\n\t\t\tchildren.forEach( function ( child ) {\n\n\t\t\t\tif ( child.relationship === 'LookAtProperty' ) {\n\n\t\t\t\t\tconst lookAtTarget = fbxTree.Objects.Model[ child.ID ];\n\n\t\t\t\t\tif ( 'Lcl_Translation' in lookAtTarget ) {\n\n\t\t\t\t\t\tconst pos = lookAtTarget.Lcl_Translation.value;\n\n\t\t\t\t\t\t// DirectionalLight, SpotLight\n\t\t\t\t\t\tif ( model.target !== undefined ) {\n\n\t\t\t\t\t\t\tmodel.target.position.fromArray( pos );\n\t\t\t\t\t\t\tsceneGraph.add( model.target );\n\n\t\t\t\t\t\t} else { // Cameras and other Object3Ds\n\n\t\t\t\t\t\t\tmodel.lookAt( new Vector3().fromArray( pos ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\tbindSkeleton( skeletons, geometryMap, modelMap ) {\n\n\t\tconst bindMatrices = this.parsePoseNodes();\n\n\t\tfor ( const ID in skeletons ) {\n\n\t\t\tconst skeleton = skeletons[ ID ];\n\n\t\t\tconst parents = connections.get( parseInt( skeleton.ID ) ).parents;\n\n\t\t\tparents.forEach( function ( parent ) {\n\n\t\t\t\tif ( geometryMap.has( parent.ID ) ) {\n\n\t\t\t\t\tconst geoID = parent.ID;\n\t\t\t\t\tconst geoRelationships = connections.get( geoID );\n\n\t\t\t\t\tgeoRelationships.parents.forEach( function ( geoConnParent ) {\n\n\t\t\t\t\t\tif ( modelMap.has( geoConnParent.ID ) ) {\n\n\t\t\t\t\t\t\tconst model = modelMap.get( geoConnParent.ID );\n\n\t\t\t\t\t\t\tmodel.bind( new Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t}\n\n\t}\n\n\tparsePoseNodes() {\n\n\t\tconst bindMatrices = {};\n\n\t\tif ( 'Pose' in fbxTree.Objects ) {\n\n\t\t\tconst BindPoseNode = fbxTree.Objects.Pose;\n\n\t\t\tfor ( const nodeID in BindPoseNode ) {\n\n\t\t\t\tif ( BindPoseNode[ nodeID ].attrType === 'BindPose' && BindPoseNode[ nodeID ].NbPoseNodes > 0 ) {\n\n\t\t\t\t\tconst poseNodes = BindPoseNode[ nodeID ].PoseNode;\n\n\t\t\t\t\tif ( Array.isArray( poseNodes ) ) {\n\n\t\t\t\t\t\tposeNodes.forEach( function ( poseNode ) {\n\n\t\t\t\t\t\t\tbindMatrices[ poseNode.Node ] = new Matrix4().fromArray( poseNode.Matrix.a );\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tbindMatrices[ poseNodes.Node ] = new Matrix4().fromArray( poseNodes.Matrix.a );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn bindMatrices;\n\n\t}\n\n\t// Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light\n\tcreateAmbientLight() {\n\n\t\tif ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {\n\n\t\t\tconst ambientColor = fbxTree.GlobalSettings.AmbientColor.value;\n\t\t\tconst r = ambientColor[ 0 ];\n\t\t\tconst g = ambientColor[ 1 ];\n\t\t\tconst b = ambientColor[ 2 ];\n\n\t\t\tif ( r !== 0 || g !== 0 || b !== 0 ) {\n\n\t\t\t\tconst color = new Color( r, g, b );\n\t\t\t\tsceneGraph.add( new AmbientLight( color, 1 ) );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\n// parse Geometry data from FBXTree and return map of BufferGeometries\nclass GeometryParser {\n\n\t// Parse nodes in FBXTree.Objects.Geometry\n\tparse( deformers ) {\n\n\t\tconst geometryMap = new Map();\n\n\t\tif ( 'Geometry' in fbxTree.Objects ) {\n\n\t\t\tconst geoNodes = fbxTree.Objects.Geometry;\n\n\t\t\tfor ( const nodeID in geoNodes ) {\n\n\t\t\t\tconst relationships = connections.get( parseInt( nodeID ) );\n\t\t\t\tconst geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );\n\n\t\t\t\tgeometryMap.set( parseInt( nodeID ), geo );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometryMap;\n\n\t}\n\n\t// Parse single node in FBXTree.Objects.Geometry\n\tparseGeometry( relationships, geoNode, deformers ) {\n\n\t\tswitch ( geoNode.attrType ) {\n\n\t\t\tcase 'Mesh':\n\t\t\t\treturn this.parseMeshGeometry( relationships, geoNode, deformers );\n\t\t\t\tbreak;\n\n\t\t\tcase 'NurbsCurve':\n\t\t\t\treturn this.parseNurbsGeometry( geoNode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\t// Parse single node mesh geometry in FBXTree.Objects.Geometry\n\tparseMeshGeometry( relationships, geoNode, deformers ) {\n\n\t\tconst skeletons = deformers.skeletons;\n\t\tconst morphTargets = [];\n\n\t\tconst modelNodes = relationships.parents.map( function ( parent ) {\n\n\t\t\treturn fbxTree.Objects.Model[ parent.ID ];\n\n\t\t} );\n\n\t\t// don't create geometry if it is not associated with any models\n\t\tif ( modelNodes.length === 0 ) return;\n\n\t\tconst skeleton = relationships.children.reduce( function ( skeleton, child ) {\n\n\t\t\tif ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];\n\n\t\t\treturn skeleton;\n\n\t\t}, null );\n\n\t\trelationships.children.forEach( function ( child ) {\n\n\t\t\tif ( deformers.morphTargets[ child.ID ] !== undefined ) {\n\n\t\t\t\tmorphTargets.push( deformers.morphTargets[ child.ID ] );\n\n\t\t\t}\n\n\t\t} );\n\n\t\t// Assume one model and get the preRotation from that\n\t\t// if there is more than one model associated with the geometry this may cause problems\n\t\tconst modelNode = modelNodes[ 0 ];\n\n\t\tconst transformData = {};\n\n\t\tif ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );\n\t\tif ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );\n\n\t\tif ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;\n\t\tif ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;\n\t\tif ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;\n\n\t\tconst transform = generateTransform( transformData );\n\n\t\treturn this.genGeometry( geoNode, skeleton, morphTargets, transform );\n\n\t}\n\n\t// Generate a BufferGeometry from a node in FBXTree.Objects.Geometry\n\tgenGeometry( geoNode, skeleton, morphTargets, preTransform ) {\n\n\t\tconst geo = new BufferGeometry();\n\t\tif ( geoNode.attrName ) geo.name = geoNode.attrName;\n\n\t\tconst geoInfo = this.parseGeoNode( geoNode, skeleton );\n\t\tconst buffers = this.genBuffers( geoInfo );\n\n\t\tconst positionAttribute = new Float32BufferAttribute( buffers.vertex, 3 );\n\n\t\tpositionAttribute.applyMatrix4( preTransform );\n\n\t\tgeo.setAttribute( 'position', positionAttribute );\n\n\t\tif ( buffers.colors.length > 0 ) {\n\n\t\t\tgeo.setAttribute( 'color', new Float32BufferAttribute( buffers.colors, 3 ) );\n\n\t\t}\n\n\t\tif ( skeleton ) {\n\n\t\t\tgeo.setAttribute( 'skinIndex', new Uint16BufferAttribute( buffers.weightsIndices, 4 ) );\n\n\t\t\tgeo.setAttribute( 'skinWeight', new Float32BufferAttribute( buffers.vertexWeights, 4 ) );\n\n\t\t\t// used later to bind the skeleton to the model\n\t\t\tgeo.FBX_Deformer = skeleton;\n\n\t\t}\n\n\t\tif ( buffers.normal.length > 0 ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( preTransform );\n\n\t\t\tconst normalAttribute = new Float32BufferAttribute( buffers.normal, 3 );\n\t\t\tnormalAttribute.applyNormalMatrix( normalMatrix );\n\n\t\t\tgeo.setAttribute( 'normal', normalAttribute );\n\n\t\t}\n\n\t\tbuffers.uvs.forEach( function ( uvBuffer, i ) {\n\n\t\t\t// subsequent uv buffers are called 'uv1', 'uv2', ...\n\t\t\tlet name = 'uv' + ( i + 1 ).toString();\n\n\t\t\t// the first uv buffer is just called 'uv'\n\t\t\tif ( i === 0 ) {\n\n\t\t\t\tname = 'uv';\n\n\t\t\t}\n\n\t\t\tgeo.setAttribute( name, new Float32BufferAttribute( buffers.uvs[ i ], 2 ) );\n\n\t\t} );\n\n\t\tif ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {\n\n\t\t\t// Convert the material indices of each vertex into rendering groups on the geometry.\n\t\t\tlet prevMaterialIndex = buffers.materialIndex[ 0 ];\n\t\t\tlet startIndex = 0;\n\n\t\t\tbuffers.materialIndex.forEach( function ( currentIndex, i ) {\n\n\t\t\t\tif ( currentIndex !== prevMaterialIndex ) {\n\n\t\t\t\t\tgeo.addGroup( startIndex, i - startIndex, prevMaterialIndex );\n\n\t\t\t\t\tprevMaterialIndex = currentIndex;\n\t\t\t\t\tstartIndex = i;\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\t// the loop above doesn't add the last group, do that here.\n\t\t\tif ( geo.groups.length > 0 ) {\n\n\t\t\t\tconst lastGroup = geo.groups[ geo.groups.length - 1 ];\n\t\t\t\tconst lastIndex = lastGroup.start + lastGroup.count;\n\n\t\t\t\tif ( lastIndex !== buffers.materialIndex.length ) {\n\n\t\t\t\t\tgeo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// case where there are multiple materials but the whole geometry is only\n\t\t\t// using one of them\n\t\t\tif ( geo.groups.length === 0 ) {\n\n\t\t\t\tgeo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.addMorphTargets( geo, geoNode, morphTargets, preTransform );\n\n\t\treturn geo;\n\n\t}\n\n\tparseGeoNode( geoNode, skeleton ) {\n\n\t\tconst geoInfo = {};\n\n\t\tgeoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];\n\t\tgeoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];\n\n\t\tif ( geoNode.LayerElementColor ) {\n\n\t\t\tgeoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );\n\n\t\t}\n\n\t\tif ( geoNode.LayerElementMaterial ) {\n\n\t\t\tgeoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );\n\n\t\t}\n\n\t\tif ( geoNode.LayerElementNormal ) {\n\n\t\t\tgeoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );\n\n\t\t}\n\n\t\tif ( geoNode.LayerElementUV ) {\n\n\t\t\tgeoInfo.uv = [];\n\n\t\t\tlet i = 0;\n\t\t\twhile ( geoNode.LayerElementUV[ i ] ) {\n\n\t\t\t\tif ( geoNode.LayerElementUV[ i ].UV ) {\n\n\t\t\t\t\tgeoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\ti ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeoInfo.weightTable = {};\n\n\t\tif ( skeleton !== null ) {\n\n\t\t\tgeoInfo.skeleton = skeleton;\n\n\t\t\tskeleton.rawBones.forEach( function ( rawBone, i ) {\n\n\t\t\t\t// loop over the bone's vertex indices and weights\n\t\t\t\trawBone.indices.forEach( function ( index, j ) {\n\n\t\t\t\t\tif ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];\n\n\t\t\t\t\tgeoInfo.weightTable[ index ].push( {\n\n\t\t\t\t\t\tid: i,\n\t\t\t\t\t\tweight: rawBone.weights[ j ],\n\n\t\t\t\t\t} );\n\n\t\t\t\t} );\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn geoInfo;\n\n\t}\n\n\tgenBuffers( geoInfo ) {\n\n\t\tconst buffers = {\n\t\t\tvertex: [],\n\t\t\tnormal: [],\n\t\t\tcolors: [],\n\t\t\tuvs: [],\n\t\t\tmaterialIndex: [],\n\t\t\tvertexWeights: [],\n\t\t\tweightsIndices: [],\n\t\t};\n\n\t\tlet polygonIndex = 0;\n\t\tlet faceLength = 0;\n\t\tlet displayedWeightsWarning = false;\n\n\t\t// these will hold data for a single face\n\t\tlet facePositionIndexes = [];\n\t\tlet faceNormals = [];\n\t\tlet faceColors = [];\n\t\tlet faceUVs = [];\n\t\tlet faceWeights = [];\n\t\tlet faceWeightIndices = [];\n\n\t\tconst scope = this;\n\t\tgeoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {\n\n\t\t\tlet materialIndex;\n\t\t\tlet endOfFace = false;\n\n\t\t\t// Face index and vertex index arrays are combined in a single array\n\t\t\t// A cube with quad faces looks like this:\n\t\t\t// PolygonVertexIndex: *24 {\n\t\t\t//  a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5\n\t\t\t//  }\n\t\t\t// Negative numbers mark the end of a face - first face here is 0, 1, 3, -3\n\t\t\t// to find index of last vertex bit shift the index: ^ - 1\n\t\t\tif ( vertexIndex < 0 ) {\n\n\t\t\t\tvertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1\n\t\t\t\tendOfFace = true;\n\n\t\t\t}\n\n\t\t\tlet weightIndices = [];\n\t\t\tlet weights = [];\n\n\t\t\tfacePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );\n\n\t\t\tif ( geoInfo.color ) {\n\n\t\t\t\tconst data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );\n\n\t\t\t\tfaceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.skeleton ) {\n\n\t\t\t\tif ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {\n\n\t\t\t\t\tgeoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {\n\n\t\t\t\t\t\tweights.push( wt.weight );\n\t\t\t\t\t\tweightIndices.push( wt.id );\n\n\t\t\t\t\t} );\n\n\n\t\t\t\t}\n\n\t\t\t\tif ( weights.length > 4 ) {\n\n\t\t\t\t\tif ( ! displayedWeightsWarning ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );\n\t\t\t\t\t\tdisplayedWeightsWarning = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst wIndex = [ 0, 0, 0, 0 ];\n\t\t\t\t\tconst Weight = [ 0, 0, 0, 0 ];\n\n\t\t\t\t\tweights.forEach( function ( weight, weightIndex ) {\n\n\t\t\t\t\t\tlet currentWeight = weight;\n\t\t\t\t\t\tlet currentIndex = weightIndices[ weightIndex ];\n\n\t\t\t\t\t\tWeight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {\n\n\t\t\t\t\t\t\tif ( currentWeight > comparedWeight ) {\n\n\t\t\t\t\t\t\t\tcomparedWeightArray[ comparedWeightIndex ] = currentWeight;\n\t\t\t\t\t\t\t\tcurrentWeight = comparedWeight;\n\n\t\t\t\t\t\t\t\tconst tmp = wIndex[ comparedWeightIndex ];\n\t\t\t\t\t\t\t\twIndex[ comparedWeightIndex ] = currentIndex;\n\t\t\t\t\t\t\t\tcurrentIndex = tmp;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t} );\n\n\t\t\t\t\tweightIndices = wIndex;\n\t\t\t\t\tweights = Weight;\n\n\t\t\t\t}\n\n\t\t\t\t// if the weight array is shorter than 4 pad with 0s\n\t\t\t\twhile ( weights.length < 4 ) {\n\n\t\t\t\t\tweights.push( 0 );\n\t\t\t\t\tweightIndices.push( 0 );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0; i < 4; ++ i ) {\n\n\t\t\t\t\tfaceWeights.push( weights[ i ] );\n\t\t\t\t\tfaceWeightIndices.push( weightIndices[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.normal ) {\n\n\t\t\t\tconst data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );\n\n\t\t\t\tfaceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {\n\n\t\t\t\tmaterialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.uv ) {\n\n\t\t\t\tgeoInfo.uv.forEach( function ( uv, i ) {\n\n\t\t\t\t\tconst data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );\n\n\t\t\t\t\tif ( faceUVs[ i ] === undefined ) {\n\n\t\t\t\t\t\tfaceUVs[ i ] = [];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfaceUVs[ i ].push( data[ 0 ] );\n\t\t\t\t\tfaceUVs[ i ].push( data[ 1 ] );\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tfaceLength ++;\n\n\t\t\tif ( endOfFace ) {\n\n\t\t\t\tscope.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );\n\n\t\t\t\tpolygonIndex ++;\n\t\t\t\tfaceLength = 0;\n\n\t\t\t\t// reset arrays for the next face\n\t\t\t\tfacePositionIndexes = [];\n\t\t\t\tfaceNormals = [];\n\t\t\t\tfaceColors = [];\n\t\t\t\tfaceUVs = [];\n\t\t\t\tfaceWeights = [];\n\t\t\t\tfaceWeightIndices = [];\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn buffers;\n\n\t}\n\n\t// Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris\n\tgenFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {\n\n\t\tfor ( let i = 2; i < faceLength; i ++ ) {\n\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );\n\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );\n\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );\n\t\t\tbuffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );\n\n\t\t\tif ( geoInfo.skeleton ) {\n\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ 0 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ 1 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ 2 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ 3 ] );\n\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );\n\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ i * 4 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );\n\t\t\t\tbuffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );\n\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ 0 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ 1 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ 2 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ 3 ] );\n\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );\n\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );\n\t\t\t\tbuffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.color ) {\n\n\t\t\t\tbuffers.colors.push( faceColors[ 0 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ 1 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ 2 ] );\n\n\t\t\t\tbuffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );\n\n\t\t\t\tbuffers.colors.push( faceColors[ i * 3 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ i * 3 + 1 ] );\n\t\t\t\tbuffers.colors.push( faceColors[ i * 3 + 2 ] );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {\n\n\t\t\t\tbuffers.materialIndex.push( materialIndex );\n\t\t\t\tbuffers.materialIndex.push( materialIndex );\n\t\t\t\tbuffers.materialIndex.push( materialIndex );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.normal ) {\n\n\t\t\t\tbuffers.normal.push( faceNormals[ 0 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ 1 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ 2 ] );\n\n\t\t\t\tbuffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );\n\n\t\t\t\tbuffers.normal.push( faceNormals[ i * 3 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ i * 3 + 1 ] );\n\t\t\t\tbuffers.normal.push( faceNormals[ i * 3 + 2 ] );\n\n\t\t\t}\n\n\t\t\tif ( geoInfo.uv ) {\n\n\t\t\t\tgeoInfo.uv.forEach( function ( uv, j ) {\n\n\t\t\t\t\tif ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];\n\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );\n\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );\n\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );\n\t\t\t\t\tbuffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\taddMorphTargets( parentGeo, parentGeoNode, morphTargets, preTransform ) {\n\n\t\tif ( morphTargets.length === 0 ) return;\n\n\t\tparentGeo.morphTargetsRelative = true;\n\n\t\tparentGeo.morphAttributes.position = [];\n\t\t// parentGeo.morphAttributes.normal = []; // not implemented\n\n\t\tconst scope = this;\n\t\tmorphTargets.forEach( function ( morphTarget ) {\n\n\t\t\tmorphTarget.rawTargets.forEach( function ( rawTarget ) {\n\n\t\t\t\tconst morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];\n\n\t\t\t\tif ( morphGeoNode !== undefined ) {\n\n\t\t\t\t\tscope.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n\t// a morph geometry node is similar to a standard  node, and the node is also contained\n\t// in FBXTree.Objects.Geometry, however it can only have attributes for position, normal\n\t// and a special attribute Index defining which vertices of the original geometry are affected\n\t// Normal and position attributes only have data for the vertices that are affected by the morph\n\tgenMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {\n\n\t\tconst vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];\n\n\t\tconst morphPositionsSparse = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];\n\t\tconst indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];\n\n\t\tconst length = parentGeo.attributes.position.count * 3;\n\t\tconst morphPositions = new Float32Array( length );\n\n\t\tfor ( let i = 0; i < indices.length; i ++ ) {\n\n\t\t\tconst morphIndex = indices[ i ] * 3;\n\n\t\t\tmorphPositions[ morphIndex ] = morphPositionsSparse[ i * 3 ];\n\t\t\tmorphPositions[ morphIndex + 1 ] = morphPositionsSparse[ i * 3 + 1 ];\n\t\t\tmorphPositions[ morphIndex + 2 ] = morphPositionsSparse[ i * 3 + 2 ];\n\n\t\t}\n\n\t\t// TODO: add morph normal support\n\t\tconst morphGeoInfo = {\n\t\t\tvertexIndices: vertexIndices,\n\t\t\tvertexPositions: morphPositions,\n\n\t\t};\n\n\t\tconst morphBuffers = this.genBuffers( morphGeoInfo );\n\n\t\tconst positionAttribute = new Float32BufferAttribute( morphBuffers.vertex, 3 );\n\t\tpositionAttribute.name = name || morphGeoNode.attrName;\n\n\t\tpositionAttribute.applyMatrix4( preTransform );\n\n\t\tparentGeo.morphAttributes.position.push( positionAttribute );\n\n\t}\n\n\t// Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists\n\tparseNormals( NormalNode ) {\n\n\t\tconst mappingType = NormalNode.MappingInformationType;\n\t\tconst referenceType = NormalNode.ReferenceInformationType;\n\t\tconst buffer = NormalNode.Normals.a;\n\t\tlet indexBuffer = [];\n\t\tif ( referenceType === 'IndexToDirect' ) {\n\n\t\t\tif ( 'NormalIndex' in NormalNode ) {\n\n\t\t\t\tindexBuffer = NormalNode.NormalIndex.a;\n\n\t\t\t} else if ( 'NormalsIndex' in NormalNode ) {\n\n\t\t\t\tindexBuffer = NormalNode.NormalsIndex.a;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\tdataSize: 3,\n\t\t\tbuffer: buffer,\n\t\t\tindices: indexBuffer,\n\t\t\tmappingType: mappingType,\n\t\t\treferenceType: referenceType\n\t\t};\n\n\t}\n\n\t// Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists\n\tparseUVs( UVNode ) {\n\n\t\tconst mappingType = UVNode.MappingInformationType;\n\t\tconst referenceType = UVNode.ReferenceInformationType;\n\t\tconst buffer = UVNode.UV.a;\n\t\tlet indexBuffer = [];\n\t\tif ( referenceType === 'IndexToDirect' ) {\n\n\t\t\tindexBuffer = UVNode.UVIndex.a;\n\n\t\t}\n\n\t\treturn {\n\t\t\tdataSize: 2,\n\t\t\tbuffer: buffer,\n\t\t\tindices: indexBuffer,\n\t\t\tmappingType: mappingType,\n\t\t\treferenceType: referenceType\n\t\t};\n\n\t}\n\n\t// Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists\n\tparseVertexColors( ColorNode ) {\n\n\t\tconst mappingType = ColorNode.MappingInformationType;\n\t\tconst referenceType = ColorNode.ReferenceInformationType;\n\t\tconst buffer = ColorNode.Colors.a;\n\t\tlet indexBuffer = [];\n\t\tif ( referenceType === 'IndexToDirect' ) {\n\n\t\t\tindexBuffer = ColorNode.ColorIndex.a;\n\n\t\t}\n\n\t\treturn {\n\t\t\tdataSize: 4,\n\t\t\tbuffer: buffer,\n\t\t\tindices: indexBuffer,\n\t\t\tmappingType: mappingType,\n\t\t\treferenceType: referenceType\n\t\t};\n\n\t}\n\n\t// Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists\n\tparseMaterialIndices( MaterialNode ) {\n\n\t\tconst mappingType = MaterialNode.MappingInformationType;\n\t\tconst referenceType = MaterialNode.ReferenceInformationType;\n\n\t\tif ( mappingType === 'NoMappingInformation' ) {\n\n\t\t\treturn {\n\t\t\t\tdataSize: 1,\n\t\t\t\tbuffer: [ 0 ],\n\t\t\t\tindices: [ 0 ],\n\t\t\t\tmappingType: 'AllSame',\n\t\t\t\treferenceType: referenceType\n\t\t\t};\n\n\t\t}\n\n\t\tconst materialIndexBuffer = MaterialNode.Materials.a;\n\n\t\t// Since materials are stored as indices, there's a bit of a mismatch between FBX and what\n\t\t// we expect.So we create an intermediate buffer that points to the index in the buffer,\n\t\t// for conforming with the other functions we've written for other data.\n\t\tconst materialIndices = [];\n\n\t\tfor ( let i = 0; i < materialIndexBuffer.length; ++ i ) {\n\n\t\t\tmaterialIndices.push( i );\n\n\t\t}\n\n\t\treturn {\n\t\t\tdataSize: 1,\n\t\t\tbuffer: materialIndexBuffer,\n\t\t\tindices: materialIndices,\n\t\t\tmappingType: mappingType,\n\t\t\treferenceType: referenceType\n\t\t};\n\n\t}\n\n\t// Generate a NurbGeometry from a node in FBXTree.Objects.Geometry\n\tparseNurbsGeometry( geoNode ) {\n\n\t\tif ( NURBSCurve === undefined ) {\n\n\t\t\tconsole.error( 'THREE.FBXLoader: The loader relies on NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst order = parseInt( geoNode.Order );\n\n\t\tif ( isNaN( order ) ) {\n\n\t\t\tconsole.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst degree = order - 1;\n\n\t\tconst knots = geoNode.KnotVector.a;\n\t\tconst controlPoints = [];\n\t\tconst pointsValues = geoNode.Points.a;\n\n\t\tfor ( let i = 0, l = pointsValues.length; i < l; i += 4 ) {\n\n\t\t\tcontrolPoints.push( new Vector4().fromArray( pointsValues, i ) );\n\n\t\t}\n\n\t\tlet startKnot, endKnot;\n\n\t\tif ( geoNode.Form === 'Closed' ) {\n\n\t\t\tcontrolPoints.push( controlPoints[ 0 ] );\n\n\t\t} else if ( geoNode.Form === 'Periodic' ) {\n\n\t\t\tstartKnot = degree;\n\t\t\tendKnot = knots.length - 1 - startKnot;\n\n\t\t\tfor ( let i = 0; i < degree; ++ i ) {\n\n\t\t\t\tcontrolPoints.push( controlPoints[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst curve = new NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );\n\t\tconst points = curve.getPoints( controlPoints.length * 12 );\n\n\t\treturn new BufferGeometry().setFromPoints( points );\n\n\t}\n\n}\n\n// parse animation data from FBXTree\nclass AnimationParser {\n\n\t// take raw animation clips and turn them into three.js animation clips\n\tparse() {\n\n\t\tconst animationClips = [];\n\n\t\tconst rawClips = this.parseClips();\n\n\t\tif ( rawClips !== undefined ) {\n\n\t\t\tfor ( const key in rawClips ) {\n\n\t\t\t\tconst rawClip = rawClips[ key ];\n\n\t\t\t\tconst clip = this.addClip( rawClip );\n\n\t\t\t\tanimationClips.push( clip );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animationClips;\n\n\t}\n\n\tparseClips() {\n\n\t\t// since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,\n\t\t// if this is undefined we can safely assume there are no animations\n\t\tif ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;\n\n\t\tconst curveNodesMap = this.parseAnimationCurveNodes();\n\n\t\tthis.parseAnimationCurves( curveNodesMap );\n\n\t\tconst layersMap = this.parseAnimationLayers( curveNodesMap );\n\t\tconst rawClips = this.parseAnimStacks( layersMap );\n\n\t\treturn rawClips;\n\n\t}\n\n\t// parse nodes in FBXTree.Objects.AnimationCurveNode\n\t// each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )\n\t// and is referenced by an AnimationLayer\n\tparseAnimationCurveNodes() {\n\n\t\tconst rawCurveNodes = fbxTree.Objects.AnimationCurveNode;\n\n\t\tconst curveNodesMap = new Map();\n\n\t\tfor ( const nodeID in rawCurveNodes ) {\n\n\t\t\tconst rawCurveNode = rawCurveNodes[ nodeID ];\n\n\t\t\tif ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {\n\n\t\t\t\tconst curveNode = {\n\n\t\t\t\t\tid: rawCurveNode.id,\n\t\t\t\t\tattr: rawCurveNode.attrName,\n\t\t\t\t\tcurves: {},\n\n\t\t\t\t};\n\n\t\t\t\tcurveNodesMap.set( curveNode.id, curveNode );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn curveNodesMap;\n\n\t}\n\n\t// parse nodes in FBXTree.Objects.AnimationCurve and connect them up to\n\t// previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated\n\t// axis ( e.g. times and values of x rotation)\n\tparseAnimationCurves( curveNodesMap ) {\n\n\t\tconst rawCurves = fbxTree.Objects.AnimationCurve;\n\n\t\t// TODO: Many values are identical up to roundoff error, but won't be optimised\n\t\t// e.g. position times: [0, 0.4, 0. 8]\n\t\t// position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]\n\t\t// clearly, this should be optimised to\n\t\t// times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]\n\t\t// this shows up in nearly every FBX file, and generally time array is length > 100\n\n\t\tfor ( const nodeID in rawCurves ) {\n\n\t\t\tconst animationCurve = {\n\n\t\t\t\tid: rawCurves[ nodeID ].id,\n\t\t\t\ttimes: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),\n\t\t\t\tvalues: rawCurves[ nodeID ].KeyValueFloat.a,\n\n\t\t\t};\n\n\t\t\tconst relationships = connections.get( animationCurve.id );\n\n\t\t\tif ( relationships !== undefined ) {\n\n\t\t\t\tconst animationCurveID = relationships.parents[ 0 ].ID;\n\t\t\t\tconst animationCurveRelationship = relationships.parents[ 0 ].relationship;\n\n\t\t\t\tif ( animationCurveRelationship.match( /X/ ) ) {\n\n\t\t\t\t\tcurveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;\n\n\t\t\t\t} else if ( animationCurveRelationship.match( /Y/ ) ) {\n\n\t\t\t\t\tcurveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;\n\n\t\t\t\t} else if ( animationCurveRelationship.match( /Z/ ) ) {\n\n\t\t\t\t\tcurveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;\n\n\t\t\t\t} else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {\n\n\t\t\t\t\tcurveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t// parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references\n\t// to various AnimationCurveNodes and is referenced by an AnimationStack node\n\t// note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack\n\tparseAnimationLayers( curveNodesMap ) {\n\n\t\tconst rawLayers = fbxTree.Objects.AnimationLayer;\n\n\t\tconst layersMap = new Map();\n\n\t\tfor ( const nodeID in rawLayers ) {\n\n\t\t\tconst layerCurveNodes = [];\n\n\t\t\tconst connection = connections.get( parseInt( nodeID ) );\n\n\t\t\tif ( connection !== undefined ) {\n\n\t\t\t\t// all the animationCurveNodes used in the layer\n\t\t\t\tconst children = connection.children;\n\n\t\t\t\tchildren.forEach( function ( child, i ) {\n\n\t\t\t\t\tif ( curveNodesMap.has( child.ID ) ) {\n\n\t\t\t\t\t\tconst curveNode = curveNodesMap.get( child.ID );\n\n\t\t\t\t\t\t// check that the curves are defined for at least one axis, otherwise ignore the curveNode\n\t\t\t\t\t\tif ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {\n\n\t\t\t\t\t\t\tif ( layerCurveNodes[ i ] === undefined ) {\n\n\t\t\t\t\t\t\t\tconst modelID = connections.get( child.ID ).parents.filter( function ( parent ) {\n\n\t\t\t\t\t\t\t\t\treturn parent.relationship !== undefined;\n\n\t\t\t\t\t\t\t\t} )[ 0 ].ID;\n\n\t\t\t\t\t\t\t\tif ( modelID !== undefined ) {\n\n\t\t\t\t\t\t\t\t\tconst rawModel = fbxTree.Objects.Model[ modelID.toString() ];\n\n\t\t\t\t\t\t\t\t\tif ( rawModel === undefined ) {\n\n\t\t\t\t\t\t\t\t\t\tconsole.warn( 'THREE.FBXLoader: Encountered a unused curve.', child );\n\t\t\t\t\t\t\t\t\t\treturn;\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\tconst node = {\n\n\t\t\t\t\t\t\t\t\t\tmodelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',\n\t\t\t\t\t\t\t\t\t\tID: rawModel.id,\n\t\t\t\t\t\t\t\t\t\tinitialPosition: [ 0, 0, 0 ],\n\t\t\t\t\t\t\t\t\t\tinitialRotation: [ 0, 0, 0 ],\n\t\t\t\t\t\t\t\t\t\tinitialScale: [ 1, 1, 1 ],\n\n\t\t\t\t\t\t\t\t\t};\n\n\t\t\t\t\t\t\t\t\tsceneGraph.traverse( function ( child ) {\n\n\t\t\t\t\t\t\t\t\t\tif ( child.ID === rawModel.id ) {\n\n\t\t\t\t\t\t\t\t\t\t\tnode.transform = child.matrix;\n\n\t\t\t\t\t\t\t\t\t\t\tif ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t\t\t\tif ( ! node.transform ) node.transform = new Matrix4();\n\n\t\t\t\t\t\t\t\t\t// if the animated model is pre rotated, we'll have to apply the pre rotations to every\n\t\t\t\t\t\t\t\t\t// animation value as well\n\t\t\t\t\t\t\t\t\tif ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;\n\t\t\t\t\t\t\t\t\tif ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;\n\n\t\t\t\t\t\t\t\t\tlayerCurveNodes[ i ] = node;\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( layerCurveNodes[ i ] ) layerCurveNodes[ i ][ curveNode.attr ] = curveNode;\n\n\t\t\t\t\t\t} else if ( curveNode.curves.morph !== undefined ) {\n\n\t\t\t\t\t\t\tif ( layerCurveNodes[ i ] === undefined ) {\n\n\t\t\t\t\t\t\t\tconst deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {\n\n\t\t\t\t\t\t\t\t\treturn parent.relationship !== undefined;\n\n\t\t\t\t\t\t\t\t} )[ 0 ].ID;\n\n\t\t\t\t\t\t\t\tconst morpherID = connections.get( deformerID ).parents[ 0 ].ID;\n\t\t\t\t\t\t\t\tconst geoID = connections.get( morpherID ).parents[ 0 ].ID;\n\n\t\t\t\t\t\t\t\t// assuming geometry is not used in more than one model\n\t\t\t\t\t\t\t\tconst modelID = connections.get( geoID ).parents[ 0 ].ID;\n\n\t\t\t\t\t\t\t\tconst rawModel = fbxTree.Objects.Model[ modelID ];\n\n\t\t\t\t\t\t\t\tconst node = {\n\n\t\t\t\t\t\t\t\t\tmodelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',\n\t\t\t\t\t\t\t\t\tmorphName: fbxTree.Objects.Deformer[ deformerID ].attrName,\n\n\t\t\t\t\t\t\t\t};\n\n\t\t\t\t\t\t\t\tlayerCurveNodes[ i ] = node;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tlayerCurveNodes[ i ][ curveNode.attr ] = curveNode;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tlayersMap.set( parseInt( nodeID ), layerCurveNodes );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn layersMap;\n\n\t}\n\n\t// parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation\n\t// hierarchy. Each Stack node will be used to create a AnimationClip\n\tparseAnimStacks( layersMap ) {\n\n\t\tconst rawStacks = fbxTree.Objects.AnimationStack;\n\n\t\t// connect the stacks (clips) up to the layers\n\t\tconst rawClips = {};\n\n\t\tfor ( const nodeID in rawStacks ) {\n\n\t\t\tconst children = connections.get( parseInt( nodeID ) ).children;\n\n\t\t\tif ( children.length > 1 ) {\n\n\t\t\t\t// it seems like stacks will always be associated with a single layer. But just in case there are files\n\t\t\t\t// where there are multiple layers per stack, we'll display a warning\n\t\t\t\tconsole.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );\n\n\t\t\t}\n\n\t\t\tconst layer = layersMap.get( children[ 0 ].ID );\n\n\t\t\trawClips[ nodeID ] = {\n\n\t\t\t\tname: rawStacks[ nodeID ].attrName,\n\t\t\t\tlayer: layer,\n\n\t\t\t};\n\n\t\t}\n\n\t\treturn rawClips;\n\n\t}\n\n\taddClip( rawClip ) {\n\n\t\tlet tracks = [];\n\n\t\tconst scope = this;\n\t\trawClip.layer.forEach( function ( rawTracks ) {\n\n\t\t\ttracks = tracks.concat( scope.generateTracks( rawTracks ) );\n\n\t\t} );\n\n\t\treturn new AnimationClip( rawClip.name, - 1, tracks );\n\n\t}\n\n\tgenerateTracks( rawTracks ) {\n\n\t\tconst tracks = [];\n\n\t\tlet initialPosition = new Vector3();\n\t\tlet initialRotation = new Quaternion();\n\t\tlet initialScale = new Vector3();\n\n\t\tif ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );\n\n\t\tinitialPosition = initialPosition.toArray();\n\t\tinitialRotation = new Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();\n\t\tinitialScale = initialScale.toArray();\n\n\t\tif ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {\n\n\t\t\tconst positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );\n\t\t\tif ( positionTrack !== undefined ) tracks.push( positionTrack );\n\n\t\t}\n\n\t\tif ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {\n\n\t\t\tconst rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );\n\t\t\tif ( rotationTrack !== undefined ) tracks.push( rotationTrack );\n\n\t\t}\n\n\t\tif ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {\n\n\t\t\tconst scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );\n\t\t\tif ( scaleTrack !== undefined ) tracks.push( scaleTrack );\n\n\t\t}\n\n\t\tif ( rawTracks.DeformPercent !== undefined ) {\n\n\t\t\tconst morphTrack = this.generateMorphTrack( rawTracks );\n\t\t\tif ( morphTrack !== undefined ) tracks.push( morphTrack );\n\n\t\t}\n\n\t\treturn tracks;\n\n\t}\n\n\tgenerateVectorTrack( modelName, curves, initialValue, type ) {\n\n\t\tconst times = this.getTimesForAllAxes( curves );\n\t\tconst values = this.getKeyframeTrackValues( times, curves, initialValue );\n\n\t\treturn new VectorKeyframeTrack( modelName + '.' + type, times, values );\n\n\t}\n\n\tgenerateRotationTrack( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {\n\n\t\tif ( curves.x !== undefined ) {\n\n\t\t\tthis.interpolateRotations( curves.x );\n\t\t\tcurves.x.values = curves.x.values.map( MathUtils.degToRad );\n\n\t\t}\n\n\t\tif ( curves.y !== undefined ) {\n\n\t\t\tthis.interpolateRotations( curves.y );\n\t\t\tcurves.y.values = curves.y.values.map( MathUtils.degToRad );\n\n\t\t}\n\n\t\tif ( curves.z !== undefined ) {\n\n\t\t\tthis.interpolateRotations( curves.z );\n\t\t\tcurves.z.values = curves.z.values.map( MathUtils.degToRad );\n\n\t\t}\n\n\t\tconst times = this.getTimesForAllAxes( curves );\n\t\tconst values = this.getKeyframeTrackValues( times, curves, initialValue );\n\n\t\tif ( preRotation !== undefined ) {\n\n\t\t\tpreRotation = preRotation.map( MathUtils.degToRad );\n\t\t\tpreRotation.push( eulerOrder );\n\n\t\t\tpreRotation = new Euler().fromArray( preRotation );\n\t\t\tpreRotation = new Quaternion().setFromEuler( preRotation );\n\n\t\t}\n\n\t\tif ( postRotation !== undefined ) {\n\n\t\t\tpostRotation = postRotation.map( MathUtils.degToRad );\n\t\t\tpostRotation.push( eulerOrder );\n\n\t\t\tpostRotation = new Euler().fromArray( postRotation );\n\t\t\tpostRotation = new Quaternion().setFromEuler( postRotation ).invert();\n\n\t\t}\n\n\t\tconst quaternion = new Quaternion();\n\t\tconst euler = new Euler();\n\n\t\tconst quaternionValues = [];\n\n\t\tfor ( let i = 0; i < values.length; i += 3 ) {\n\n\t\t\teuler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );\n\n\t\t\tquaternion.setFromEuler( euler );\n\n\t\t\tif ( preRotation !== undefined ) quaternion.premultiply( preRotation );\n\t\t\tif ( postRotation !== undefined ) quaternion.multiply( postRotation );\n\n\t\t\tquaternion.toArray( quaternionValues, ( i / 3 ) * 4 );\n\n\t\t}\n\n\t\treturn new QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );\n\n\t}\n\n\tgenerateMorphTrack( rawTracks ) {\n\n\t\tconst curves = rawTracks.DeformPercent.curves.morph;\n\t\tconst values = curves.values.map( function ( val ) {\n\n\t\t\treturn val / 100;\n\n\t\t} );\n\n\t\tconst morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];\n\n\t\treturn new NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );\n\n\t}\n\n\t// For all animated objects, times are defined separately for each axis\n\t// Here we'll combine the times into one sorted array without duplicates\n\tgetTimesForAllAxes( curves ) {\n\n\t\tlet times = [];\n\n\t\t// first join together the times for each axis, if defined\n\t\tif ( curves.x !== undefined ) times = times.concat( curves.x.times );\n\t\tif ( curves.y !== undefined ) times = times.concat( curves.y.times );\n\t\tif ( curves.z !== undefined ) times = times.concat( curves.z.times );\n\n\t\t// then sort them\n\t\ttimes = times.sort( function ( a, b ) {\n\n\t\t\treturn a - b;\n\n\t\t} );\n\n\t\t// and remove duplicates\n\t\tif ( times.length > 1 ) {\n\n\t\t\tlet targetIndex = 1;\n\t\t\tlet lastValue = times[ 0 ];\n\t\t\tfor ( let i = 1; i < times.length; i ++ ) {\n\n\t\t\t\tconst currentValue = times[ i ];\n\t\t\t\tif ( currentValue !== lastValue ) {\n\n\t\t\t\t\ttimes[ targetIndex ] = currentValue;\n\t\t\t\t\tlastValue = currentValue;\n\t\t\t\t\ttargetIndex ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttimes = times.slice( 0, targetIndex );\n\n\t\t}\n\n\t\treturn times;\n\n\t}\n\n\tgetKeyframeTrackValues( times, curves, initialValue ) {\n\n\t\tconst prevValue = initialValue;\n\n\t\tconst values = [];\n\n\t\tlet xIndex = - 1;\n\t\tlet yIndex = - 1;\n\t\tlet zIndex = - 1;\n\n\t\ttimes.forEach( function ( time ) {\n\n\t\t\tif ( curves.x ) xIndex = curves.x.times.indexOf( time );\n\t\t\tif ( curves.y ) yIndex = curves.y.times.indexOf( time );\n\t\t\tif ( curves.z ) zIndex = curves.z.times.indexOf( time );\n\n\t\t\t// if there is an x value defined for this frame, use that\n\t\t\tif ( xIndex !== - 1 ) {\n\n\t\t\t\tconst xValue = curves.x.values[ xIndex ];\n\t\t\t\tvalues.push( xValue );\n\t\t\t\tprevValue[ 0 ] = xValue;\n\n\t\t\t} else {\n\n\t\t\t\t// otherwise use the x value from the previous frame\n\t\t\t\tvalues.push( prevValue[ 0 ] );\n\n\t\t\t}\n\n\t\t\tif ( yIndex !== - 1 ) {\n\n\t\t\t\tconst yValue = curves.y.values[ yIndex ];\n\t\t\t\tvalues.push( yValue );\n\t\t\t\tprevValue[ 1 ] = yValue;\n\n\t\t\t} else {\n\n\t\t\t\tvalues.push( prevValue[ 1 ] );\n\n\t\t\t}\n\n\t\t\tif ( zIndex !== - 1 ) {\n\n\t\t\t\tconst zValue = curves.z.values[ zIndex ];\n\t\t\t\tvalues.push( zValue );\n\t\t\t\tprevValue[ 2 ] = zValue;\n\n\t\t\t} else {\n\n\t\t\t\tvalues.push( prevValue[ 2 ] );\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn values;\n\n\t}\n\n\t// Rotations are defined as Euler angles which can have values  of any size\n\t// These will be converted to quaternions which don't support values greater than\n\t// PI, so we'll interpolate large rotations\n\tinterpolateRotations( curve ) {\n\n\t\tfor ( let i = 1; i < curve.values.length; i ++ ) {\n\n\t\t\tconst initialValue = curve.values[ i - 1 ];\n\t\t\tconst valuesSpan = curve.values[ i ] - initialValue;\n\n\t\t\tconst absoluteSpan = Math.abs( valuesSpan );\n\n\t\t\tif ( absoluteSpan >= 180 ) {\n\n\t\t\t\tconst numSubIntervals = absoluteSpan / 180;\n\n\t\t\t\tconst step = valuesSpan / numSubIntervals;\n\t\t\t\tlet nextValue = initialValue + step;\n\n\t\t\t\tconst initialTime = curve.times[ i - 1 ];\n\t\t\t\tconst timeSpan = curve.times[ i ] - initialTime;\n\t\t\t\tconst interval = timeSpan / numSubIntervals;\n\t\t\t\tlet nextTime = initialTime + interval;\n\n\t\t\t\tconst interpolatedTimes = [];\n\t\t\t\tconst interpolatedValues = [];\n\n\t\t\t\twhile ( nextTime < curve.times[ i ] ) {\n\n\t\t\t\t\tinterpolatedTimes.push( nextTime );\n\t\t\t\t\tnextTime += interval;\n\n\t\t\t\t\tinterpolatedValues.push( nextValue );\n\t\t\t\t\tnextValue += step;\n\n\t\t\t\t}\n\n\t\t\t\tcurve.times = inject( curve.times, i, interpolatedTimes );\n\t\t\t\tcurve.values = inject( curve.values, i, interpolatedValues );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\n// parse an FBX file in ASCII format\nclass TextParser {\n\n\tgetPrevNode() {\n\n\t\treturn this.nodeStack[ this.currentIndent - 2 ];\n\n\t}\n\n\tgetCurrentNode() {\n\n\t\treturn this.nodeStack[ this.currentIndent - 1 ];\n\n\t}\n\n\tgetCurrentProp() {\n\n\t\treturn this.currentProp;\n\n\t}\n\n\tpushStack( node ) {\n\n\t\tthis.nodeStack.push( node );\n\t\tthis.currentIndent += 1;\n\n\t}\n\n\tpopStack() {\n\n\t\tthis.nodeStack.pop();\n\t\tthis.currentIndent -= 1;\n\n\t}\n\n\tsetCurrentProp( val, name ) {\n\n\t\tthis.currentProp = val;\n\t\tthis.currentPropName = name;\n\n\t}\n\n\tparse( text ) {\n\n\t\tthis.currentIndent = 0;\n\n\t\tthis.allNodes = new FBXTree();\n\t\tthis.nodeStack = [];\n\t\tthis.currentProp = [];\n\t\tthis.currentPropName = '';\n\n\t\tconst scope = this;\n\n\t\tconst split = text.split( /[\\r\\n]+/ );\n\n\t\tsplit.forEach( function ( line, i ) {\n\n\t\t\tconst matchComment = line.match( /^[\\s\\t]*;/ );\n\t\t\tconst matchEmpty = line.match( /^[\\s\\t]*$/ );\n\n\t\t\tif ( matchComment || matchEmpty ) return;\n\n\t\t\tconst matchBeginning = line.match( '^\\\\t{' + scope.currentIndent + '}(\\\\w+):(.*){', '' );\n\t\t\tconst matchProperty = line.match( '^\\\\t{' + ( scope.currentIndent ) + '}(\\\\w+):[\\\\s\\\\t\\\\r\\\\n](.*)' );\n\t\t\tconst matchEnd = line.match( '^\\\\t{' + ( scope.currentIndent - 1 ) + '}}' );\n\n\t\t\tif ( matchBeginning ) {\n\n\t\t\t\tscope.parseNodeBegin( line, matchBeginning );\n\n\t\t\t} else if ( matchProperty ) {\n\n\t\t\t\tscope.parseNodeProperty( line, matchProperty, split[ ++ i ] );\n\n\t\t\t} else if ( matchEnd ) {\n\n\t\t\t\tscope.popStack();\n\n\t\t\t} else if ( line.match( /^[^\\s\\t}]/ ) ) {\n\n\t\t\t\t// large arrays are split over multiple lines terminated with a ',' character\n\t\t\t\t// if this is encountered the line needs to be joined to the previous line\n\t\t\t\tscope.parseNodePropertyContinued( line );\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn this.allNodes;\n\n\t}\n\n\tparseNodeBegin( line, property ) {\n\n\t\tconst nodeName = property[ 1 ].trim().replace( /^\"/, '' ).replace( /\"$/, '' );\n\n\t\tconst nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {\n\n\t\t\treturn attr.trim().replace( /^\"/, '' ).replace( /\"$/, '' );\n\n\t\t} );\n\n\t\tconst node = { name: nodeName };\n\t\tconst attrs = this.parseNodeAttr( nodeAttrs );\n\n\t\tconst currentNode = this.getCurrentNode();\n\n\t\t// a top node\n\t\tif ( this.currentIndent === 0 ) {\n\n\t\t\tthis.allNodes.add( nodeName, node );\n\n\t\t} else { // a subnode\n\n\t\t\t// if the subnode already exists, append it\n\t\t\tif ( nodeName in currentNode ) {\n\n\t\t\t\t// special case Pose needs PoseNodes as an array\n\t\t\t\tif ( nodeName === 'PoseNode' ) {\n\n\t\t\t\t\tcurrentNode.PoseNode.push( node );\n\n\t\t\t\t} else if ( currentNode[ nodeName ].id !== undefined ) {\n\n\t\t\t\t\tcurrentNode[ nodeName ] = {};\n\t\t\t\t\tcurrentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];\n\n\t\t\t\t}\n\n\t\t\t\tif ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;\n\n\t\t\t} else if ( typeof attrs.id === 'number' ) {\n\n\t\t\t\tcurrentNode[ nodeName ] = {};\n\t\t\t\tcurrentNode[ nodeName ][ attrs.id ] = node;\n\n\t\t\t} else if ( nodeName !== 'Properties70' ) {\n\n\t\t\t\tif ( nodeName === 'PoseNode' )\tcurrentNode[ nodeName ] = [ node ];\n\t\t\t\telse currentNode[ nodeName ] = node;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( typeof attrs.id === 'number' ) node.id = attrs.id;\n\t\tif ( attrs.name !== '' ) node.attrName = attrs.name;\n\t\tif ( attrs.type !== '' ) node.attrType = attrs.type;\n\n\t\tthis.pushStack( node );\n\n\t}\n\n\tparseNodeAttr( attrs ) {\n\n\t\tlet id = attrs[ 0 ];\n\n\t\tif ( attrs[ 0 ] !== '' ) {\n\n\t\t\tid = parseInt( attrs[ 0 ] );\n\n\t\t\tif ( isNaN( id ) ) {\n\n\t\t\t\tid = attrs[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet name = '', type = '';\n\n\t\tif ( attrs.length > 1 ) {\n\n\t\t\tname = attrs[ 1 ].replace( /^(\\w+)::/, '' );\n\t\t\ttype = attrs[ 2 ];\n\n\t\t}\n\n\t\treturn { id: id, name: name, type: type };\n\n\t}\n\n\tparseNodeProperty( line, property, contentLine ) {\n\n\t\tlet propName = property[ 1 ].replace( /^\"/, '' ).replace( /\"$/, '' ).trim();\n\t\tlet propValue = property[ 2 ].replace( /^\"/, '' ).replace( /\"$/, '' ).trim();\n\n\t\t// for special case: base64 image data follows \"Content: ,\" line\n\t\t//\tContent: ,\n\t\t//\t \"/9j/4RDaRXhpZgAATU0A...\"\n\t\tif ( propName === 'Content' && propValue === ',' ) {\n\n\t\t\tpropValue = contentLine.replace( /\"/g, '' ).replace( /,$/, '' ).trim();\n\n\t\t}\n\n\t\tconst currentNode = this.getCurrentNode();\n\t\tconst parentName = currentNode.name;\n\n\t\tif ( parentName === 'Properties70' ) {\n\n\t\t\tthis.parseNodeSpecialProperty( line, propName, propValue );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Connections\n\t\tif ( propName === 'C' ) {\n\n\t\t\tconst connProps = propValue.split( ',' ).slice( 1 );\n\t\t\tconst from = parseInt( connProps[ 0 ] );\n\t\t\tconst to = parseInt( connProps[ 1 ] );\n\n\t\t\tlet rest = propValue.split( ',' ).slice( 3 );\n\n\t\t\trest = rest.map( function ( elem ) {\n\n\t\t\t\treturn elem.trim().replace( /^\"/, '' );\n\n\t\t\t} );\n\n\t\t\tpropName = 'connections';\n\t\t\tpropValue = [ from, to ];\n\t\t\tappend( propValue, rest );\n\n\t\t\tif ( currentNode[ propName ] === undefined ) {\n\n\t\t\t\tcurrentNode[ propName ] = [];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Node\n\t\tif ( propName === 'Node' ) currentNode.id = propValue;\n\n\t\t// connections\n\t\tif ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {\n\n\t\t\tcurrentNode[ propName ].push( propValue );\n\n\t\t} else {\n\n\t\t\tif ( propName !== 'a' ) currentNode[ propName ] = propValue;\n\t\t\telse currentNode.a = propValue;\n\n\t\t}\n\n\t\tthis.setCurrentProp( currentNode, propName );\n\n\t\t// convert string to array, unless it ends in ',' in which case more will be added to it\n\t\tif ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {\n\n\t\t\tcurrentNode.a = parseNumberArray( propValue );\n\n\t\t}\n\n\t}\n\n\tparseNodePropertyContinued( line ) {\n\n\t\tconst currentNode = this.getCurrentNode();\n\n\t\tcurrentNode.a += line;\n\n\t\t// if the line doesn't end in ',' we have reached the end of the property value\n\t\t// so convert the string to an array\n\t\tif ( line.slice( - 1 ) !== ',' ) {\n\n\t\t\tcurrentNode.a = parseNumberArray( currentNode.a );\n\n\t\t}\n\n\t}\n\n\t// parse \"Property70\"\n\tparseNodeSpecialProperty( line, propName, propValue ) {\n\n\t\t// split this\n\t\t// P: \"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\",1,1,1\n\t\t// into array like below\n\t\t// [\"Lcl Scaling\", \"Lcl Scaling\", \"\", \"A\", \"1,1,1\" ]\n\t\tconst props = propValue.split( '\",' ).map( function ( prop ) {\n\n\t\t\treturn prop.trim().replace( /^\\\"/, '' ).replace( /\\s/, '_' );\n\n\t\t} );\n\n\t\tconst innerPropName = props[ 0 ];\n\t\tconst innerPropType1 = props[ 1 ];\n\t\tconst innerPropType2 = props[ 2 ];\n\t\tconst innerPropFlag = props[ 3 ];\n\t\tlet innerPropValue = props[ 4 ];\n\n\t\t// cast values where needed, otherwise leave as strings\n\t\tswitch ( innerPropType1 ) {\n\n\t\t\tcase 'int':\n\t\t\tcase 'enum':\n\t\t\tcase 'bool':\n\t\t\tcase 'ULongLong':\n\t\t\tcase 'double':\n\t\t\tcase 'Number':\n\t\t\tcase 'FieldOfView':\n\t\t\t\tinnerPropValue = parseFloat( innerPropValue );\n\t\t\t\tbreak;\n\n\t\t\tcase 'Color':\n\t\t\tcase 'ColorRGB':\n\t\t\tcase 'Vector3D':\n\t\t\tcase 'Lcl_Translation':\n\t\t\tcase 'Lcl_Rotation':\n\t\t\tcase 'Lcl_Scaling':\n\t\t\t\tinnerPropValue = parseNumberArray( innerPropValue );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\t// CAUTION: these props must append to parent's parent\n\t\tthis.getPrevNode()[ innerPropName ] = {\n\n\t\t\t'type': innerPropType1,\n\t\t\t'type2': innerPropType2,\n\t\t\t'flag': innerPropFlag,\n\t\t\t'value': innerPropValue\n\n\t\t};\n\n\t\tthis.setCurrentProp( this.getPrevNode(), innerPropName );\n\n\t}\n\n}\n\n// Parse an FBX file in Binary format\nclass BinaryParser {\n\n\tparse( buffer ) {\n\n\t\tconst reader = new BinaryReader( buffer );\n\t\treader.skip( 23 ); // skip magic 23 bytes\n\n\t\tconst version = reader.getUint32();\n\n\t\tif ( version < 6400 ) {\n\n\t\t\tthrow new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + version );\n\n\t\t}\n\n\t\tconst allNodes = new FBXTree();\n\n\t\twhile ( ! this.endOfContent( reader ) ) {\n\n\t\t\tconst node = this.parseNode( reader, version );\n\t\t\tif ( node !== null ) allNodes.add( node.name, node );\n\n\t\t}\n\n\t\treturn allNodes;\n\n\t}\n\n\t// Check if reader has reached the end of content.\n\tendOfContent( reader ) {\n\n\t\t// footer size: 160bytes + 16-byte alignment padding\n\t\t// - 16bytes: magic\n\t\t// - padding til 16-byte alignment (at least 1byte?)\n\t\t//\t(seems like some exporters embed fixed 15 or 16bytes?)\n\t\t// - 4bytes: magic\n\t\t// - 4bytes: version\n\t\t// - 120bytes: zero\n\t\t// - 16bytes: magic\n\t\tif ( reader.size() % 16 === 0 ) {\n\n\t\t\treturn ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();\n\n\t\t} else {\n\n\t\t\treturn reader.getOffset() + 160 + 16 >= reader.size();\n\n\t\t}\n\n\t}\n\n\t// recursively parse nodes until the end of the file is reached\n\tparseNode( reader, version ) {\n\n\t\tconst node = {};\n\n\t\t// The first three data sizes depends on version.\n\t\tconst endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();\n\t\tconst numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();\n\n\t\t( version >= 7500 ) ? reader.getUint64() : reader.getUint32(); // the returned propertyListLen is not used\n\n\t\tconst nameLen = reader.getUint8();\n\t\tconst name = reader.getString( nameLen );\n\n\t\t// Regards this node as NULL-record if endOffset is zero\n\t\tif ( endOffset === 0 ) return null;\n\n\t\tconst propertyList = [];\n\n\t\tfor ( let i = 0; i < numProperties; i ++ ) {\n\n\t\t\tpropertyList.push( this.parseProperty( reader ) );\n\n\t\t}\n\n\t\t// Regards the first three elements in propertyList as id, attrName, and attrType\n\t\tconst id = propertyList.length > 0 ? propertyList[ 0 ] : '';\n\t\tconst attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';\n\t\tconst attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';\n\n\t\t// check if this node represents just a single property\n\t\t// like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}\n\t\tnode.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;\n\n\t\twhile ( endOffset > reader.getOffset() ) {\n\n\t\t\tconst subNode = this.parseNode( reader, version );\n\n\t\t\tif ( subNode !== null ) this.parseSubNode( name, node, subNode );\n\n\t\t}\n\n\t\tnode.propertyList = propertyList; // raw property list used by parent\n\n\t\tif ( typeof id === 'number' ) node.id = id;\n\t\tif ( attrName !== '' ) node.attrName = attrName;\n\t\tif ( attrType !== '' ) node.attrType = attrType;\n\t\tif ( name !== '' ) node.name = name;\n\n\t\treturn node;\n\n\t}\n\n\tparseSubNode( name, node, subNode ) {\n\n\t\t// special case: child node is single property\n\t\tif ( subNode.singleProperty === true ) {\n\n\t\t\tconst value = subNode.propertyList[ 0 ];\n\n\t\t\tif ( Array.isArray( value ) ) {\n\n\t\t\t\tnode[ subNode.name ] = subNode;\n\n\t\t\t\tsubNode.a = value;\n\n\t\t\t} else {\n\n\t\t\t\tnode[ subNode.name ] = value;\n\n\t\t\t}\n\n\t\t} else if ( name === 'Connections' && subNode.name === 'C' ) {\n\n\t\t\tconst array = [];\n\n\t\t\tsubNode.propertyList.forEach( function ( property, i ) {\n\n\t\t\t\t// first Connection is FBX type (OO, OP, etc.). We'll discard these\n\t\t\t\tif ( i !== 0 ) array.push( property );\n\n\t\t\t} );\n\n\t\t\tif ( node.connections === undefined ) {\n\n\t\t\t\tnode.connections = [];\n\n\t\t\t}\n\n\t\t\tnode.connections.push( array );\n\n\t\t} else if ( subNode.name === 'Properties70' ) {\n\n\t\t\tconst keys = Object.keys( subNode );\n\n\t\t\tkeys.forEach( function ( key ) {\n\n\t\t\t\tnode[ key ] = subNode[ key ];\n\n\t\t\t} );\n\n\t\t} else if ( name === 'Properties70' && subNode.name === 'P' ) {\n\n\t\t\tlet innerPropName = subNode.propertyList[ 0 ];\n\t\t\tlet innerPropType1 = subNode.propertyList[ 1 ];\n\t\t\tconst innerPropType2 = subNode.propertyList[ 2 ];\n\t\t\tconst innerPropFlag = subNode.propertyList[ 3 ];\n\t\t\tlet innerPropValue;\n\n\t\t\tif ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );\n\t\t\tif ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );\n\n\t\t\tif ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {\n\n\t\t\t\tinnerPropValue = [\n\t\t\t\t\tsubNode.propertyList[ 4 ],\n\t\t\t\t\tsubNode.propertyList[ 5 ],\n\t\t\t\t\tsubNode.propertyList[ 6 ]\n\t\t\t\t];\n\n\t\t\t} else {\n\n\t\t\t\tinnerPropValue = subNode.propertyList[ 4 ];\n\n\t\t\t}\n\n\t\t\t// this will be copied to parent, see above\n\t\t\tnode[ innerPropName ] = {\n\n\t\t\t\t'type': innerPropType1,\n\t\t\t\t'type2': innerPropType2,\n\t\t\t\t'flag': innerPropFlag,\n\t\t\t\t'value': innerPropValue\n\n\t\t\t};\n\n\t\t} else if ( node[ subNode.name ] === undefined ) {\n\n\t\t\tif ( typeof subNode.id === 'number' ) {\n\n\t\t\t\tnode[ subNode.name ] = {};\n\t\t\t\tnode[ subNode.name ][ subNode.id ] = subNode;\n\n\t\t\t} else {\n\n\t\t\t\tnode[ subNode.name ] = subNode;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( subNode.name === 'PoseNode' ) {\n\n\t\t\t\tif ( ! Array.isArray( node[ subNode.name ] ) ) {\n\n\t\t\t\t\tnode[ subNode.name ] = [ node[ subNode.name ] ];\n\n\t\t\t\t}\n\n\t\t\t\tnode[ subNode.name ].push( subNode );\n\n\t\t\t} else if ( node[ subNode.name ][ subNode.id ] === undefined ) {\n\n\t\t\t\tnode[ subNode.name ][ subNode.id ] = subNode;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tparseProperty( reader ) {\n\n\t\tconst type = reader.getString( 1 );\n\t\tlet length;\n\n\t\tswitch ( type ) {\n\n\t\t\tcase 'C':\n\t\t\t\treturn reader.getBoolean();\n\n\t\t\tcase 'D':\n\t\t\t\treturn reader.getFloat64();\n\n\t\t\tcase 'F':\n\t\t\t\treturn reader.getFloat32();\n\n\t\t\tcase 'I':\n\t\t\t\treturn reader.getInt32();\n\n\t\t\tcase 'L':\n\t\t\t\treturn reader.getInt64();\n\n\t\t\tcase 'R':\n\t\t\t\tlength = reader.getUint32();\n\t\t\t\treturn reader.getArrayBuffer( length );\n\n\t\t\tcase 'S':\n\t\t\t\tlength = reader.getUint32();\n\t\t\t\treturn reader.getString( length );\n\n\t\t\tcase 'Y':\n\t\t\t\treturn reader.getInt16();\n\n\t\t\tcase 'b':\n\t\t\tcase 'c':\n\t\t\tcase 'd':\n\t\t\tcase 'f':\n\t\t\tcase 'i':\n\t\t\tcase 'l':\n\n\t\t\t\tconst arrayLength = reader.getUint32();\n\t\t\t\tconst encoding = reader.getUint32(); // 0: non-compressed, 1: compressed\n\t\t\t\tconst compressedLength = reader.getUint32();\n\n\t\t\t\tif ( encoding === 0 ) {\n\n\t\t\t\t\tswitch ( type ) {\n\n\t\t\t\t\t\tcase 'b':\n\t\t\t\t\t\tcase 'c':\n\t\t\t\t\t\t\treturn reader.getBooleanArray( arrayLength );\n\n\t\t\t\t\t\tcase 'd':\n\t\t\t\t\t\t\treturn reader.getFloat64Array( arrayLength );\n\n\t\t\t\t\t\tcase 'f':\n\t\t\t\t\t\t\treturn reader.getFloat32Array( arrayLength );\n\n\t\t\t\t\t\tcase 'i':\n\t\t\t\t\t\t\treturn reader.getInt32Array( arrayLength );\n\n\t\t\t\t\t\tcase 'l':\n\t\t\t\t\t\t\treturn reader.getInt64Array( arrayLength );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( typeof fflate === 'undefined' ) {\n\n\t\t\t\t\tconsole.error( 'THREE.FBXLoader: External library fflate.min.js required.' );\n\n\t\t\t\t}\n\n\t\t\t\tconst data = fflate.unzlibSync( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef\n\t\t\t\tconst reader2 = new BinaryReader( data.buffer );\n\n\t\t\t\tswitch ( type ) {\n\n\t\t\t\t\tcase 'b':\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\treturn reader2.getBooleanArray( arrayLength );\n\n\t\t\t\t\tcase 'd':\n\t\t\t\t\t\treturn reader2.getFloat64Array( arrayLength );\n\n\t\t\t\t\tcase 'f':\n\t\t\t\t\t\treturn reader2.getFloat32Array( arrayLength );\n\n\t\t\t\t\tcase 'i':\n\t\t\t\t\t\treturn reader2.getInt32Array( arrayLength );\n\n\t\t\t\t\tcase 'l':\n\t\t\t\t\t\treturn reader2.getInt64Array( arrayLength );\n\n\t\t\t\t}\n\n\t\t\tdefault:\n\t\t\t\tthrow new Error( 'THREE.FBXLoader: Unknown property type ' + type );\n\n\t\t}\n\n\t}\n\n}\n\nclass BinaryReader {\n\n\tconstructor( buffer, littleEndian ) {\n\n\t\tthis.dv = new DataView( buffer );\n\t\tthis.offset = 0;\n\t\tthis.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;\n\n\t}\n\n\tgetOffset() {\n\n\t\treturn this.offset;\n\n\t}\n\n\tsize() {\n\n\t\treturn this.dv.buffer.byteLength;\n\n\t}\n\n\tskip( length ) {\n\n\t\tthis.offset += length;\n\n\t}\n\n\t// seems like true/false representation depends on exporter.\n\t// true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)\n\t// then sees LSB.\n\tgetBoolean() {\n\n\t\treturn ( this.getUint8() & 1 ) === 1;\n\n\t}\n\n\tgetBooleanArray( size ) {\n\n\t\tconst a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta.push( this.getBoolean() );\n\n\t\t}\n\n\t\treturn a;\n\n\t}\n\n\tgetUint8() {\n\n\t\tconst value = this.dv.getUint8( this.offset );\n\t\tthis.offset += 1;\n\t\treturn value;\n\n\t}\n\n\tgetInt16() {\n\n\t\tconst value = this.dv.getInt16( this.offset, this.littleEndian );\n\t\tthis.offset += 2;\n\t\treturn value;\n\n\t}\n\n\tgetInt32() {\n\n\t\tconst value = this.dv.getInt32( this.offset, this.littleEndian );\n\t\tthis.offset += 4;\n\t\treturn value;\n\n\t}\n\n\tgetInt32Array( size ) {\n\n\t\tconst a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta.push( this.getInt32() );\n\n\t\t}\n\n\t\treturn a;\n\n\t}\n\n\tgetUint32() {\n\n\t\tconst value = this.dv.getUint32( this.offset, this.littleEndian );\n\t\tthis.offset += 4;\n\t\treturn value;\n\n\t}\n\n\t// JavaScript doesn't support 64-bit integer so calculate this here\n\t// 1 << 32 will return 1 so using multiply operation instead here.\n\t// There's a possibility that this method returns wrong value if the value\n\t// is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.\n\t// TODO: safely handle 64-bit integer\n\tgetInt64() {\n\n\t\tlet low, high;\n\n\t\tif ( this.littleEndian ) {\n\n\t\t\tlow = this.getUint32();\n\t\t\thigh = this.getUint32();\n\n\t\t} else {\n\n\t\t\thigh = this.getUint32();\n\t\t\tlow = this.getUint32();\n\n\t\t}\n\n\t\t// calculate negative value\n\t\tif ( high & 0x80000000 ) {\n\n\t\t\thigh = ~ high & 0xFFFFFFFF;\n\t\t\tlow = ~ low & 0xFFFFFFFF;\n\n\t\t\tif ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;\n\n\t\t\tlow = ( low + 1 ) & 0xFFFFFFFF;\n\n\t\t\treturn - ( high * 0x100000000 + low );\n\n\t\t}\n\n\t\treturn high * 0x100000000 + low;\n\n\t}\n\n\tgetInt64Array( size ) {\n\n\t\tconst a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta.push( this.getInt64() );\n\n\t\t}\n\n\t\treturn a;\n\n\t}\n\n\t// Note: see getInt64() comment\n\tgetUint64() {\n\n\t\tlet low, high;\n\n\t\tif ( this.littleEndian ) {\n\n\t\t\tlow = this.getUint32();\n\t\t\thigh = this.getUint32();\n\n\t\t} else {\n\n\t\t\thigh = this.getUint32();\n\t\t\tlow = this.getUint32();\n\n\t\t}\n\n\t\treturn high * 0x100000000 + low;\n\n\t}\n\n\tgetFloat32() {\n\n\t\tconst value = this.dv.getFloat32( this.offset, this.littleEndian );\n\t\tthis.offset += 4;\n\t\treturn value;\n\n\t}\n\n\tgetFloat32Array( size ) {\n\n\t\tconst a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta.push( this.getFloat32() );\n\n\t\t}\n\n\t\treturn a;\n\n\t}\n\n\tgetFloat64() {\n\n\t\tconst value = this.dv.getFloat64( this.offset, this.littleEndian );\n\t\tthis.offset += 8;\n\t\treturn value;\n\n\t}\n\n\tgetFloat64Array( size ) {\n\n\t\tconst a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta.push( this.getFloat64() );\n\n\t\t}\n\n\t\treturn a;\n\n\t}\n\n\tgetArrayBuffer( size ) {\n\n\t\tconst value = this.dv.buffer.slice( this.offset, this.offset + size );\n\t\tthis.offset += size;\n\t\treturn value;\n\n\t}\n\n\tgetString( size ) {\n\n\t\t// note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead\n\t\tlet a = [];\n\n\t\tfor ( let i = 0; i < size; i ++ ) {\n\n\t\t\ta[ i ] = this.getUint8();\n\n\t\t}\n\n\t\tconst nullByte = a.indexOf( 0 );\n\t\tif ( nullByte >= 0 ) a = a.slice( 0, nullByte );\n\n\t\treturn LoaderUtils.decodeText( new Uint8Array( a ) );\n\n\t}\n\n}\n\n// FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)\n// and BinaryParser( FBX Binary format)\nclass FBXTree {\n\n\tadd( key, val ) {\n\n\t\tthis[ key ] = val;\n\n\t}\n\n}\n\n// ************** UTILITY FUNCTIONS **************\n\nfunction isFbxFormatBinary( buffer ) {\n\n\tconst CORRECT = 'Kaydara\\u0020FBX\\u0020Binary\\u0020\\u0020\\0';\n\n\treturn buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );\n\n}\n\nfunction isFbxFormatASCII( text ) {\n\n\tconst CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\\\', 'F', 'B', 'X', '\\\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\\\', '\\\\' ];\n\n\tlet cursor = 0;\n\n\tfunction read( offset ) {\n\n\t\tconst result = text[ offset - 1 ];\n\t\ttext = text.slice( cursor + offset );\n\t\tcursor ++;\n\t\treturn result;\n\n\t}\n\n\tfor ( let i = 0; i < CORRECT.length; ++ i ) {\n\n\t\tconst num = read( 1 );\n\t\tif ( num === CORRECT[ i ] ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nfunction getFbxVersion( text ) {\n\n\tconst versionRegExp = /FBXVersion: (\\d+)/;\n\tconst match = text.match( versionRegExp );\n\n\tif ( match ) {\n\n\t\tconst version = parseInt( match[ 1 ] );\n\t\treturn version;\n\n\t}\n\n\tthrow new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );\n\n}\n\n// Converts FBX ticks into real time seconds.\nfunction convertFBXTimeToSeconds( time ) {\n\n\treturn time / 46186158000;\n\n}\n\nconst dataArray = [];\n\n// extracts the data from the correct position in the FBX array based on indexing type\nfunction getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {\n\n\tlet index;\n\n\tswitch ( infoObject.mappingType ) {\n\n\t\tcase 'ByPolygonVertex' :\n\t\t\tindex = polygonVertexIndex;\n\t\t\tbreak;\n\t\tcase 'ByPolygon' :\n\t\t\tindex = polygonIndex;\n\t\t\tbreak;\n\t\tcase 'ByVertice' :\n\t\t\tindex = vertexIndex;\n\t\t\tbreak;\n\t\tcase 'AllSame' :\n\t\t\tindex = infoObject.indices[ 0 ];\n\t\t\tbreak;\n\t\tdefault :\n\t\t\tconsole.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );\n\n\t}\n\n\tif ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];\n\n\tconst from = index * infoObject.dataSize;\n\tconst to = from + infoObject.dataSize;\n\n\treturn slice( dataArray, infoObject.buffer, from, to );\n\n}\n\nconst tempEuler = new Euler();\nconst tempVec = new Vector3();\n\n// generate transformation from FBX transform data\n// ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm\n// ref: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5e\nfunction generateTransform( transformData ) {\n\n\tconst lTranslationM = new Matrix4();\n\tconst lPreRotationM = new Matrix4();\n\tconst lRotationM = new Matrix4();\n\tconst lPostRotationM = new Matrix4();\n\n\tconst lScalingM = new Matrix4();\n\tconst lScalingPivotM = new Matrix4();\n\tconst lScalingOffsetM = new Matrix4();\n\tconst lRotationOffsetM = new Matrix4();\n\tconst lRotationPivotM = new Matrix4();\n\n\tconst lParentGX = new Matrix4();\n\tconst lParentLX = new Matrix4();\n\tconst lGlobalT = new Matrix4();\n\n\tconst inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;\n\n\tif ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );\n\n\tif ( transformData.preRotation ) {\n\n\t\tconst array = transformData.preRotation.map( MathUtils.degToRad );\n\t\tarray.push( transformData.eulerOrder );\n\t\tlPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );\n\n\t}\n\n\tif ( transformData.rotation ) {\n\n\t\tconst array = transformData.rotation.map( MathUtils.degToRad );\n\t\tarray.push( transformData.eulerOrder );\n\t\tlRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );\n\n\t}\n\n\tif ( transformData.postRotation ) {\n\n\t\tconst array = transformData.postRotation.map( MathUtils.degToRad );\n\t\tarray.push( transformData.eulerOrder );\n\t\tlPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );\n\t\tlPostRotationM.invert();\n\n\t}\n\n\tif ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );\n\n\t// Pivots and offsets\n\tif ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );\n\tif ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );\n\tif ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );\n\tif ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );\n\n\t// parent transform\n\tif ( transformData.parentMatrixWorld ) {\n\n\t\tlParentLX.copy( transformData.parentMatrix );\n\t\tlParentGX.copy( transformData.parentMatrixWorld );\n\n\t}\n\n\tconst lLRM = lPreRotationM.clone().multiply( lRotationM ).multiply( lPostRotationM );\n\t// Global Rotation\n\tconst lParentGRM = new Matrix4();\n\tlParentGRM.extractRotation( lParentGX );\n\n\t// Global Shear*Scaling\n\tconst lParentTM = new Matrix4();\n\tlParentTM.copyPosition( lParentGX );\n\n\tconst lParentGRSM = lParentTM.clone().invert().multiply( lParentGX );\n\tconst lParentGSM = lParentGRM.clone().invert().multiply( lParentGRSM );\n\tconst lLSM = lScalingM;\n\n\tconst lGlobalRS = new Matrix4();\n\n\tif ( inheritType === 0 ) {\n\n\t\tlGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM ).multiply( lLSM );\n\n\t} else if ( inheritType === 1 ) {\n\n\t\tlGlobalRS.copy( lParentGRM ).multiply( lParentGSM ).multiply( lLRM ).multiply( lLSM );\n\n\t} else {\n\n\t\tconst lParentLSM = new Matrix4().scale( new Vector3().setFromMatrixScale( lParentLX ) );\n\t\tconst lParentLSM_inv = lParentLSM.clone().invert();\n\t\tconst lParentGSM_noLocal = lParentGSM.clone().multiply( lParentLSM_inv );\n\n\t\tlGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lLSM );\n\n\t}\n\n\tconst lRotationPivotM_inv = lRotationPivotM.clone().invert();\n\tconst lScalingPivotM_inv = lScalingPivotM.clone().invert();\n\t// Calculate the local transform matrix\n\tlet lTransform = lTranslationM.clone().multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM_inv ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM_inv );\n\n\tconst lLocalTWithAllPivotAndOffsetInfo = new Matrix4().copyPosition( lTransform );\n\n\tconst lGlobalTranslation = lParentGX.clone().multiply( lLocalTWithAllPivotAndOffsetInfo );\n\tlGlobalT.copyPosition( lGlobalTranslation );\n\n\tlTransform = lGlobalT.clone().multiply( lGlobalRS );\n\n\t// from global to local\n\tlTransform.premultiply( lParentGX.invert() );\n\n\treturn lTransform;\n\n}\n\n// Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order\n// ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html\nfunction getEulerOrder( order ) {\n\n\torder = order || 0;\n\n\tconst enums = [\n\t\t'ZYX', // -> XYZ extrinsic\n\t\t'YZX', // -> XZY extrinsic\n\t\t'XZY', // -> YZX extrinsic\n\t\t'ZXY', // -> YXZ extrinsic\n\t\t'YXZ', // -> ZXY extrinsic\n\t\t'XYZ', // -> ZYX extrinsic\n\t\t//'SphericXYZ', // not possible to support\n\t];\n\n\tif ( order === 6 ) {\n\n\t\tconsole.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );\n\t\treturn enums[ 0 ];\n\n\t}\n\n\treturn enums[ order ];\n\n}\n\n// Parses comma separated list of numbers and returns them an array.\n// Used internally by the TextParser\nfunction parseNumberArray( value ) {\n\n\tconst array = value.split( ',' ).map( function ( val ) {\n\n\t\treturn parseFloat( val );\n\n\t} );\n\n\treturn array;\n\n}\n\nfunction convertArrayBufferToString( buffer, from, to ) {\n\n\tif ( from === undefined ) from = 0;\n\tif ( to === undefined ) to = buffer.byteLength;\n\n\treturn LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );\n\n}\n\nfunction append( a, b ) {\n\n\tfor ( let i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {\n\n\t\ta[ j ] = b[ i ];\n\n\t}\n\n}\n\nfunction slice( a, b, from, to ) {\n\n\tfor ( let i = from, j = 0; i < to; i ++, j ++ ) {\n\n\t\ta[ j ] = b[ i ];\n\n\t}\n\n\treturn a;\n\n}\n\n// inject array a2 into array a1 at index\nfunction inject( a1, index, a2 ) {\n\n\treturn a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );\n\n}\n\nexport { FBXLoader };\n", "import {\n\tAmbientLight,\n\tAnimationClip,\n\tBone,\n\tBufferGeometry,\n\tClampToEdgeWrapping,\n\tColor,\n\tDirectionalLight,\n\tDoubleSide,\n\tEuler,\n\tFileLoader,\n\tFloat32BufferAttribute,\n\tFrontSide,\n\tGroup,\n\tLine,\n\tLineBasicMaterial,\n\tLineSegments,\n\tLoader,\n\tLoaderUtils,\n\tMathUtils,\n\tMatrix4,\n\tMesh,\n\tMeshBasicMaterial,\n\tMeshLambertMaterial,\n\tMeshPhongMaterial,\n\tOrthographicCamera,\n\tPerspectiveCamera,\n\tPointLight,\n\tQuaternion,\n\tQuaternionKeyframeTrack,\n\tRepeatWrapping,\n\tScene,\n\tSkeleton,\n\tSkinnedMesh,\n\tSpotLight,\n\tTextureLoader,\n\tVector2,\n\tVector3,\n\tVectorKeyframeTrack,\n\tsRGBEncoding\n} from 'three';\nimport { TGALoader } from '../loaders/TGALoader.js';\n\nclass ColladaLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( text, path ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( text, path ) {\n\n\t\tfunction getElementsByTagName( xml, name ) {\n\n\t\t\t// Non recursive xml.getElementsByTagName() ...\n\n\t\t\tconst array = [];\n\t\t\tconst childNodes = xml.childNodes;\n\n\t\t\tfor ( let i = 0, l = childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = childNodes[ i ];\n\n\t\t\t\tif ( child.nodeName === name ) {\n\n\t\t\t\t\tarray.push( child );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn array;\n\n\t\t}\n\n\t\tfunction parseStrings( text ) {\n\n\t\t\tif ( text.length === 0 ) return [];\n\n\t\t\tconst parts = text.trim().split( /\\s+/ );\n\t\t\tconst array = new Array( parts.length );\n\n\t\t\tfor ( let i = 0, l = parts.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ] = parts[ i ];\n\n\t\t\t}\n\n\t\t\treturn array;\n\n\t\t}\n\n\t\tfunction parseFloats( text ) {\n\n\t\t\tif ( text.length === 0 ) return [];\n\n\t\t\tconst parts = text.trim().split( /\\s+/ );\n\t\t\tconst array = new Array( parts.length );\n\n\t\t\tfor ( let i = 0, l = parts.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ] = parseFloat( parts[ i ] );\n\n\t\t\t}\n\n\t\t\treturn array;\n\n\t\t}\n\n\t\tfunction parseInts( text ) {\n\n\t\t\tif ( text.length === 0 ) return [];\n\n\t\t\tconst parts = text.trim().split( /\\s+/ );\n\t\t\tconst array = new Array( parts.length );\n\n\t\t\tfor ( let i = 0, l = parts.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ] = parseInt( parts[ i ] );\n\n\t\t\t}\n\n\t\t\treturn array;\n\n\t\t}\n\n\t\tfunction parseId( text ) {\n\n\t\t\treturn text.substring( 1 );\n\n\t\t}\n\n\t\tfunction generateId() {\n\n\t\t\treturn 'three_default_' + ( count ++ );\n\n\t\t}\n\n\t\tfunction isEmpty( object ) {\n\n\t\t\treturn Object.keys( object ).length === 0;\n\n\t\t}\n\n\t\t// asset\n\n\t\tfunction parseAsset( xml ) {\n\n\t\t\treturn {\n\t\t\t\tunit: parseAssetUnit( getElementsByTagName( xml, 'unit' )[ 0 ] ),\n\t\t\t\tupAxis: parseAssetUpAxis( getElementsByTagName( xml, 'up_axis' )[ 0 ] )\n\t\t\t};\n\n\t\t}\n\n\t\tfunction parseAssetUnit( xml ) {\n\n\t\t\tif ( ( xml !== undefined ) && ( xml.hasAttribute( 'meter' ) === true ) ) {\n\n\t\t\t\treturn parseFloat( xml.getAttribute( 'meter' ) );\n\n\t\t\t} else {\n\n\t\t\t\treturn 1; // default 1 meter\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseAssetUpAxis( xml ) {\n\n\t\t\treturn xml !== undefined ? xml.textContent : 'Y_UP';\n\n\t\t}\n\n\t\t// library\n\n\t\tfunction parseLibrary( xml, libraryName, nodeName, parser ) {\n\n\t\t\tconst library = getElementsByTagName( xml, libraryName )[ 0 ];\n\n\t\t\tif ( library !== undefined ) {\n\n\t\t\t\tconst elements = getElementsByTagName( library, nodeName );\n\n\t\t\t\tfor ( let i = 0; i < elements.length; i ++ ) {\n\n\t\t\t\t\tparser( elements[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction buildLibrary( data, builder ) {\n\n\t\t\tfor ( const name in data ) {\n\n\t\t\t\tconst object = data[ name ];\n\t\t\t\tobject.build = builder( data[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// get\n\n\t\tfunction getBuild( data, builder ) {\n\n\t\t\tif ( data.build !== undefined ) return data.build;\n\n\t\t\tdata.build = builder( data );\n\n\t\t\treturn data.build;\n\n\t\t}\n\n\t\t// animation\n\n\t\tfunction parseAnimation( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tsources: {},\n\t\t\t\tsamplers: {},\n\t\t\t\tchannels: {}\n\t\t\t};\n\n\t\t\tlet hasChildren = false;\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tlet id;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'source':\n\t\t\t\t\t\tid = child.getAttribute( 'id' );\n\t\t\t\t\t\tdata.sources[ id ] = parseSource( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'sampler':\n\t\t\t\t\t\tid = child.getAttribute( 'id' );\n\t\t\t\t\t\tdata.samplers[ id ] = parseAnimationSampler( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'channel':\n\t\t\t\t\t\tid = child.getAttribute( 'target' );\n\t\t\t\t\t\tdata.channels[ id ] = parseAnimationChannel( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'animation':\n\t\t\t\t\t\t// hierarchy of related animations\n\t\t\t\t\t\tparseAnimation( child );\n\t\t\t\t\t\thasChildren = true;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.log( child );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasChildren === false ) {\n\n\t\t\t\t// since 'id' attributes can be optional, it's necessary to generate a UUID for unqiue assignment\n\n\t\t\t\tlibrary.animations[ xml.getAttribute( 'id' ) || MathUtils.generateUUID() ] = data;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseAnimationSampler( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tinputs: {},\n\t\t\t};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'input':\n\t\t\t\t\t\tconst id = parseId( child.getAttribute( 'source' ) );\n\t\t\t\t\t\tconst semantic = child.getAttribute( 'semantic' );\n\t\t\t\t\t\tdata.inputs[ semantic ] = id;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseAnimationChannel( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tconst target = xml.getAttribute( 'target' );\n\n\t\t\t// parsing SID Addressing Syntax\n\n\t\t\tlet parts = target.split( '/' );\n\n\t\t\tconst id = parts.shift();\n\t\t\tlet sid = parts.shift();\n\n\t\t\t// check selection syntax\n\n\t\t\tconst arraySyntax = ( sid.indexOf( '(' ) !== - 1 );\n\t\t\tconst memberSyntax = ( sid.indexOf( '.' ) !== - 1 );\n\n\t\t\tif ( memberSyntax ) {\n\n\t\t\t\t//  member selection access\n\n\t\t\t\tparts = sid.split( '.' );\n\t\t\t\tsid = parts.shift();\n\t\t\t\tdata.member = parts.shift();\n\n\t\t\t} else if ( arraySyntax ) {\n\n\t\t\t\t// array-access syntax. can be used to express fields in one-dimensional vectors or two-dimensional matrices.\n\n\t\t\t\tconst indices = sid.split( '(' );\n\t\t\t\tsid = indices.shift();\n\n\t\t\t\tfor ( let i = 0; i < indices.length; i ++ ) {\n\n\t\t\t\t\tindices[ i ] = parseInt( indices[ i ].replace( /\\)/, '' ) );\n\n\t\t\t\t}\n\n\t\t\t\tdata.indices = indices;\n\n\t\t\t}\n\n\t\t\tdata.id = id;\n\t\t\tdata.sid = sid;\n\n\t\t\tdata.arraySyntax = arraySyntax;\n\t\t\tdata.memberSyntax = memberSyntax;\n\n\t\t\tdata.sampler = parseId( xml.getAttribute( 'source' ) );\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction buildAnimation( data ) {\n\n\t\t\tconst tracks = [];\n\n\t\t\tconst channels = data.channels;\n\t\t\tconst samplers = data.samplers;\n\t\t\tconst sources = data.sources;\n\n\t\t\tfor ( const target in channels ) {\n\n\t\t\t\tif ( channels.hasOwnProperty( target ) ) {\n\n\t\t\t\t\tconst channel = channels[ target ];\n\t\t\t\t\tconst sampler = samplers[ channel.sampler ];\n\n\t\t\t\t\tconst inputId = sampler.inputs.INPUT;\n\t\t\t\t\tconst outputId = sampler.inputs.OUTPUT;\n\n\t\t\t\t\tconst inputSource = sources[ inputId ];\n\t\t\t\t\tconst outputSource = sources[ outputId ];\n\n\t\t\t\t\tconst animation = buildAnimationChannel( channel, inputSource, outputSource );\n\n\t\t\t\t\tcreateKeyframeTracks( animation, tracks );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn tracks;\n\n\t\t}\n\n\t\tfunction getAnimation( id ) {\n\n\t\t\treturn getBuild( library.animations[ id ], buildAnimation );\n\n\t\t}\n\n\t\tfunction buildAnimationChannel( channel, inputSource, outputSource ) {\n\n\t\t\tconst node = library.nodes[ channel.id ];\n\t\t\tconst object3D = getNode( node.id );\n\n\t\t\tconst transform = node.transforms[ channel.sid ];\n\t\t\tconst defaultMatrix = node.matrix.clone().transpose();\n\n\t\t\tlet time, stride;\n\t\t\tlet i, il, j, jl;\n\n\t\t\tconst data = {};\n\n\t\t\t// the collada spec allows the animation of data in various ways.\n\t\t\t// depending on the transform type (matrix, translate, rotate, scale), we execute different logic\n\n\t\t\tswitch ( transform ) {\n\n\t\t\t\tcase 'matrix':\n\n\t\t\t\t\tfor ( i = 0, il = inputSource.array.length; i < il; i ++ ) {\n\n\t\t\t\t\t\ttime = inputSource.array[ i ];\n\t\t\t\t\t\tstride = i * outputSource.stride;\n\n\t\t\t\t\t\tif ( data[ time ] === undefined ) data[ time ] = {};\n\n\t\t\t\t\t\tif ( channel.arraySyntax === true ) {\n\n\t\t\t\t\t\t\tconst value = outputSource.array[ stride ];\n\t\t\t\t\t\t\tconst index = channel.indices[ 0 ] + 4 * channel.indices[ 1 ];\n\n\t\t\t\t\t\t\tdata[ time ][ index ] = value;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tfor ( j = 0, jl = outputSource.stride; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\t\tdata[ time ][ j ] = outputSource.array[ stride + j ];\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'translate':\n\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Animation transform type \"%s\" not yet implemented.', transform );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'rotate':\n\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Animation transform type \"%s\" not yet implemented.', transform );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'scale':\n\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Animation transform type \"%s\" not yet implemented.', transform );\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tconst keyframes = prepareAnimationData( data, defaultMatrix );\n\n\t\t\tconst animation = {\n\t\t\t\tname: object3D.uuid,\n\t\t\t\tkeyframes: keyframes\n\t\t\t};\n\n\t\t\treturn animation;\n\n\t\t}\n\n\t\tfunction prepareAnimationData( data, defaultMatrix ) {\n\n\t\t\tconst keyframes = [];\n\n\t\t\t// transfer data into a sortable array\n\n\t\t\tfor ( const time in data ) {\n\n\t\t\t\tkeyframes.push( { time: parseFloat( time ), value: data[ time ] } );\n\n\t\t\t}\n\n\t\t\t// ensure keyframes are sorted by time\n\n\t\t\tkeyframes.sort( ascending );\n\n\t\t\t// now we clean up all animation data, so we can use them for keyframe tracks\n\n\t\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\t\ttransformAnimationData( keyframes, i, defaultMatrix.elements[ i ] );\n\n\t\t\t}\n\n\t\t\treturn keyframes;\n\n\t\t\t// array sort function\n\n\t\t\tfunction ascending( a, b ) {\n\n\t\t\t\treturn a.time - b.time;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst position = new Vector3();\n\t\tconst scale = new Vector3();\n\t\tconst quaternion = new Quaternion();\n\n\t\tfunction createKeyframeTracks( animation, tracks ) {\n\n\t\t\tconst keyframes = animation.keyframes;\n\t\t\tconst name = animation.name;\n\n\t\t\tconst times = [];\n\t\t\tconst positionData = [];\n\t\t\tconst quaternionData = [];\n\t\t\tconst scaleData = [];\n\n\t\t\tfor ( let i = 0, l = keyframes.length; i < l; i ++ ) {\n\n\t\t\t\tconst keyframe = keyframes[ i ];\n\n\t\t\t\tconst time = keyframe.time;\n\t\t\t\tconst value = keyframe.value;\n\n\t\t\t\tmatrix.fromArray( value ).transpose();\n\t\t\t\tmatrix.decompose( position, quaternion, scale );\n\n\t\t\t\ttimes.push( time );\n\t\t\t\tpositionData.push( position.x, position.y, position.z );\n\t\t\t\tquaternionData.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );\n\t\t\t\tscaleData.push( scale.x, scale.y, scale.z );\n\n\t\t\t}\n\n\t\t\tif ( positionData.length > 0 ) tracks.push( new VectorKeyframeTrack( name + '.position', times, positionData ) );\n\t\t\tif ( quaternionData.length > 0 ) tracks.push( new QuaternionKeyframeTrack( name + '.quaternion', times, quaternionData ) );\n\t\t\tif ( scaleData.length > 0 ) tracks.push( new VectorKeyframeTrack( name + '.scale', times, scaleData ) );\n\n\t\t\treturn tracks;\n\n\t\t}\n\n\t\tfunction transformAnimationData( keyframes, property, defaultValue ) {\n\n\t\t\tlet keyframe;\n\n\t\t\tlet empty = true;\n\t\t\tlet i, l;\n\n\t\t\t// check, if values of a property are missing in our keyframes\n\n\t\t\tfor ( i = 0, l = keyframes.length; i < l; i ++ ) {\n\n\t\t\t\tkeyframe = keyframes[ i ];\n\n\t\t\t\tif ( keyframe.value[ property ] === undefined ) {\n\n\t\t\t\t\tkeyframe.value[ property ] = null; // mark as missing\n\n\t\t\t\t} else {\n\n\t\t\t\t\tempty = false;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( empty === true ) {\n\n\t\t\t\t// no values at all, so we set a default value\n\n\t\t\t\tfor ( i = 0, l = keyframes.length; i < l; i ++ ) {\n\n\t\t\t\t\tkeyframe = keyframes[ i ];\n\n\t\t\t\t\tkeyframe.value[ property ] = defaultValue;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// filling gaps\n\n\t\t\t\tcreateMissingKeyframes( keyframes, property );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction createMissingKeyframes( keyframes, property ) {\n\n\t\t\tlet prev, next;\n\n\t\t\tfor ( let i = 0, l = keyframes.length; i < l; i ++ ) {\n\n\t\t\t\tconst keyframe = keyframes[ i ];\n\n\t\t\t\tif ( keyframe.value[ property ] === null ) {\n\n\t\t\t\t\tprev = getPrev( keyframes, i, property );\n\t\t\t\t\tnext = getNext( keyframes, i, property );\n\n\t\t\t\t\tif ( prev === null ) {\n\n\t\t\t\t\t\tkeyframe.value[ property ] = next.value[ property ];\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( next === null ) {\n\n\t\t\t\t\t\tkeyframe.value[ property ] = prev.value[ property ];\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tinterpolate( keyframe, prev, next, property );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction getPrev( keyframes, i, property ) {\n\n\t\t\twhile ( i >= 0 ) {\n\n\t\t\t\tconst keyframe = keyframes[ i ];\n\n\t\t\t\tif ( keyframe.value[ property ] !== null ) return keyframe;\n\n\t\t\t\ti --;\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tfunction getNext( keyframes, i, property ) {\n\n\t\t\twhile ( i < keyframes.length ) {\n\n\t\t\t\tconst keyframe = keyframes[ i ];\n\n\t\t\t\tif ( keyframe.value[ property ] !== null ) return keyframe;\n\n\t\t\t\ti ++;\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tfunction interpolate( key, prev, next, property ) {\n\n\t\t\tif ( ( next.time - prev.time ) === 0 ) {\n\n\t\t\t\tkey.value[ property ] = prev.value[ property ];\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tkey.value[ property ] = ( ( key.time - prev.time ) * ( next.value[ property ] - prev.value[ property ] ) / ( next.time - prev.time ) ) + prev.value[ property ];\n\n\t\t}\n\n\t\t// animation clips\n\n\t\tfunction parseAnimationClip( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tname: xml.getAttribute( 'id' ) || 'default',\n\t\t\t\tstart: parseFloat( xml.getAttribute( 'start' ) || 0 ),\n\t\t\t\tend: parseFloat( xml.getAttribute( 'end' ) || 0 ),\n\t\t\t\tanimations: []\n\t\t\t};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'instance_animation':\n\t\t\t\t\t\tdata.animations.push( parseId( child.getAttribute( 'url' ) ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tlibrary.clips[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction buildAnimationClip( data ) {\n\n\t\t\tconst tracks = [];\n\n\t\t\tconst name = data.name;\n\t\t\tconst duration = ( data.end - data.start ) || - 1;\n\t\t\tconst animations = data.animations;\n\n\t\t\tfor ( let i = 0, il = animations.length; i < il; i ++ ) {\n\n\t\t\t\tconst animationTracks = getAnimation( animations[ i ] );\n\n\t\t\t\tfor ( let j = 0, jl = animationTracks.length; j < jl; j ++ ) {\n\n\t\t\t\t\ttracks.push( animationTracks[ j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new AnimationClip( name, duration, tracks );\n\n\t\t}\n\n\t\tfunction getAnimationClip( id ) {\n\n\t\t\treturn getBuild( library.clips[ id ], buildAnimationClip );\n\n\t\t}\n\n\t\t// controller\n\n\t\tfunction parseController( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'skin':\n\t\t\t\t\t\t// there is exactly one skin per controller\n\t\t\t\t\t\tdata.id = parseId( child.getAttribute( 'source' ) );\n\t\t\t\t\t\tdata.skin = parseSkin( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'morph':\n\t\t\t\t\t\tdata.id = parseId( child.getAttribute( 'source' ) );\n\t\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Morph target animation not supported yet.' );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tlibrary.controllers[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction parseSkin( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tsources: {}\n\t\t\t};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'bind_shape_matrix':\n\t\t\t\t\t\tdata.bindShapeMatrix = parseFloats( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'source':\n\t\t\t\t\t\tconst id = child.getAttribute( 'id' );\n\t\t\t\t\t\tdata.sources[ id ] = parseSource( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'joints':\n\t\t\t\t\t\tdata.joints = parseJoints( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'vertex_weights':\n\t\t\t\t\t\tdata.vertexWeights = parseVertexWeights( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseJoints( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tinputs: {}\n\t\t\t};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'input':\n\t\t\t\t\t\tconst semantic = child.getAttribute( 'semantic' );\n\t\t\t\t\t\tconst id = parseId( child.getAttribute( 'source' ) );\n\t\t\t\t\t\tdata.inputs[ semantic ] = id;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseVertexWeights( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tinputs: {}\n\t\t\t};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'input':\n\t\t\t\t\t\tconst semantic = child.getAttribute( 'semantic' );\n\t\t\t\t\t\tconst id = parseId( child.getAttribute( 'source' ) );\n\t\t\t\t\t\tconst offset = parseInt( child.getAttribute( 'offset' ) );\n\t\t\t\t\t\tdata.inputs[ semantic ] = { id: id, offset: offset };\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'vcount':\n\t\t\t\t\t\tdata.vcount = parseInts( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v':\n\t\t\t\t\t\tdata.v = parseInts( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction buildController( data ) {\n\n\t\t\tconst build = {\n\t\t\t\tid: data.id\n\t\t\t};\n\n\t\t\tconst geometry = library.geometries[ build.id ];\n\n\t\t\tif ( data.skin !== undefined ) {\n\n\t\t\t\tbuild.skin = buildSkin( data.skin );\n\n\t\t\t\t// we enhance the 'sources' property of the corresponding geometry with our skin data\n\n\t\t\t\tgeometry.sources.skinIndices = build.skin.indices;\n\t\t\t\tgeometry.sources.skinWeights = build.skin.weights;\n\n\t\t\t}\n\n\t\t\treturn build;\n\n\t\t}\n\n\t\tfunction buildSkin( data ) {\n\n\t\t\tconst BONE_LIMIT = 4;\n\n\t\t\tconst build = {\n\t\t\t\tjoints: [], // this must be an array to preserve the joint order\n\t\t\t\tindices: {\n\t\t\t\t\tarray: [],\n\t\t\t\t\tstride: BONE_LIMIT\n\t\t\t\t},\n\t\t\t\tweights: {\n\t\t\t\t\tarray: [],\n\t\t\t\t\tstride: BONE_LIMIT\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tconst sources = data.sources;\n\t\t\tconst vertexWeights = data.vertexWeights;\n\n\t\t\tconst vcount = vertexWeights.vcount;\n\t\t\tconst v = vertexWeights.v;\n\t\t\tconst jointOffset = vertexWeights.inputs.JOINT.offset;\n\t\t\tconst weightOffset = vertexWeights.inputs.WEIGHT.offset;\n\n\t\t\tconst jointSource = data.sources[ data.joints.inputs.JOINT ];\n\t\t\tconst inverseSource = data.sources[ data.joints.inputs.INV_BIND_MATRIX ];\n\n\t\t\tconst weights = sources[ vertexWeights.inputs.WEIGHT.id ].array;\n\t\t\tlet stride = 0;\n\n\t\t\tlet i, j, l;\n\n\t\t\t// procces skin data for each vertex\n\n\t\t\tfor ( i = 0, l = vcount.length; i < l; i ++ ) {\n\n\t\t\t\tconst jointCount = vcount[ i ]; // this is the amount of joints that affect a single vertex\n\t\t\t\tconst vertexSkinData = [];\n\n\t\t\t\tfor ( j = 0; j < jointCount; j ++ ) {\n\n\t\t\t\t\tconst skinIndex = v[ stride + jointOffset ];\n\t\t\t\t\tconst weightId = v[ stride + weightOffset ];\n\t\t\t\t\tconst skinWeight = weights[ weightId ];\n\n\t\t\t\t\tvertexSkinData.push( { index: skinIndex, weight: skinWeight } );\n\n\t\t\t\t\tstride += 2;\n\n\t\t\t\t}\n\n\t\t\t\t// we sort the joints in descending order based on the weights.\n\t\t\t\t// this ensures, we only procced the most important joints of the vertex\n\n\t\t\t\tvertexSkinData.sort( descending );\n\n\t\t\t\t// now we provide for each vertex a set of four index and weight values.\n\t\t\t\t// the order of the skin data matches the order of vertices\n\n\t\t\t\tfor ( j = 0; j < BONE_LIMIT; j ++ ) {\n\n\t\t\t\t\tconst d = vertexSkinData[ j ];\n\n\t\t\t\t\tif ( d !== undefined ) {\n\n\t\t\t\t\t\tbuild.indices.array.push( d.index );\n\t\t\t\t\t\tbuild.weights.array.push( d.weight );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tbuild.indices.array.push( 0 );\n\t\t\t\t\t\tbuild.weights.array.push( 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// setup bind matrix\n\n\t\t\tif ( data.bindShapeMatrix ) {\n\n\t\t\t\tbuild.bindMatrix = new Matrix4().fromArray( data.bindShapeMatrix ).transpose();\n\n\t\t\t} else {\n\n\t\t\t\tbuild.bindMatrix = new Matrix4().identity();\n\n\t\t\t}\n\n\t\t\t// process bones and inverse bind matrix data\n\n\t\t\tfor ( i = 0, l = jointSource.array.length; i < l; i ++ ) {\n\n\t\t\t\tconst name = jointSource.array[ i ];\n\t\t\t\tconst boneInverse = new Matrix4().fromArray( inverseSource.array, i * inverseSource.stride ).transpose();\n\n\t\t\t\tbuild.joints.push( { name: name, boneInverse: boneInverse } );\n\n\t\t\t}\n\n\t\t\treturn build;\n\n\t\t\t// array sort function\n\n\t\t\tfunction descending( a, b ) {\n\n\t\t\t\treturn b.weight - a.weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction getController( id ) {\n\n\t\t\treturn getBuild( library.controllers[ id ], buildController );\n\n\t\t}\n\n\t\t// image\n\n\t\tfunction parseImage( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tinit_from: getElementsByTagName( xml, 'init_from' )[ 0 ].textContent\n\t\t\t};\n\n\t\t\tlibrary.images[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction buildImage( data ) {\n\n\t\t\tif ( data.build !== undefined ) return data.build;\n\n\t\t\treturn data.init_from;\n\n\t\t}\n\n\t\tfunction getImage( id ) {\n\n\t\t\tconst data = library.images[ id ];\n\n\t\t\tif ( data !== undefined ) {\n\n\t\t\t\treturn getBuild( data, buildImage );\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.ColladaLoader: Couldn\\'t find image with ID:', id );\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// effect\n\n\t\tfunction parseEffect( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'profile_COMMON':\n\t\t\t\t\t\tdata.profile = parseEffectProfileCOMMON( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tlibrary.effects[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction parseEffectProfileCOMMON( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tsurfaces: {},\n\t\t\t\tsamplers: {}\n\t\t\t};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'newparam':\n\t\t\t\t\t\tparseEffectNewparam( child, data );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'technique':\n\t\t\t\t\t\tdata.technique = parseEffectTechnique( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'extra':\n\t\t\t\t\t\tdata.extra = parseEffectExtra( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseEffectNewparam( xml, data ) {\n\n\t\t\tconst sid = xml.getAttribute( 'sid' );\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'surface':\n\t\t\t\t\t\tdata.surfaces[ sid ] = parseEffectSurface( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'sampler2D':\n\t\t\t\t\t\tdata.samplers[ sid ] = parseEffectSampler( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseEffectSurface( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'init_from':\n\t\t\t\t\t\tdata.init_from = child.textContent;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseEffectSampler( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'source':\n\t\t\t\t\t\tdata.source = child.textContent;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseEffectTechnique( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'constant':\n\t\t\t\t\tcase 'lambert':\n\t\t\t\t\tcase 'blinn':\n\t\t\t\t\tcase 'phong':\n\t\t\t\t\t\tdata.type = child.nodeName;\n\t\t\t\t\t\tdata.parameters = parseEffectParameters( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'extra':\n\t\t\t\t\t\tdata.extra = parseEffectExtra( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseEffectParameters( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'emission':\n\t\t\t\t\tcase 'diffuse':\n\t\t\t\t\tcase 'specular':\n\t\t\t\t\tcase 'bump':\n\t\t\t\t\tcase 'ambient':\n\t\t\t\t\tcase 'shininess':\n\t\t\t\t\tcase 'transparency':\n\t\t\t\t\t\tdata[ child.nodeName ] = parseEffectParameter( child );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'transparent':\n\t\t\t\t\t\tdata[ child.nodeName ] = {\n\t\t\t\t\t\t\topaque: child.hasAttribute( 'opaque' ) ? child.getAttribute( 'opaque' ) : 'A_ONE',\n\t\t\t\t\t\t\tdata: parseEffectParameter( child )\n\t\t\t\t\t\t};\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseEffectParameter( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'color':\n\t\t\t\t\t\tdata[ child.nodeName ] = parseFloats( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'float':\n\t\t\t\t\t\tdata[ child.nodeName ] = parseFloat( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'texture':\n\t\t\t\t\t\tdata[ child.nodeName ] = { id: child.getAttribute( 'texture' ), extra: parseEffectParameterTexture( child ) };\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseEffectParameterTexture( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\ttechnique: {}\n\t\t\t};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'extra':\n\t\t\t\t\t\tparseEffectParameterTextureExtra( child, data );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseEffectParameterTextureExtra( xml, data ) {\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'technique':\n\t\t\t\t\t\tparseEffectParameterTextureExtraTechnique( child, data );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseEffectParameterTextureExtraTechnique( xml, data ) {\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'repeatU':\n\t\t\t\t\tcase 'repeatV':\n\t\t\t\t\tcase 'offsetU':\n\t\t\t\t\tcase 'offsetV':\n\t\t\t\t\t\tdata.technique[ child.nodeName ] = parseFloat( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'wrapU':\n\t\t\t\t\tcase 'wrapV':\n\n\t\t\t\t\t\t// some files have values for wrapU/wrapV which become NaN via parseInt\n\n\t\t\t\t\t\tif ( child.textContent.toUpperCase() === 'TRUE' ) {\n\n\t\t\t\t\t\t\tdata.technique[ child.nodeName ] = 1;\n\n\t\t\t\t\t\t} else if ( child.textContent.toUpperCase() === 'FALSE' ) {\n\n\t\t\t\t\t\t\tdata.technique[ child.nodeName ] = 0;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tdata.technique[ child.nodeName ] = parseInt( child.textContent );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'bump':\n\t\t\t\t\t\tdata[ child.nodeName ] = parseEffectExtraTechniqueBump( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseEffectExtra( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'technique':\n\t\t\t\t\t\tdata.technique = parseEffectExtraTechnique( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseEffectExtraTechnique( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'double_sided':\n\t\t\t\t\t\tdata[ child.nodeName ] = parseInt( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'bump':\n\t\t\t\t\t\tdata[ child.nodeName ] = parseEffectExtraTechniqueBump( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseEffectExtraTechniqueBump( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'texture':\n\t\t\t\t\t\tdata[ child.nodeName ] = { id: child.getAttribute( 'texture' ), texcoord: child.getAttribute( 'texcoord' ), extra: parseEffectParameterTexture( child ) };\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction buildEffect( data ) {\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction getEffect( id ) {\n\n\t\t\treturn getBuild( library.effects[ id ], buildEffect );\n\n\t\t}\n\n\t\t// material\n\n\t\tfunction parseMaterial( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tname: xml.getAttribute( 'name' )\n\t\t\t};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'instance_effect':\n\t\t\t\t\t\tdata.url = parseId( child.getAttribute( 'url' ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tlibrary.materials[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction getTextureLoader( image ) {\n\n\t\t\tlet loader;\n\n\t\t\tlet extension = image.slice( ( image.lastIndexOf( '.' ) - 1 >>> 0 ) + 2 ); // http://www.jstips.co/en/javascript/get-file-extension/\n\t\t\textension = extension.toLowerCase();\n\n\t\t\tswitch ( extension ) {\n\n\t\t\t\tcase 'tga':\n\t\t\t\t\tloader = tgaLoader;\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tloader = textureLoader;\n\n\t\t\t}\n\n\t\t\treturn loader;\n\n\t\t}\n\n\t\tfunction buildMaterial( data ) {\n\n\t\t\tconst effect = getEffect( data.url );\n\t\t\tconst technique = effect.profile.technique;\n\n\t\t\tlet material;\n\n\t\t\tswitch ( technique.type ) {\n\n\t\t\t\tcase 'phong':\n\t\t\t\tcase 'blinn':\n\t\t\t\t\tmaterial = new MeshPhongMaterial();\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'lambert':\n\t\t\t\t\tmaterial = new MeshLambertMaterial();\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tmaterial = new MeshBasicMaterial();\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tmaterial.name = data.name || '';\n\n\t\t\tfunction getTexture( textureObject, encoding = null ) {\n\n\t\t\t\tconst sampler = effect.profile.samplers[ textureObject.id ];\n\t\t\t\tlet image = null;\n\n\t\t\t\t// get image\n\n\t\t\t\tif ( sampler !== undefined ) {\n\n\t\t\t\t\tconst surface = effect.profile.surfaces[ sampler.source ];\n\t\t\t\t\timage = getImage( surface.init_from );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Undefined sampler. Access image directly (see #12530).' );\n\t\t\t\t\timage = getImage( textureObject.id );\n\n\t\t\t\t}\n\n\t\t\t\t// create texture if image is avaiable\n\n\t\t\t\tif ( image !== null ) {\n\n\t\t\t\t\tconst loader = getTextureLoader( image );\n\n\t\t\t\t\tif ( loader !== undefined ) {\n\n\t\t\t\t\t\tconst texture = loader.load( image );\n\n\t\t\t\t\t\tconst extra = textureObject.extra;\n\n\t\t\t\t\t\tif ( extra !== undefined && extra.technique !== undefined && isEmpty( extra.technique ) === false ) {\n\n\t\t\t\t\t\t\tconst technique = extra.technique;\n\n\t\t\t\t\t\t\ttexture.wrapS = technique.wrapU ? RepeatWrapping : ClampToEdgeWrapping;\n\t\t\t\t\t\t\ttexture.wrapT = technique.wrapV ? RepeatWrapping : ClampToEdgeWrapping;\n\n\t\t\t\t\t\t\ttexture.offset.set( technique.offsetU || 0, technique.offsetV || 0 );\n\t\t\t\t\t\t\ttexture.repeat.set( technique.repeatU || 1, technique.repeatV || 1 );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\ttexture.wrapS = RepeatWrapping;\n\t\t\t\t\t\t\ttexture.wrapT = RepeatWrapping;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( encoding !== null ) {\n\n\t\t\t\t\t\t\ttexture.encoding = encoding;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\treturn texture;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Loader for texture %s not found.', image );\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Couldn\\'t create texture with ID:', textureObject.id );\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst parameters = technique.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tconst parameter = parameters[ key ];\n\n\t\t\t\tswitch ( key ) {\n\n\t\t\t\t\tcase 'diffuse':\n\t\t\t\t\t\tif ( parameter.color ) material.color.fromArray( parameter.color );\n\t\t\t\t\t\tif ( parameter.texture ) material.map = getTexture( parameter.texture, sRGBEncoding );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'specular':\n\t\t\t\t\t\tif ( parameter.color && material.specular ) material.specular.fromArray( parameter.color );\n\t\t\t\t\t\tif ( parameter.texture ) material.specularMap = getTexture( parameter.texture );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'bump':\n\t\t\t\t\t\tif ( parameter.texture ) material.normalMap = getTexture( parameter.texture );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'ambient':\n\t\t\t\t\t\tif ( parameter.texture ) material.lightMap = getTexture( parameter.texture, sRGBEncoding );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'shininess':\n\t\t\t\t\t\tif ( parameter.float && material.shininess ) material.shininess = parameter.float;\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'emission':\n\t\t\t\t\t\tif ( parameter.color && material.emissive ) material.emissive.fromArray( parameter.color );\n\t\t\t\t\t\tif ( parameter.texture ) material.emissiveMap = getTexture( parameter.texture, sRGBEncoding );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmaterial.color.convertSRGBToLinear();\n\t\t\tif ( material.specular ) material.specular.convertSRGBToLinear();\n\t\t\tif ( material.emissive ) material.emissive.convertSRGBToLinear();\n\n\t\t\t//\n\n\t\t\tlet transparent = parameters[ 'transparent' ];\n\t\t\tlet transparency = parameters[ 'transparency' ];\n\n\t\t\t// <transparency> does not exist but <transparent>\n\n\t\t\tif ( transparency === undefined && transparent ) {\n\n\t\t\t\ttransparency = {\n\t\t\t\t\tfloat: 1\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\t// <transparent> does not exist but <transparency>\n\n\t\t\tif ( transparent === undefined && transparency ) {\n\n\t\t\t\ttransparent = {\n\t\t\t\t\topaque: 'A_ONE',\n\t\t\t\t\tdata: {\n\t\t\t\t\t\tcolor: [ 1, 1, 1, 1 ]\n\t\t\t\t\t} };\n\n\t\t\t}\n\n\t\t\tif ( transparent && transparency ) {\n\n\t\t\t\t// handle case if a texture exists but no color\n\n\t\t\t\tif ( transparent.data.texture ) {\n\n\t\t\t\t\t// we do not set an alpha map (see #13792)\n\n\t\t\t\t\tmaterial.transparent = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst color = transparent.data.color;\n\n\t\t\t\t\tswitch ( transparent.opaque ) {\n\n\t\t\t\t\t\tcase 'A_ONE':\n\t\t\t\t\t\t\tmaterial.opacity = color[ 3 ] * transparency.float;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase 'RGB_ZERO':\n\t\t\t\t\t\t\tmaterial.opacity = 1 - ( color[ 0 ] * transparency.float );\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase 'A_ZERO':\n\t\t\t\t\t\t\tmaterial.opacity = 1 - ( color[ 3 ] * transparency.float );\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tcase 'RGB_ONE':\n\t\t\t\t\t\t\tmaterial.opacity = color[ 0 ] * transparency.float;\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Invalid opaque type \"%s\" of transparent tag.', transparent.opaque );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( material.opacity < 1 ) material.transparent = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\n\t\t\tif ( technique.extra !== undefined && technique.extra.technique !== undefined ) {\n\n\t\t\t\tconst techniques = technique.extra.technique;\n\n\t\t\t\tfor ( const k in techniques ) {\n\n\t\t\t\t\tconst v = techniques[ k ];\n\n\t\t\t\t\tswitch ( k ) {\n\n\t\t\t\t\t\tcase 'double_sided':\n\t\t\t\t\t\t\tmaterial.side = ( v === 1 ? DoubleSide : FrontSide );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'bump':\n\t\t\t\t\t\t\tmaterial.normalMap = getTexture( v.texture );\n\t\t\t\t\t\t\tmaterial.normalScale = new Vector2( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn material;\n\n\t\t}\n\n\t\tfunction getMaterial( id ) {\n\n\t\t\treturn getBuild( library.materials[ id ], buildMaterial );\n\n\t\t}\n\n\t\t// camera\n\n\t\tfunction parseCamera( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tname: xml.getAttribute( 'name' )\n\t\t\t};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'optics':\n\t\t\t\t\t\tdata.optics = parseCameraOptics( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tlibrary.cameras[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction parseCameraOptics( xml ) {\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'technique_common':\n\t\t\t\t\t\treturn parseCameraTechnique( child );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn {};\n\n\t\t}\n\n\t\tfunction parseCameraTechnique( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'perspective':\n\t\t\t\t\tcase 'orthographic':\n\n\t\t\t\t\t\tdata.technique = child.nodeName;\n\t\t\t\t\t\tdata.parameters = parseCameraParameters( child );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseCameraParameters( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'xfov':\n\t\t\t\t\tcase 'yfov':\n\t\t\t\t\tcase 'xmag':\n\t\t\t\t\tcase 'ymag':\n\t\t\t\t\tcase 'znear':\n\t\t\t\t\tcase 'zfar':\n\t\t\t\t\tcase 'aspect_ratio':\n\t\t\t\t\t\tdata[ child.nodeName ] = parseFloat( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction buildCamera( data ) {\n\n\t\t\tlet camera;\n\n\t\t\tswitch ( data.optics.technique ) {\n\n\t\t\t\tcase 'perspective':\n\t\t\t\t\tcamera = new PerspectiveCamera(\n\t\t\t\t\t\tdata.optics.parameters.yfov,\n\t\t\t\t\t\tdata.optics.parameters.aspect_ratio,\n\t\t\t\t\t\tdata.optics.parameters.znear,\n\t\t\t\t\t\tdata.optics.parameters.zfar\n\t\t\t\t\t);\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'orthographic':\n\t\t\t\t\tlet ymag = data.optics.parameters.ymag;\n\t\t\t\t\tlet xmag = data.optics.parameters.xmag;\n\t\t\t\t\tconst aspectRatio = data.optics.parameters.aspect_ratio;\n\n\t\t\t\t\txmag = ( xmag === undefined ) ? ( ymag * aspectRatio ) : xmag;\n\t\t\t\t\tymag = ( ymag === undefined ) ? ( xmag / aspectRatio ) : ymag;\n\n\t\t\t\t\txmag *= 0.5;\n\t\t\t\t\tymag *= 0.5;\n\n\t\t\t\t\tcamera = new OrthographicCamera(\n\t\t\t\t\t\t- xmag, xmag, ymag, - ymag, // left, right, top, bottom\n\t\t\t\t\t\tdata.optics.parameters.znear,\n\t\t\t\t\t\tdata.optics.parameters.zfar\n\t\t\t\t\t);\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tcamera = new PerspectiveCamera();\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tcamera.name = data.name || '';\n\n\t\t\treturn camera;\n\n\t\t}\n\n\t\tfunction getCamera( id ) {\n\n\t\t\tconst data = library.cameras[ id ];\n\n\t\t\tif ( data !== undefined ) {\n\n\t\t\t\treturn getBuild( data, buildCamera );\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.ColladaLoader: Couldn\\'t find camera with ID:', id );\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// light\n\n\t\tfunction parseLight( xml ) {\n\n\t\t\tlet data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'technique_common':\n\t\t\t\t\t\tdata = parseLightTechnique( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tlibrary.lights[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction parseLightTechnique( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'directional':\n\t\t\t\t\tcase 'point':\n\t\t\t\t\tcase 'spot':\n\t\t\t\t\tcase 'ambient':\n\n\t\t\t\t\t\tdata.technique = child.nodeName;\n\t\t\t\t\t\tdata.parameters = parseLightParameters( child );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseLightParameters( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'color':\n\t\t\t\t\t\tconst array = parseFloats( child.textContent );\n\t\t\t\t\t\tdata.color = new Color().fromArray( array ).convertSRGBToLinear();\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'falloff_angle':\n\t\t\t\t\t\tdata.falloffAngle = parseFloat( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'quadratic_attenuation':\n\t\t\t\t\t\tconst f = parseFloat( child.textContent );\n\t\t\t\t\t\tdata.distance = f ? Math.sqrt( 1 / f ) : 0;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction buildLight( data ) {\n\n\t\t\tlet light;\n\n\t\t\tswitch ( data.technique ) {\n\n\t\t\t\tcase 'directional':\n\t\t\t\t\tlight = new DirectionalLight();\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'point':\n\t\t\t\t\tlight = new PointLight();\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'spot':\n\t\t\t\t\tlight = new SpotLight();\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'ambient':\n\t\t\t\t\tlight = new AmbientLight();\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( data.parameters.color ) light.color.copy( data.parameters.color );\n\t\t\tif ( data.parameters.distance ) light.distance = data.parameters.distance;\n\n\t\t\treturn light;\n\n\t\t}\n\n\t\tfunction getLight( id ) {\n\n\t\t\tconst data = library.lights[ id ];\n\n\t\t\tif ( data !== undefined ) {\n\n\t\t\t\treturn getBuild( data, buildLight );\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.ColladaLoader: Couldn\\'t find light with ID:', id );\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// geometry\n\n\t\tfunction parseGeometry( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tname: xml.getAttribute( 'name' ),\n\t\t\t\tsources: {},\n\t\t\t\tvertices: {},\n\t\t\t\tprimitives: []\n\t\t\t};\n\n\t\t\tconst mesh = getElementsByTagName( xml, 'mesh' )[ 0 ];\n\n\t\t\t// the following tags inside geometry are not supported yet (see https://github.com/mrdoob/three.js/pull/12606): convex_mesh, spline, brep\n\t\t\tif ( mesh === undefined ) return;\n\n\t\t\tfor ( let i = 0; i < mesh.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = mesh.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tconst id = child.getAttribute( 'id' );\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'source':\n\t\t\t\t\t\tdata.sources[ id ] = parseSource( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'vertices':\n\t\t\t\t\t\t// data.sources[ id ] = data.sources[ parseId( getElementsByTagName( child, 'input' )[ 0 ].getAttribute( 'source' ) ) ];\n\t\t\t\t\t\tdata.vertices = parseGeometryVertices( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'polygons':\n\t\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Unsupported primitive type: ', child.nodeName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'lines':\n\t\t\t\t\tcase 'linestrips':\n\t\t\t\t\tcase 'polylist':\n\t\t\t\t\tcase 'triangles':\n\t\t\t\t\t\tdata.primitives.push( parseGeometryPrimitive( child ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.log( child );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tlibrary.geometries[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction parseSource( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tarray: [],\n\t\t\t\tstride: 3\n\t\t\t};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'float_array':\n\t\t\t\t\t\tdata.array = parseFloats( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Name_array':\n\t\t\t\t\t\tdata.array = parseStrings( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'technique_common':\n\t\t\t\t\t\tconst accessor = getElementsByTagName( child, 'accessor' )[ 0 ];\n\n\t\t\t\t\t\tif ( accessor !== undefined ) {\n\n\t\t\t\t\t\t\tdata.stride = parseInt( accessor.getAttribute( 'stride' ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseGeometryVertices( xml ) {\n\n\t\t\tconst data = {};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tdata[ child.getAttribute( 'semantic' ) ] = parseId( child.getAttribute( 'source' ) );\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseGeometryPrimitive( xml ) {\n\n\t\t\tconst primitive = {\n\t\t\t\ttype: xml.nodeName,\n\t\t\t\tmaterial: xml.getAttribute( 'material' ),\n\t\t\t\tcount: parseInt( xml.getAttribute( 'count' ) ),\n\t\t\t\tinputs: {},\n\t\t\t\tstride: 0,\n\t\t\t\thasUV: false\n\t\t\t};\n\n\t\t\tfor ( let i = 0, l = xml.childNodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'input':\n\t\t\t\t\t\tconst id = parseId( child.getAttribute( 'source' ) );\n\t\t\t\t\t\tconst semantic = child.getAttribute( 'semantic' );\n\t\t\t\t\t\tconst offset = parseInt( child.getAttribute( 'offset' ) );\n\t\t\t\t\t\tconst set = parseInt( child.getAttribute( 'set' ) );\n\t\t\t\t\t\tconst inputname = ( set > 0 ? semantic + set : semantic );\n\t\t\t\t\t\tprimitive.inputs[ inputname ] = { id: id, offset: offset };\n\t\t\t\t\t\tprimitive.stride = Math.max( primitive.stride, offset + 1 );\n\t\t\t\t\t\tif ( semantic === 'TEXCOORD' ) primitive.hasUV = true;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'vcount':\n\t\t\t\t\t\tprimitive.vcount = parseInts( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'p':\n\t\t\t\t\t\tprimitive.p = parseInts( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn primitive;\n\n\t\t}\n\n\t\tfunction groupPrimitives( primitives ) {\n\n\t\t\tconst build = {};\n\n\t\t\tfor ( let i = 0; i < primitives.length; i ++ ) {\n\n\t\t\t\tconst primitive = primitives[ i ];\n\n\t\t\t\tif ( build[ primitive.type ] === undefined ) build[ primitive.type ] = [];\n\n\t\t\t\tbuild[ primitive.type ].push( primitive );\n\n\t\t\t}\n\n\t\t\treturn build;\n\n\t\t}\n\n\t\tfunction checkUVCoordinates( primitives ) {\n\n\t\t\tlet count = 0;\n\n\t\t\tfor ( let i = 0, l = primitives.length; i < l; i ++ ) {\n\n\t\t\t\tconst primitive = primitives[ i ];\n\n\t\t\t\tif ( primitive.hasUV === true ) {\n\n\t\t\t\t\tcount ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( count > 0 && count < primitives.length ) {\n\n\t\t\t\tprimitives.uvsNeedsFix = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction buildGeometry( data ) {\n\n\t\t\tconst build = {};\n\n\t\t\tconst sources = data.sources;\n\t\t\tconst vertices = data.vertices;\n\t\t\tconst primitives = data.primitives;\n\n\t\t\tif ( primitives.length === 0 ) return {};\n\n\t\t\t// our goal is to create one buffer geometry for a single type of primitives\n\t\t\t// first, we group all primitives by their type\n\n\t\t\tconst groupedPrimitives = groupPrimitives( primitives );\n\n\t\t\tfor ( const type in groupedPrimitives ) {\n\n\t\t\t\tconst primitiveType = groupedPrimitives[ type ];\n\n\t\t\t\t// second, ensure consistent uv coordinates for each type of primitives (polylist,triangles or lines)\n\n\t\t\t\tcheckUVCoordinates( primitiveType );\n\n\t\t\t\t// third, create a buffer geometry for each type of primitives\n\n\t\t\t\tbuild[ type ] = buildGeometryType( primitiveType, sources, vertices );\n\n\t\t\t}\n\n\t\t\treturn build;\n\n\t\t}\n\n\t\tfunction buildGeometryType( primitives, sources, vertices ) {\n\n\t\t\tconst build = {};\n\n\t\t\tconst position = { array: [], stride: 0 };\n\t\t\tconst normal = { array: [], stride: 0 };\n\t\t\tconst uv = { array: [], stride: 0 };\n\t\t\tconst uv2 = { array: [], stride: 0 };\n\t\t\tconst color = { array: [], stride: 0 };\n\n\t\t\tconst skinIndex = { array: [], stride: 4 };\n\t\t\tconst skinWeight = { array: [], stride: 4 };\n\n\t\t\tconst geometry = new BufferGeometry();\n\n\t\t\tconst materialKeys = [];\n\n\t\t\tlet start = 0;\n\n\t\t\tfor ( let p = 0; p < primitives.length; p ++ ) {\n\n\t\t\t\tconst primitive = primitives[ p ];\n\t\t\t\tconst inputs = primitive.inputs;\n\n\t\t\t\t// groups\n\n\t\t\t\tlet count = 0;\n\n\t\t\t\tswitch ( primitive.type ) {\n\n\t\t\t\t\tcase 'lines':\n\t\t\t\t\tcase 'linestrips':\n\t\t\t\t\t\tcount = primitive.count * 2;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'triangles':\n\t\t\t\t\t\tcount = primitive.count * 3;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'polylist':\n\n\t\t\t\t\t\tfor ( let g = 0; g < primitive.count; g ++ ) {\n\n\t\t\t\t\t\t\tconst vc = primitive.vcount[ g ];\n\n\t\t\t\t\t\t\tswitch ( vc ) {\n\n\t\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\t\tcount += 3; // single triangle\n\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\t\tcount += 6; // quad, subdivided into two triangles\n\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\t\tcount += ( vc - 2 ) * 3; // polylist with more than four vertices\n\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Unknow primitive type:', primitive.type );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.addGroup( start, count, p );\n\t\t\t\tstart += count;\n\n\t\t\t\t// material\n\n\t\t\t\tif ( primitive.material ) {\n\n\t\t\t\t\tmaterialKeys.push( primitive.material );\n\n\t\t\t\t}\n\n\t\t\t\t// geometry data\n\n\t\t\t\tfor ( const name in inputs ) {\n\n\t\t\t\t\tconst input = inputs[ name ];\n\n\t\t\t\t\tswitch ( name )\t{\n\n\t\t\t\t\t\tcase 'VERTEX':\n\t\t\t\t\t\t\tfor ( const key in vertices ) {\n\n\t\t\t\t\t\t\t\tconst id = vertices[ key ];\n\n\t\t\t\t\t\t\t\tswitch ( key ) {\n\n\t\t\t\t\t\t\t\t\tcase 'POSITION':\n\t\t\t\t\t\t\t\t\t\tconst prevLength = position.array.length;\n\t\t\t\t\t\t\t\t\t\tbuildGeometryData( primitive, sources[ id ], input.offset, position.array );\n\t\t\t\t\t\t\t\t\t\tposition.stride = sources[ id ].stride;\n\n\t\t\t\t\t\t\t\t\t\tif ( sources.skinWeights && sources.skinIndices ) {\n\n\t\t\t\t\t\t\t\t\t\t\tbuildGeometryData( primitive, sources.skinIndices, input.offset, skinIndex.array );\n\t\t\t\t\t\t\t\t\t\t\tbuildGeometryData( primitive, sources.skinWeights, input.offset, skinWeight.array );\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t// see #3803\n\n\t\t\t\t\t\t\t\t\t\tif ( primitive.hasUV === false && primitives.uvsNeedsFix === true ) {\n\n\t\t\t\t\t\t\t\t\t\t\tconst count = ( position.array.length - prevLength ) / position.stride;\n\n\t\t\t\t\t\t\t\t\t\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\t\t\t\t\t\t\t\t\t\t// fill missing uv coordinates\n\n\t\t\t\t\t\t\t\t\t\t\t\tuv.array.push( 0, 0 );\n\n\t\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\tcase 'NORMAL':\n\t\t\t\t\t\t\t\t\t\tbuildGeometryData( primitive, sources[ id ], input.offset, normal.array );\n\t\t\t\t\t\t\t\t\t\tnormal.stride = sources[ id ].stride;\n\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\tcase 'COLOR':\n\t\t\t\t\t\t\t\t\t\tbuildGeometryData( primitive, sources[ id ], input.offset, color.array );\n\t\t\t\t\t\t\t\t\t\tcolor.stride = sources[ id ].stride;\n\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\tcase 'TEXCOORD':\n\t\t\t\t\t\t\t\t\t\tbuildGeometryData( primitive, sources[ id ], input.offset, uv.array );\n\t\t\t\t\t\t\t\t\t\tuv.stride = sources[ id ].stride;\n\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\tcase 'TEXCOORD1':\n\t\t\t\t\t\t\t\t\t\tbuildGeometryData( primitive, sources[ id ], input.offset, uv2.array );\n\t\t\t\t\t\t\t\t\t\tuv.stride = sources[ id ].stride;\n\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Semantic \"%s\" not handled in geometry build process.', key );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'NORMAL':\n\t\t\t\t\t\t\tbuildGeometryData( primitive, sources[ input.id ], input.offset, normal.array );\n\t\t\t\t\t\t\tnormal.stride = sources[ input.id ].stride;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'COLOR':\n\t\t\t\t\t\t\tbuildGeometryData( primitive, sources[ input.id ], input.offset, color.array, true );\n\t\t\t\t\t\t\tcolor.stride = sources[ input.id ].stride;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'TEXCOORD':\n\t\t\t\t\t\t\tbuildGeometryData( primitive, sources[ input.id ], input.offset, uv.array );\n\t\t\t\t\t\t\tuv.stride = sources[ input.id ].stride;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase 'TEXCOORD1':\n\t\t\t\t\t\t\tbuildGeometryData( primitive, sources[ input.id ], input.offset, uv2.array );\n\t\t\t\t\t\t\tuv2.stride = sources[ input.id ].stride;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// build geometry\n\n\t\t\tif ( position.array.length > 0 ) geometry.setAttribute( 'position', new Float32BufferAttribute( position.array, position.stride ) );\n\t\t\tif ( normal.array.length > 0 ) geometry.setAttribute( 'normal', new Float32BufferAttribute( normal.array, normal.stride ) );\n\t\t\tif ( color.array.length > 0 ) geometry.setAttribute( 'color', new Float32BufferAttribute( color.array, color.stride ) );\n\t\t\tif ( uv.array.length > 0 ) geometry.setAttribute( 'uv', new Float32BufferAttribute( uv.array, uv.stride ) );\n\t\t\tif ( uv2.array.length > 0 ) geometry.setAttribute( 'uv2', new Float32BufferAttribute( uv2.array, uv2.stride ) );\n\n\t\t\tif ( skinIndex.array.length > 0 ) geometry.setAttribute( 'skinIndex', new Float32BufferAttribute( skinIndex.array, skinIndex.stride ) );\n\t\t\tif ( skinWeight.array.length > 0 ) geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeight.array, skinWeight.stride ) );\n\n\t\t\tbuild.data = geometry;\n\t\t\tbuild.type = primitives[ 0 ].type;\n\t\t\tbuild.materialKeys = materialKeys;\n\n\t\t\treturn build;\n\n\t\t}\n\n\t\tfunction buildGeometryData( primitive, source, offset, array, isColor = false ) {\n\n\t\t\tconst indices = primitive.p;\n\t\t\tconst stride = primitive.stride;\n\t\t\tconst vcount = primitive.vcount;\n\n\t\t\tfunction pushVector( i ) {\n\n\t\t\t\tlet index = indices[ i + offset ] * sourceStride;\n\t\t\t\tconst length = index + sourceStride;\n\n\t\t\t\tfor ( ; index < length; index ++ ) {\n\n\t\t\t\t\tarray.push( sourceArray[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( isColor ) {\n\n\t\t\t\t\t// convert the vertex colors from srgb to linear if present\n\t\t\t\t\tconst startIndex = array.length - sourceStride - 1;\n\t\t\t\t\ttempColor.setRGB(\n\t\t\t\t\t\tarray[ startIndex + 0 ],\n\t\t\t\t\t\tarray[ startIndex + 1 ],\n\t\t\t\t\t\tarray[ startIndex + 2 ]\n\t\t\t\t\t).convertSRGBToLinear();\n\n\t\t\t\t\tarray[ startIndex + 0 ] = tempColor.r;\n\t\t\t\t\tarray[ startIndex + 1 ] = tempColor.g;\n\t\t\t\t\tarray[ startIndex + 2 ] = tempColor.b;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst sourceArray = source.array;\n\t\t\tconst sourceStride = source.stride;\n\n\t\t\tif ( primitive.vcount !== undefined ) {\n\n\t\t\t\tlet index = 0;\n\n\t\t\t\tfor ( let i = 0, l = vcount.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst count = vcount[ i ];\n\n\t\t\t\t\tif ( count === 4 ) {\n\n\t\t\t\t\t\tconst a = index + stride * 0;\n\t\t\t\t\t\tconst b = index + stride * 1;\n\t\t\t\t\t\tconst c = index + stride * 2;\n\t\t\t\t\t\tconst d = index + stride * 3;\n\n\t\t\t\t\t\tpushVector( a ); pushVector( b ); pushVector( d );\n\t\t\t\t\t\tpushVector( b ); pushVector( c ); pushVector( d );\n\n\t\t\t\t\t} else if ( count === 3 ) {\n\n\t\t\t\t\t\tconst a = index + stride * 0;\n\t\t\t\t\t\tconst b = index + stride * 1;\n\t\t\t\t\t\tconst c = index + stride * 2;\n\n\t\t\t\t\t\tpushVector( a ); pushVector( b ); pushVector( c );\n\n\t\t\t\t\t} else if ( count > 4 ) {\n\n\t\t\t\t\t\tfor ( let k = 1, kl = ( count - 2 ); k <= kl; k ++ ) {\n\n\t\t\t\t\t\t\tconst a = index + stride * 0;\n\t\t\t\t\t\t\tconst b = index + stride * k;\n\t\t\t\t\t\t\tconst c = index + stride * ( k + 1 );\n\n\t\t\t\t\t\t\tpushVector( a ); pushVector( b ); pushVector( c );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tindex += stride * count;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = indices.length; i < l; i += stride ) {\n\n\t\t\t\t\tpushVector( i );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction getGeometry( id ) {\n\n\t\t\treturn getBuild( library.geometries[ id ], buildGeometry );\n\n\t\t}\n\n\t\t// kinematics\n\n\t\tfunction parseKinematicsModel( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tname: xml.getAttribute( 'name' ) || '',\n\t\t\t\tjoints: {},\n\t\t\t\tlinks: []\n\t\t\t};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'technique_common':\n\t\t\t\t\t\tparseKinematicsTechniqueCommon( child, data );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tlibrary.kinematicsModels[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction buildKinematicsModel( data ) {\n\n\t\t\tif ( data.build !== undefined ) return data.build;\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction getKinematicsModel( id ) {\n\n\t\t\treturn getBuild( library.kinematicsModels[ id ], buildKinematicsModel );\n\n\t\t}\n\n\t\tfunction parseKinematicsTechniqueCommon( xml, data ) {\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'joint':\n\t\t\t\t\t\tdata.joints[ child.getAttribute( 'sid' ) ] = parseKinematicsJoint( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'link':\n\t\t\t\t\t\tdata.links.push( parseKinematicsLink( child ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parseKinematicsJoint( xml ) {\n\n\t\t\tlet data;\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'prismatic':\n\t\t\t\t\tcase 'revolute':\n\t\t\t\t\t\tdata = parseKinematicsJointParameter( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseKinematicsJointParameter( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tsid: xml.getAttribute( 'sid' ),\n\t\t\t\tname: xml.getAttribute( 'name' ) || '',\n\t\t\t\taxis: new Vector3(),\n\t\t\t\tlimits: {\n\t\t\t\t\tmin: 0,\n\t\t\t\t\tmax: 0\n\t\t\t\t},\n\t\t\t\ttype: xml.nodeName,\n\t\t\t\tstatic: false,\n\t\t\t\tzeroPosition: 0,\n\t\t\t\tmiddlePosition: 0\n\t\t\t};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'axis':\n\t\t\t\t\t\tconst array = parseFloats( child.textContent );\n\t\t\t\t\t\tdata.axis.fromArray( array );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase 'limits':\n\t\t\t\t\t\tconst max = child.getElementsByTagName( 'max' )[ 0 ];\n\t\t\t\t\t\tconst min = child.getElementsByTagName( 'min' )[ 0 ];\n\n\t\t\t\t\t\tdata.limits.max = parseFloat( max.textContent );\n\t\t\t\t\t\tdata.limits.min = parseFloat( min.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// if min is equal to or greater than max, consider the joint static\n\n\t\t\tif ( data.limits.min >= data.limits.max ) {\n\n\t\t\t\tdata.static = true;\n\n\t\t\t}\n\n\t\t\t// calculate middle position\n\n\t\t\tdata.middlePosition = ( data.limits.min + data.limits.max ) / 2.0;\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseKinematicsLink( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tsid: xml.getAttribute( 'sid' ),\n\t\t\t\tname: xml.getAttribute( 'name' ) || '',\n\t\t\t\tattachments: [],\n\t\t\t\ttransforms: []\n\t\t\t};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'attachment_full':\n\t\t\t\t\t\tdata.attachments.push( parseKinematicsAttachment( child ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'matrix':\n\t\t\t\t\tcase 'translate':\n\t\t\t\t\tcase 'rotate':\n\t\t\t\t\t\tdata.transforms.push( parseKinematicsTransform( child ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseKinematicsAttachment( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tjoint: xml.getAttribute( 'joint' ).split( '/' ).pop(),\n\t\t\t\ttransforms: [],\n\t\t\t\tlinks: []\n\t\t\t};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'link':\n\t\t\t\t\t\tdata.links.push( parseKinematicsLink( child ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'matrix':\n\t\t\t\t\tcase 'translate':\n\t\t\t\t\tcase 'rotate':\n\t\t\t\t\t\tdata.transforms.push( parseKinematicsTransform( child ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseKinematicsTransform( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\ttype: xml.nodeName\n\t\t\t};\n\n\t\t\tconst array = parseFloats( xml.textContent );\n\n\t\t\tswitch ( data.type ) {\n\n\t\t\t\tcase 'matrix':\n\t\t\t\t\tdata.obj = new Matrix4();\n\t\t\t\t\tdata.obj.fromArray( array ).transpose();\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'translate':\n\t\t\t\t\tdata.obj = new Vector3();\n\t\t\t\t\tdata.obj.fromArray( array );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'rotate':\n\t\t\t\t\tdata.obj = new Vector3();\n\t\t\t\t\tdata.obj.fromArray( array );\n\t\t\t\t\tdata.angle = MathUtils.degToRad( array[ 3 ] );\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\t// physics\n\n\t\tfunction parsePhysicsModel( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tname: xml.getAttribute( 'name' ) || '',\n\t\t\t\trigidBodies: {}\n\t\t\t};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'rigid_body':\n\t\t\t\t\t\tdata.rigidBodies[ child.getAttribute( 'name' ) ] = {};\n\t\t\t\t\t\tparsePhysicsRigidBody( child, data.rigidBodies[ child.getAttribute( 'name' ) ] );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tlibrary.physicsModels[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction parsePhysicsRigidBody( xml, data ) {\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'technique_common':\n\t\t\t\t\t\tparsePhysicsTechniqueCommon( child, data );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction parsePhysicsTechniqueCommon( xml, data ) {\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'inertia':\n\t\t\t\t\t\tdata.inertia = parseFloats( child.textContent );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'mass':\n\t\t\t\t\t\tdata.mass = parseFloats( child.textContent )[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// scene\n\n\t\tfunction parseKinematicsScene( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tbindJointAxis: []\n\t\t\t};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'bind_joint_axis':\n\t\t\t\t\t\tdata.bindJointAxis.push( parseKinematicsBindJointAxis( child ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tlibrary.kinematicsScenes[ parseId( xml.getAttribute( 'url' ) ) ] = data;\n\n\t\t}\n\n\t\tfunction parseKinematicsBindJointAxis( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\ttarget: xml.getAttribute( 'target' ).split( '/' ).pop()\n\t\t\t};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'axis':\n\t\t\t\t\t\tconst param = child.getElementsByTagName( 'param' )[ 0 ];\n\t\t\t\t\t\tdata.axis = param.textContent;\n\t\t\t\t\t\tconst tmpJointIndex = data.axis.split( 'inst_' ).pop().split( 'axis' )[ 0 ];\n\t\t\t\t\t\tdata.jointIndex = tmpJointIndex.substring( 0, tmpJointIndex.length - 1 );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction buildKinematicsScene( data ) {\n\n\t\t\tif ( data.build !== undefined ) return data.build;\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction getKinematicsScene( id ) {\n\n\t\t\treturn getBuild( library.kinematicsScenes[ id ], buildKinematicsScene );\n\n\t\t}\n\n\t\tfunction setupKinematics() {\n\n\t\t\tconst kinematicsModelId = Object.keys( library.kinematicsModels )[ 0 ];\n\t\t\tconst kinematicsSceneId = Object.keys( library.kinematicsScenes )[ 0 ];\n\t\t\tconst visualSceneId = Object.keys( library.visualScenes )[ 0 ];\n\n\t\t\tif ( kinematicsModelId === undefined || kinematicsSceneId === undefined ) return;\n\n\t\t\tconst kinematicsModel = getKinematicsModel( kinematicsModelId );\n\t\t\tconst kinematicsScene = getKinematicsScene( kinematicsSceneId );\n\t\t\tconst visualScene = getVisualScene( visualSceneId );\n\n\t\t\tconst bindJointAxis = kinematicsScene.bindJointAxis;\n\t\t\tconst jointMap = {};\n\n\t\t\tfor ( let i = 0, l = bindJointAxis.length; i < l; i ++ ) {\n\n\t\t\t\tconst axis = bindJointAxis[ i ];\n\n\t\t\t\t// the result of the following query is an element of type 'translate', 'rotate','scale' or 'matrix'\n\n\t\t\t\tconst targetElement = collada.querySelector( '[sid=\"' + axis.target + '\"]' );\n\n\t\t\t\tif ( targetElement ) {\n\n\t\t\t\t\t// get the parent of the transform element\n\n\t\t\t\t\tconst parentVisualElement = targetElement.parentElement;\n\n\t\t\t\t\t// connect the joint of the kinematics model with the element in the visual scene\n\n\t\t\t\t\tconnect( axis.jointIndex, parentVisualElement );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction connect( jointIndex, visualElement ) {\n\n\t\t\t\tconst visualElementName = visualElement.getAttribute( 'name' );\n\t\t\t\tconst joint = kinematicsModel.joints[ jointIndex ];\n\n\t\t\t\tvisualScene.traverse( function ( object ) {\n\n\t\t\t\t\tif ( object.name === visualElementName ) {\n\n\t\t\t\t\t\tjointMap[ jointIndex ] = {\n\t\t\t\t\t\t\tobject: object,\n\t\t\t\t\t\t\ttransforms: buildTransformList( visualElement ),\n\t\t\t\t\t\t\tjoint: joint,\n\t\t\t\t\t\t\tposition: joint.zeroPosition\n\t\t\t\t\t\t};\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tconst m0 = new Matrix4();\n\n\t\t\tkinematics = {\n\n\t\t\t\tjoints: kinematicsModel && kinematicsModel.joints,\n\n\t\t\t\tgetJointValue: function ( jointIndex ) {\n\n\t\t\t\t\tconst jointData = jointMap[ jointIndex ];\n\n\t\t\t\t\tif ( jointData ) {\n\n\t\t\t\t\t\treturn jointData.position;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' doesn\\'t exist.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t},\n\n\t\t\t\tsetJointValue: function ( jointIndex, value ) {\n\n\t\t\t\t\tconst jointData = jointMap[ jointIndex ];\n\n\t\t\t\t\tif ( jointData ) {\n\n\t\t\t\t\t\tconst joint = jointData.joint;\n\n\t\t\t\t\t\tif ( value > joint.limits.max || value < joint.limits.min ) {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' value ' + value + ' outside of limits (min: ' + joint.limits.min + ', max: ' + joint.limits.max + ').' );\n\n\t\t\t\t\t\t} else if ( joint.static ) {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Joint ' + jointIndex + ' is static.' );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconst object = jointData.object;\n\t\t\t\t\t\t\tconst axis = joint.axis;\n\t\t\t\t\t\t\tconst transforms = jointData.transforms;\n\n\t\t\t\t\t\t\tmatrix.identity();\n\n\t\t\t\t\t\t\t// each update, we have to apply all transforms in the correct order\n\n\t\t\t\t\t\t\tfor ( let i = 0; i < transforms.length; i ++ ) {\n\n\t\t\t\t\t\t\t\tconst transform = transforms[ i ];\n\n\t\t\t\t\t\t\t\t// if there is a connection of the transform node with a joint, apply the joint value\n\n\t\t\t\t\t\t\t\tif ( transform.sid && transform.sid.indexOf( jointIndex ) !== - 1 ) {\n\n\t\t\t\t\t\t\t\t\tswitch ( joint.type ) {\n\n\t\t\t\t\t\t\t\t\t\tcase 'revolute':\n\t\t\t\t\t\t\t\t\t\t\tmatrix.multiply( m0.makeRotationAxis( axis, MathUtils.degToRad( value ) ) );\n\t\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\t\tcase 'prismatic':\n\t\t\t\t\t\t\t\t\t\t\tmatrix.multiply( m0.makeTranslation( axis.x * value, axis.y * value, axis.z * value ) );\n\t\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Unknown joint type: ' + joint.type );\n\t\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t\tswitch ( transform.type ) {\n\n\t\t\t\t\t\t\t\t\t\tcase 'matrix':\n\t\t\t\t\t\t\t\t\t\t\tmatrix.multiply( transform.obj );\n\t\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\t\tcase 'translate':\n\t\t\t\t\t\t\t\t\t\t\tmatrix.multiply( m0.makeTranslation( transform.obj.x, transform.obj.y, transform.obj.z ) );\n\t\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\t\tcase 'scale':\n\t\t\t\t\t\t\t\t\t\t\tmatrix.scale( transform.obj );\n\t\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\t\tcase 'rotate':\n\t\t\t\t\t\t\t\t\t\t\tmatrix.multiply( m0.makeRotationAxis( transform.obj, transform.angle ) );\n\t\t\t\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tobject.matrix.copy( matrix );\n\t\t\t\t\t\t\tobject.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t\t\t\t\t\tjointMap[ jointIndex ].position = value;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.log( 'THREE.ColladaLoader: ' + jointIndex + ' does not exist.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t\tfunction buildTransformList( node ) {\n\n\t\t\tconst transforms = [];\n\n\t\t\tconst xml = collada.querySelector( '[id=\"' + node.id + '\"]' );\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tlet array, vector;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'matrix':\n\t\t\t\t\t\tarray = parseFloats( child.textContent );\n\t\t\t\t\t\tconst matrix = new Matrix4().fromArray( array ).transpose();\n\t\t\t\t\t\ttransforms.push( {\n\t\t\t\t\t\t\tsid: child.getAttribute( 'sid' ),\n\t\t\t\t\t\t\ttype: child.nodeName,\n\t\t\t\t\t\t\tobj: matrix\n\t\t\t\t\t\t} );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'translate':\n\t\t\t\t\tcase 'scale':\n\t\t\t\t\t\tarray = parseFloats( child.textContent );\n\t\t\t\t\t\tvector = new Vector3().fromArray( array );\n\t\t\t\t\t\ttransforms.push( {\n\t\t\t\t\t\t\tsid: child.getAttribute( 'sid' ),\n\t\t\t\t\t\t\ttype: child.nodeName,\n\t\t\t\t\t\t\tobj: vector\n\t\t\t\t\t\t} );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'rotate':\n\t\t\t\t\t\tarray = parseFloats( child.textContent );\n\t\t\t\t\t\tvector = new Vector3().fromArray( array );\n\t\t\t\t\t\tconst angle = MathUtils.degToRad( array[ 3 ] );\n\t\t\t\t\t\ttransforms.push( {\n\t\t\t\t\t\t\tsid: child.getAttribute( 'sid' ),\n\t\t\t\t\t\t\ttype: child.nodeName,\n\t\t\t\t\t\t\tobj: vector,\n\t\t\t\t\t\t\tangle: angle\n\t\t\t\t\t\t} );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn transforms;\n\n\t\t}\n\n\t\t// nodes\n\n\t\tfunction prepareNodes( xml ) {\n\n\t\t\tconst elements = xml.getElementsByTagName( 'node' );\n\n\t\t\t// ensure all node elements have id attributes\n\n\t\t\tfor ( let i = 0; i < elements.length; i ++ ) {\n\n\t\t\t\tconst element = elements[ i ];\n\n\t\t\t\tif ( element.hasAttribute( 'id' ) === false ) {\n\n\t\t\t\t\telement.setAttribute( 'id', generateId() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst matrix = new Matrix4();\n\t\tconst vector = new Vector3();\n\n\t\tfunction parseNode( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tname: xml.getAttribute( 'name' ) || '',\n\t\t\t\ttype: xml.getAttribute( 'type' ),\n\t\t\t\tid: xml.getAttribute( 'id' ),\n\t\t\t\tsid: xml.getAttribute( 'sid' ),\n\t\t\t\tmatrix: new Matrix4(),\n\t\t\t\tnodes: [],\n\t\t\t\tinstanceCameras: [],\n\t\t\t\tinstanceControllers: [],\n\t\t\t\tinstanceLights: [],\n\t\t\t\tinstanceGeometries: [],\n\t\t\t\tinstanceNodes: [],\n\t\t\t\ttransforms: {}\n\t\t\t};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tif ( child.nodeType !== 1 ) continue;\n\n\t\t\t\tlet array;\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'node':\n\t\t\t\t\t\tdata.nodes.push( child.getAttribute( 'id' ) );\n\t\t\t\t\t\tparseNode( child );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'instance_camera':\n\t\t\t\t\t\tdata.instanceCameras.push( parseId( child.getAttribute( 'url' ) ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'instance_controller':\n\t\t\t\t\t\tdata.instanceControllers.push( parseNodeInstance( child ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'instance_light':\n\t\t\t\t\t\tdata.instanceLights.push( parseId( child.getAttribute( 'url' ) ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'instance_geometry':\n\t\t\t\t\t\tdata.instanceGeometries.push( parseNodeInstance( child ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'instance_node':\n\t\t\t\t\t\tdata.instanceNodes.push( parseId( child.getAttribute( 'url' ) ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'matrix':\n\t\t\t\t\t\tarray = parseFloats( child.textContent );\n\t\t\t\t\t\tdata.matrix.multiply( matrix.fromArray( array ).transpose() );\n\t\t\t\t\t\tdata.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'translate':\n\t\t\t\t\t\tarray = parseFloats( child.textContent );\n\t\t\t\t\t\tvector.fromArray( array );\n\t\t\t\t\t\tdata.matrix.multiply( matrix.makeTranslation( vector.x, vector.y, vector.z ) );\n\t\t\t\t\t\tdata.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'rotate':\n\t\t\t\t\t\tarray = parseFloats( child.textContent );\n\t\t\t\t\t\tconst angle = MathUtils.degToRad( array[ 3 ] );\n\t\t\t\t\t\tdata.matrix.multiply( matrix.makeRotationAxis( vector.fromArray( array ), angle ) );\n\t\t\t\t\t\tdata.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'scale':\n\t\t\t\t\t\tarray = parseFloats( child.textContent );\n\t\t\t\t\t\tdata.matrix.scale( vector.fromArray( array ) );\n\t\t\t\t\t\tdata.transforms[ child.getAttribute( 'sid' ) ] = child.nodeName;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'extra':\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.log( child );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasNode( data.id ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.ColladaLoader: There is already a node with ID %s. Exclude current node from further processing.', data.id );\n\n\t\t\t} else {\n\n\t\t\t\tlibrary.nodes[ data.id ] = data;\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction parseNodeInstance( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tid: parseId( xml.getAttribute( 'url' ) ),\n\t\t\t\tmaterials: {},\n\t\t\t\tskeletons: []\n\t\t\t};\n\n\t\t\tfor ( let i = 0; i < xml.childNodes.length; i ++ ) {\n\n\t\t\t\tconst child = xml.childNodes[ i ];\n\n\t\t\t\tswitch ( child.nodeName ) {\n\n\t\t\t\t\tcase 'bind_material':\n\t\t\t\t\t\tconst instances = child.getElementsByTagName( 'instance_material' );\n\n\t\t\t\t\t\tfor ( let j = 0; j < instances.length; j ++ ) {\n\n\t\t\t\t\t\t\tconst instance = instances[ j ];\n\t\t\t\t\t\t\tconst symbol = instance.getAttribute( 'symbol' );\n\t\t\t\t\t\t\tconst target = instance.getAttribute( 'target' );\n\n\t\t\t\t\t\t\tdata.materials[ symbol ] = parseId( target );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'skeleton':\n\t\t\t\t\t\tdata.skeletons.push( parseId( child.textContent ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tfunction buildSkeleton( skeletons, joints ) {\n\n\t\t\tconst boneData = [];\n\t\t\tconst sortedBoneData = [];\n\n\t\t\tlet i, j, data;\n\n\t\t\t// a skeleton can have multiple root bones. collada expresses this\n\t\t\t// situtation with multiple \"skeleton\" tags per controller instance\n\n\t\t\tfor ( i = 0; i < skeletons.length; i ++ ) {\n\n\t\t\t\tconst skeleton = skeletons[ i ];\n\n\t\t\t\tlet root;\n\n\t\t\t\tif ( hasNode( skeleton ) ) {\n\n\t\t\t\t\troot = getNode( skeleton );\n\t\t\t\t\tbuildBoneHierarchy( root, joints, boneData );\n\n\t\t\t\t} else if ( hasVisualScene( skeleton ) ) {\n\n\t\t\t\t\t// handle case where the skeleton refers to the visual scene (#13335)\n\n\t\t\t\t\tconst visualScene = library.visualScenes[ skeleton ];\n\t\t\t\t\tconst children = visualScene.children;\n\n\t\t\t\t\tfor ( let j = 0; j < children.length; j ++ ) {\n\n\t\t\t\t\t\tconst child = children[ j ];\n\n\t\t\t\t\t\tif ( child.type === 'JOINT' ) {\n\n\t\t\t\t\t\t\tconst root = getNode( child.id );\n\t\t\t\t\t\t\tbuildBoneHierarchy( root, joints, boneData );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.ColladaLoader: Unable to find root bone of skeleton with ID:', skeleton );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// sort bone data (the order is defined in the corresponding controller)\n\n\t\t\tfor ( i = 0; i < joints.length; i ++ ) {\n\n\t\t\t\tfor ( j = 0; j < boneData.length; j ++ ) {\n\n\t\t\t\t\tdata = boneData[ j ];\n\n\t\t\t\t\tif ( data.bone.name === joints[ i ].name ) {\n\n\t\t\t\t\t\tsortedBoneData[ i ] = data;\n\t\t\t\t\t\tdata.processed = true;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add unprocessed bone data at the end of the list\n\n\t\t\tfor ( i = 0; i < boneData.length; i ++ ) {\n\n\t\t\t\tdata = boneData[ i ];\n\n\t\t\t\tif ( data.processed === false ) {\n\n\t\t\t\t\tsortedBoneData.push( data );\n\t\t\t\t\tdata.processed = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// setup arrays for skeleton creation\n\n\t\t\tconst bones = [];\n\t\t\tconst boneInverses = [];\n\n\t\t\tfor ( i = 0; i < sortedBoneData.length; i ++ ) {\n\n\t\t\t\tdata = sortedBoneData[ i ];\n\n\t\t\t\tbones.push( data.bone );\n\t\t\t\tboneInverses.push( data.boneInverse );\n\n\t\t\t}\n\n\t\t\treturn new Skeleton( bones, boneInverses );\n\n\t\t}\n\n\t\tfunction buildBoneHierarchy( root, joints, boneData ) {\n\n\t\t\t// setup bone data from visual scene\n\n\t\t\troot.traverse( function ( object ) {\n\n\t\t\t\tif ( object.isBone === true ) {\n\n\t\t\t\t\tlet boneInverse;\n\n\t\t\t\t\t// retrieve the boneInverse from the controller data\n\n\t\t\t\t\tfor ( let i = 0; i < joints.length; i ++ ) {\n\n\t\t\t\t\t\tconst joint = joints[ i ];\n\n\t\t\t\t\t\tif ( joint.name === object.name ) {\n\n\t\t\t\t\t\t\tboneInverse = joint.boneInverse;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( boneInverse === undefined ) {\n\n\t\t\t\t\t\t// Unfortunately, there can be joints in the visual scene that are not part of the\n\t\t\t\t\t\t// corresponding controller. In this case, we have to create a dummy boneInverse matrix\n\t\t\t\t\t\t// for the respective bone. This bone won't affect any vertices, because there are no skin indices\n\t\t\t\t\t\t// and weights defined for it. But we still have to add the bone to the sorted bone list in order to\n\t\t\t\t\t\t// ensure a correct animation of the model.\n\n\t\t\t\t\t\tboneInverse = new Matrix4();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tboneData.push( { bone: object, boneInverse: boneInverse, processed: false } );\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction buildNode( data ) {\n\n\t\t\tconst objects = [];\n\n\t\t\tconst matrix = data.matrix;\n\t\t\tconst nodes = data.nodes;\n\t\t\tconst type = data.type;\n\t\t\tconst instanceCameras = data.instanceCameras;\n\t\t\tconst instanceControllers = data.instanceControllers;\n\t\t\tconst instanceLights = data.instanceLights;\n\t\t\tconst instanceGeometries = data.instanceGeometries;\n\t\t\tconst instanceNodes = data.instanceNodes;\n\n\t\t\t// nodes\n\n\t\t\tfor ( let i = 0, l = nodes.length; i < l; i ++ ) {\n\n\t\t\t\tobjects.push( getNode( nodes[ i ] ) );\n\n\t\t\t}\n\n\t\t\t// instance cameras\n\n\t\t\tfor ( let i = 0, l = instanceCameras.length; i < l; i ++ ) {\n\n\t\t\t\tconst instanceCamera = getCamera( instanceCameras[ i ] );\n\n\t\t\t\tif ( instanceCamera !== null ) {\n\n\t\t\t\t\tobjects.push( instanceCamera.clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// instance controllers\n\n\t\t\tfor ( let i = 0, l = instanceControllers.length; i < l; i ++ ) {\n\n\t\t\t\tconst instance = instanceControllers[ i ];\n\t\t\t\tconst controller = getController( instance.id );\n\t\t\t\tconst geometries = getGeometry( controller.id );\n\t\t\t\tconst newObjects = buildObjects( geometries, instance.materials );\n\n\t\t\t\tconst skeletons = instance.skeletons;\n\t\t\t\tconst joints = controller.skin.joints;\n\n\t\t\t\tconst skeleton = buildSkeleton( skeletons, joints );\n\n\t\t\t\tfor ( let j = 0, jl = newObjects.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst object = newObjects[ j ];\n\n\t\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t\tobject.bind( skeleton, controller.skin.bindMatrix );\n\t\t\t\t\t\tobject.normalizeSkinWeights();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects.push( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// instance lights\n\n\t\t\tfor ( let i = 0, l = instanceLights.length; i < l; i ++ ) {\n\n\t\t\t\tconst instanceLight = getLight( instanceLights[ i ] );\n\n\t\t\t\tif ( instanceLight !== null ) {\n\n\t\t\t\t\tobjects.push( instanceLight.clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// instance geometries\n\n\t\t\tfor ( let i = 0, l = instanceGeometries.length; i < l; i ++ ) {\n\n\t\t\t\tconst instance = instanceGeometries[ i ];\n\n\t\t\t\t// a single geometry instance in collada can lead to multiple object3Ds.\n\t\t\t\t// this is the case when primitives are combined like triangles and lines\n\n\t\t\t\tconst geometries = getGeometry( instance.id );\n\t\t\t\tconst newObjects = buildObjects( geometries, instance.materials );\n\n\t\t\t\tfor ( let j = 0, jl = newObjects.length; j < jl; j ++ ) {\n\n\t\t\t\t\tobjects.push( newObjects[ j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// instance nodes\n\n\t\t\tfor ( let i = 0, l = instanceNodes.length; i < l; i ++ ) {\n\n\t\t\t\tobjects.push( getNode( instanceNodes[ i ] ).clone() );\n\n\t\t\t}\n\n\t\t\tlet object;\n\n\t\t\tif ( nodes.length === 0 && objects.length === 1 ) {\n\n\t\t\t\tobject = objects[ 0 ];\n\n\t\t\t} else {\n\n\t\t\t\tobject = ( type === 'JOINT' ) ? new Bone() : new Group();\n\n\t\t\t\tfor ( let i = 0; i < objects.length; i ++ ) {\n\n\t\t\t\t\tobject.add( objects[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tobject.name = ( type === 'JOINT' ) ? data.sid : data.name;\n\t\t\tobject.matrix.copy( matrix );\n\t\t\tobject.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t\treturn object;\n\n\t\t}\n\n\t\tconst fallbackMaterial = new MeshBasicMaterial( { color: 0xff00ff } );\n\n\t\tfunction resolveMaterialBinding( keys, instanceMaterials ) {\n\n\t\t\tconst materials = [];\n\n\t\t\tfor ( let i = 0, l = keys.length; i < l; i ++ ) {\n\n\t\t\t\tconst id = instanceMaterials[ keys[ i ] ];\n\n\t\t\t\tif ( id === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Material with key %s not found. Apply fallback material.', keys[ i ] );\n\t\t\t\t\tmaterials.push( fallbackMaterial );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tmaterials.push( getMaterial( id ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn materials;\n\n\t\t}\n\n\t\tfunction buildObjects( geometries, instanceMaterials ) {\n\n\t\t\tconst objects = [];\n\n\t\t\tfor ( const type in geometries ) {\n\n\t\t\t\tconst geometry = geometries[ type ];\n\n\t\t\t\tconst materials = resolveMaterialBinding( geometry.materialKeys, instanceMaterials );\n\n\t\t\t\t// handle case if no materials are defined\n\n\t\t\t\tif ( materials.length === 0 ) {\n\n\t\t\t\t\tif ( type === 'lines' || type === 'linestrips' ) {\n\n\t\t\t\t\t\tmaterials.push( new LineBasicMaterial() );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tmaterials.push( new MeshPhongMaterial() );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// regard skinning\n\n\t\t\t\tconst skinning = ( geometry.data.attributes.skinIndex !== undefined );\n\n\t\t\t\t// choose between a single or multi materials (material array)\n\n\t\t\t\tconst material = ( materials.length === 1 ) ? materials[ 0 ] : materials;\n\n\t\t\t\t// now create a specific 3D object\n\n\t\t\t\tlet object;\n\n\t\t\t\tswitch ( type ) {\n\n\t\t\t\t\tcase 'lines':\n\t\t\t\t\t\tobject = new LineSegments( geometry.data, material );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'linestrips':\n\t\t\t\t\t\tobject = new Line( geometry.data, material );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'triangles':\n\t\t\t\t\tcase 'polylist':\n\t\t\t\t\t\tif ( skinning ) {\n\n\t\t\t\t\t\t\tobject = new SkinnedMesh( geometry.data, material );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tobject = new Mesh( geometry.data, material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tobjects.push( object );\n\n\t\t\t}\n\n\t\t\treturn objects;\n\n\t\t}\n\n\t\tfunction hasNode( id ) {\n\n\t\t\treturn library.nodes[ id ] !== undefined;\n\n\t\t}\n\n\t\tfunction getNode( id ) {\n\n\t\t\treturn getBuild( library.nodes[ id ], buildNode );\n\n\t\t}\n\n\t\t// visual scenes\n\n\t\tfunction parseVisualScene( xml ) {\n\n\t\t\tconst data = {\n\t\t\t\tname: xml.getAttribute( 'name' ),\n\t\t\t\tchildren: []\n\t\t\t};\n\n\t\t\tprepareNodes( xml );\n\n\t\t\tconst elements = getElementsByTagName( xml, 'node' );\n\n\t\t\tfor ( let i = 0; i < elements.length; i ++ ) {\n\n\t\t\t\tdata.children.push( parseNode( elements[ i ] ) );\n\n\t\t\t}\n\n\t\t\tlibrary.visualScenes[ xml.getAttribute( 'id' ) ] = data;\n\n\t\t}\n\n\t\tfunction buildVisualScene( data ) {\n\n\t\t\tconst group = new Group();\n\t\t\tgroup.name = data.name;\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tconst child = children[ i ];\n\n\t\t\t\tgroup.add( getNode( child.id ) );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t}\n\n\t\tfunction hasVisualScene( id ) {\n\n\t\t\treturn library.visualScenes[ id ] !== undefined;\n\n\t\t}\n\n\t\tfunction getVisualScene( id ) {\n\n\t\t\treturn getBuild( library.visualScenes[ id ], buildVisualScene );\n\n\t\t}\n\n\t\t// scenes\n\n\t\tfunction parseScene( xml ) {\n\n\t\t\tconst instance = getElementsByTagName( xml, 'instance_visual_scene' )[ 0 ];\n\t\t\treturn getVisualScene( parseId( instance.getAttribute( 'url' ) ) );\n\n\t\t}\n\n\t\tfunction setupAnimations() {\n\n\t\t\tconst clips = library.clips;\n\n\t\t\tif ( isEmpty( clips ) === true ) {\n\n\t\t\t\tif ( isEmpty( library.animations ) === false ) {\n\n\t\t\t\t\t// if there are animations but no clips, we create a default clip for playback\n\n\t\t\t\t\tconst tracks = [];\n\n\t\t\t\t\tfor ( const id in library.animations ) {\n\n\t\t\t\t\t\tconst animationTracks = getAnimation( id );\n\n\t\t\t\t\t\tfor ( let i = 0, l = animationTracks.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\ttracks.push( animationTracks[ i ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tanimations.push( new AnimationClip( 'default', - 1, tracks ) );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( const id in clips ) {\n\n\t\t\t\t\tanimations.push( getAnimationClip( id ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// convert the parser error element into text with each child elements text\n\t\t// separated by new lines.\n\n\t\tfunction parserErrorToText( parserError ) {\n\n\t\t\tlet result = '';\n\t\t\tconst stack = [ parserError ];\n\n\t\t\twhile ( stack.length ) {\n\n\t\t\t\tconst node = stack.shift();\n\n\t\t\t\tif ( node.nodeType === Node.TEXT_NODE ) {\n\n\t\t\t\t\tresult += node.textContent;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tresult += '\\n';\n\t\t\t\t\tstack.push.apply( stack, node.childNodes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn result.trim();\n\n\t\t}\n\n\t\tif ( text.length === 0 ) {\n\n\t\t\treturn { scene: new Scene() };\n\n\t\t}\n\n\t\tconst xml = new DOMParser().parseFromString( text, 'application/xml' );\n\n\t\tconst collada = getElementsByTagName( xml, 'COLLADA' )[ 0 ];\n\n\t\tconst parserError = xml.getElementsByTagName( 'parsererror' )[ 0 ];\n\t\tif ( parserError !== undefined ) {\n\n\t\t\t// Chrome will return parser error with a div in it\n\n\t\t\tconst errorElement = getElementsByTagName( parserError, 'div' )[ 0 ];\n\t\t\tlet errorText;\n\n\t\t\tif ( errorElement ) {\n\n\t\t\t\terrorText = errorElement.textContent;\n\n\t\t\t} else {\n\n\t\t\t\terrorText = parserErrorToText( parserError );\n\n\t\t\t}\n\n\t\t\tconsole.error( 'THREE.ColladaLoader: Failed to parse collada file.\\n', errorText );\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// metadata\n\n\t\tconst version = collada.getAttribute( 'version' );\n\t\tconsole.log( 'THREE.ColladaLoader: File version', version );\n\n\t\tconst asset = parseAsset( getElementsByTagName( collada, 'asset' )[ 0 ] );\n\t\tconst textureLoader = new TextureLoader( this.manager );\n\t\ttextureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );\n\n\t\tlet tgaLoader;\n\n\t\tif ( TGALoader ) {\n\n\t\t\ttgaLoader = new TGALoader( this.manager );\n\t\t\ttgaLoader.setPath( this.resourcePath || path );\n\n\t\t}\n\n\t\t//\n\n\t\tconst tempColor = new Color();\n\t\tconst animations = [];\n\t\tlet kinematics = {};\n\t\tlet count = 0;\n\n\t\t//\n\n\t\tconst library = {\n\t\t\tanimations: {},\n\t\t\tclips: {},\n\t\t\tcontrollers: {},\n\t\t\timages: {},\n\t\t\teffects: {},\n\t\t\tmaterials: {},\n\t\t\tcameras: {},\n\t\t\tlights: {},\n\t\t\tgeometries: {},\n\t\t\tnodes: {},\n\t\t\tvisualScenes: {},\n\t\t\tkinematicsModels: {},\n\t\t\tphysicsModels: {},\n\t\t\tkinematicsScenes: {}\n\t\t};\n\n\t\tparseLibrary( collada, 'library_animations', 'animation', parseAnimation );\n\t\tparseLibrary( collada, 'library_animation_clips', 'animation_clip', parseAnimationClip );\n\t\tparseLibrary( collada, 'library_controllers', 'controller', parseController );\n\t\tparseLibrary( collada, 'library_images', 'image', parseImage );\n\t\tparseLibrary( collada, 'library_effects', 'effect', parseEffect );\n\t\tparseLibrary( collada, 'library_materials', 'material', parseMaterial );\n\t\tparseLibrary( collada, 'library_cameras', 'camera', parseCamera );\n\t\tparseLibrary( collada, 'library_lights', 'light', parseLight );\n\t\tparseLibrary( collada, 'library_geometries', 'geometry', parseGeometry );\n\t\tparseLibrary( collada, 'library_nodes', 'node', parseNode );\n\t\tparseLibrary( collada, 'library_visual_scenes', 'visual_scene', parseVisualScene );\n\t\tparseLibrary( collada, 'library_kinematics_models', 'kinematics_model', parseKinematicsModel );\n\t\tparseLibrary( collada, 'library_physics_models', 'physics_model', parsePhysicsModel );\n\t\tparseLibrary( collada, 'scene', 'instance_kinematics_scene', parseKinematicsScene );\n\n\t\tbuildLibrary( library.animations, buildAnimation );\n\t\tbuildLibrary( library.clips, buildAnimationClip );\n\t\tbuildLibrary( library.controllers, buildController );\n\t\tbuildLibrary( library.images, buildImage );\n\t\tbuildLibrary( library.effects, buildEffect );\n\t\tbuildLibrary( library.materials, buildMaterial );\n\t\tbuildLibrary( library.cameras, buildCamera );\n\t\tbuildLibrary( library.lights, buildLight );\n\t\tbuildLibrary( library.geometries, buildGeometry );\n\t\tbuildLibrary( library.visualScenes, buildVisualScene );\n\n\t\tsetupAnimations();\n\t\tsetupKinematics();\n\n\t\tconst scene = parseScene( getElementsByTagName( collada, 'scene' )[ 0 ] );\n\t\tscene.animations = animations;\n\n\t\tif ( asset.upAxis === 'Z_UP' ) {\n\n\t\t\tscene.quaternion.setFromEuler( new Euler( - Math.PI / 2, 0, 0 ) );\n\n\t\t}\n\n\t\tscene.scale.multiplyScalar( asset.unit );\n\n\t\treturn {\n\t\t\tget animations() {\n\n\t\t\t\tconsole.warn( 'THREE.ColladaLoader: Please access animations over scene.animations now.' );\n\t\t\t\treturn animations;\n\n\t\t\t},\n\t\t\tkinematics: kinematics,\n\t\t\tlibrary: library,\n\t\t\tscene: scene\n\t\t};\n\n\t}\n\n}\n\nexport { ColladaLoader };\n", "/*! chevrotain - v9.0.1 */\nvar R=(t,e)=>()=>(e||(e={exports:{}},t(e.exports,e)),e.exports);var Er=R(Pt=>{\"use 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t==\"string\"}exports.isString=isString;function isUndefined(t){return t===void 0}exports.isUndefined=isUndefined;function isFunction(t){return t instanceof Function}exports.isFunction=isFunction;function drop(t,e){return e===void 0&&(e=1),t.slice(e,t.length)}exports.drop=drop;function dropRight(t,e){return e===void 0&&(e=1),t.slice(0,t.length-e)}exports.dropRight=dropRight;function filter(t,e){var r=[];if(Array.isArray(t))for(var n=0;n<t.length;n++){var i=t[n];e.call(null,i)&&r.push(i)}return r}exports.filter=filter;function reject(t,e){return filter(t,function(r){return!e(r)})}exports.reject=reject;function pick(t,e){for(var r=Object.keys(t),n={},i=0;i<r.length;i++){var a=r[i],o=t[a];e(o)&&(n[a]=o)}return n}exports.pick=pick;function has(t,e){return isObject(t)?t.hasOwnProperty(e):!1}exports.has=has;function contains(t,e){return find(t,function(r){return r===e})!==void 0}exports.contains=contains;function cloneArr(t){for(var e=[],r=0;r<t.length;r++)e.push(t[r]);return e}exports.cloneArr=cloneArr;function cloneObj(t){var e={};for(var r in t)Object.prototype.hasOwnProperty.call(t,r)&&(e[r]=t[r]);return e}exports.cloneObj=cloneObj;function find(t,e){for(var r=0;r<t.length;r++){var n=t[r];if(e.call(null,n))return n}}exports.find=find;function findAll(t,e){for(var r=[],n=0;n<t.length;n++){var i=t[n];e.call(null,i)&&r.push(i)}return r}exports.findAll=findAll;function reduce(t,e,r){for(var n=Array.isArray(t),i=n?t:values(t),a=n?[]:keys(t),o=r,s=0;s<i.length;s++)o=e.call(null,o,i[s],n?s:a[s]);return o}exports.reduce=reduce;function compact(t){return reject(t,function(e){return e==null})}exports.compact=compact;function uniq(t,e){e===void 0&&(e=function(n){return n});var r=[];return reduce(t,function(n,i){var a=e(i);return contains(r,a)?n:(r.push(a),n.concat(i))},[])}exports.uniq=uniq;function partial(t){for(var e=[],r=1;r<arguments.length;r++)e[r-1]=arguments[r];var n=[null],i=n.concat(e);return Function.bind.apply(t,i)}exports.partial=partial;function 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n=t[r];e.push(n!==void 0?n:void 0)}return e}exports.packArray=packArray;function PRINT_ERROR(t){console&&console.error&&console.error(\"Error: \"+t)}exports.PRINT_ERROR=PRINT_ERROR;function PRINT_WARNING(t){console&&console.warn&&console.warn(\"Warning: \"+t)}exports.PRINT_WARNING=PRINT_WARNING;function isES2015MapSupported(){return typeof Map==\"function\"}exports.isES2015MapSupported=isES2015MapSupported;function peek(t){return t[t.length-1]}exports.peek=peek;function timer(t){var e=new Date().getTime(),r=t(),n=new Date().getTime(),i=n-e;return{time:i,value:r}}exports.timer=timer;function toFastProperties(toBecomeFast){function FakeConstructor(){}FakeConstructor.prototype=toBecomeFast;var fakeInstance=new FakeConstructor;function fakeAccess(){return typeof fakeInstance.bar}return fakeAccess(),fakeAccess(),toBecomeFast;eval(toBecomeFast)}exports.toFastProperties=toFastProperties});var xt=R((sn,St)=>{(function(t,e){typeof define==\"function\"&&define.amd?define([],e):typeof 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Error(\"TBD\");default:return{type:\"Character\",value:i(u)}}},t.prototype.isRegExpFlag=function(){switch(this.peekChar(0)){case\"g\":case\"i\":case\"m\":case\"u\":case\"y\":return!0;default:return!1}},t.prototype.isRangeDash=function(){return this.peekChar()===\"-\"&&this.isClassAtom(1)},t.prototype.isDigit=function(){return r.test(this.peekChar(0))},t.prototype.isClassAtom=function(u){switch(u===void 0&&(u=0),this.peekChar(u)){case\"]\":case`\n`:case\"\\r\":case\"\\u2028\":case\"\\u2029\":return!1;default:return!0}},t.prototype.isTerm=function(){return this.isAtom()||this.isAssertion()},t.prototype.isAtom=function(){if(this.isPatternCharacter())return!0;switch(this.peekChar(0)){case\".\":case\"\\\\\":case\"[\":case\"(\":return!0;default:return!1}},t.prototype.isAssertion=function(){switch(this.peekChar(0)){case\"^\":case\"$\":return!0;case\"\\\\\":switch(this.peekChar(1)){case\"b\":case\"B\":return!0;default:return!1}case\"(\":return 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to=/[^\\\\[][\\^]|^\\^/;function In(t){var e=function(i){hn(a,i);function a(){var o=i!==null&&i.apply(this,arguments)||this;return o.found=!1,o}return a.prototype.visitStartAnchor=function(o){this.found=!0},a}(dn.BaseRegExpVisitor),r=h.filter(t,function(i){var a=i[Ae];try{var o=vn.getRegExpAst(a),s=new e;return s.visit(o),s.found}catch(c){return to.test(a.source)}}),n=h.map(r,function(i){return{message:`Unexpected RegExp Anchor Error:\n\tToken Type: ->`+i.name+`<- static 'PATTERN' cannot contain start of input anchor '^'\n\tSee https://chevrotain.io/docs/guide/resolving_lexer_errors.html#ANCHORS\tfor details.`,type:F.LexerDefinitionErrorType.SOI_ANCHOR_FOUND,tokenTypes:[i]}});return n}T.findStartOfInputAnchor=In;function kn(t){var e=h.filter(t,function(n){var i=n[Ae];return i instanceof RegExp&&(i.multiline||i.global)}),r=h.map(e,function(n){return{message:\"Token Type: ->\"+n.name+\"<- static 'PATTERN' may NOT contain global('g') or 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Ir(t,e){V.forEach(t,function(r){e.categoryMatchesMap[r.tokenTypeIdx]=!0}),V.forEach(e.CATEGORIES,function(r){var n=t.concat(e);V.contains(n,r)||Ir(n,r)})}N.singleAssignCategoriesToksMap=Ir;function bn(t){return V.has(t,\"tokenTypeIdx\")}N.hasShortKeyProperty=bn;function Nr(t){return V.has(t,\"CATEGORIES\")}N.hasCategoriesProperty=Nr;function Fn(t){return V.has(t,\"categoryMatches\")}N.hasExtendingTokensTypesProperty=Fn;function wn(t){return V.has(t,\"categoryMatchesMap\")}N.hasExtendingTokensTypesMapProperty=wn;function lo(t){return V.has(t,\"tokenTypeIdx\")}N.isTokenType=lo});var kr=R(wt=>{\"use strict\";Object.defineProperty(wt,\"__esModule\",{value:!0});wt.defaultLexerErrorProvider=void 0;wt.defaultLexerErrorProvider={buildUnableToPopLexerModeMessage:function(t){return\"Unable to pop Lexer Mode after encountering Token ->\"+t.image+\"<- The Mode Stack is empty\"},buildUnexpectedCharactersMessage:function(t,e,r,n,i){return\"unexpected character: ->\"+t.charAt(e)+\"<- at offset: 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Ee=Tr(),w=k(),fo=Xe(),po=kr(),ho=Lt(),vo;(function(t){t[t.MISSING_PATTERN=0]=\"MISSING_PATTERN\",t[t.INVALID_PATTERN=1]=\"INVALID_PATTERN\",t[t.EOI_ANCHOR_FOUND=2]=\"EOI_ANCHOR_FOUND\",t[t.UNSUPPORTED_FLAGS_FOUND=3]=\"UNSUPPORTED_FLAGS_FOUND\",t[t.DUPLICATE_PATTERNS_FOUND=4]=\"DUPLICATE_PATTERNS_FOUND\",t[t.INVALID_GROUP_TYPE_FOUND=5]=\"INVALID_GROUP_TYPE_FOUND\",t[t.PUSH_MODE_DOES_NOT_EXIST=6]=\"PUSH_MODE_DOES_NOT_EXIST\",t[t.MULTI_MODE_LEXER_WITHOUT_DEFAULT_MODE=7]=\"MULTI_MODE_LEXER_WITHOUT_DEFAULT_MODE\",t[t.MULTI_MODE_LEXER_WITHOUT_MODES_PROPERTY=8]=\"MULTI_MODE_LEXER_WITHOUT_MODES_PROPERTY\",t[t.MULTI_MODE_LEXER_DEFAULT_MODE_VALUE_DOES_NOT_EXIST=9]=\"MULTI_MODE_LEXER_DEFAULT_MODE_VALUE_DOES_NOT_EXIST\",t[t.LEXER_DEFINITION_CANNOT_CONTAIN_UNDEFINED=10]=\"LEXER_DEFINITION_CANNOT_CONTAIN_UNDEFINED\",t[t.SOI_ANCHOR_FOUND=11]=\"SOI_ANCHOR_FOUND\",t[t.EMPTY_MATCH_PATTERN=12]=\"EMPTY_MATCH_PATTERN\",t[t.NO_LINE_BREAKS_FLAGS=13]=\"NO_LINE_BREAKS_FLAGS\",t[t.UNREACHABLE_PATTERN=14]=\"UNREACHABLE_PATTERN\",t[t.IDENTIFY_TERMINATOR=15]=\"IDENTIFY_TERMINATOR\",t[t.CUSTOM_LINE_BREAK=16]=\"CUSTOM_LINE_BREAK\"})(vo=qe.LexerDefinitionErrorType||(qe.LexerDefinitionErrorType={}));var pt={deferDefinitionErrorsHandling:!1,positionTracking:\"full\",lineTerminatorsPattern:/\\n|\\r\\n?/g,lineTerminatorCharacters:[`\n`,\"\\r\"],ensureOptimizations:!1,safeMode:!1,errorMessageProvider:po.defaultLexerErrorProvider,traceInitPerf:!1,skipValidations:!1};Object.freeze(pt);var mo=function(){function t(e,r){var n=this;if(r===void 0&&(r=pt),this.lexerDefinition=e,this.lexerDefinitionErrors=[],this.lexerDefinitionWarning=[],this.patternIdxToConfig={},this.charCodeToPatternIdxToConfig={},this.modes=[],this.emptyGroups={},this.config=void 0,this.trackStartLines=!0,this.trackEndLines=!0,this.hasCustom=!1,this.canModeBeOptimized={},typeof r==\"boolean\")throw Error(`The second argument to the Lexer constructor is now an ILexerConfig Object.\na boolean 2nd argument is no longer supported`);this.config=w.merge(pt,r);var i=this.config.traceInitPerf;i===!0?(this.traceInitMaxIdent=Infinity,this.traceInitPerf=!0):typeof i==\"number\"&&(this.traceInitMaxIdent=i,this.traceInitPerf=!0),this.traceInitIndent=-1,this.TRACE_INIT(\"Lexer Constructor\",function(){var a,o=!0;n.TRACE_INIT(\"Lexer Config handling\",function(){if(n.config.lineTerminatorsPattern===pt.lineTerminatorsPattern)n.config.lineTerminatorsPattern=Ee.LineTerminatorOptimizedTester;else if(n.config.lineTerminatorCharacters===pt.lineTerminatorCharacters)throw Error(`Error: Missing <lineTerminatorCharacters> property on the Lexer config.\n\tFor details See: https://chevrotain.io/docs/guide/resolving_lexer_errors.html#MISSING_LINE_TERM_CHARS`);if(r.safeMode&&r.ensureOptimizations)throw Error('\"safeMode\" and \"ensureOptimizations\" flags are mutually exclusive.');n.trackStartLines=/full|onlyStart/i.test(n.config.positionTracking),n.trackEndLines=/full/i.test(n.config.positionTracking),w.isArray(e)?(a={modes:{}},a.modes[Ee.DEFAULT_MODE]=w.cloneArr(e),a[Ee.DEFAULT_MODE]=Ee.DEFAULT_MODE):(o=!1,a=w.cloneObj(e))}),n.config.skipValidations===!1&&(n.TRACE_INIT(\"performRuntimeChecks\",function(){n.lexerDefinitionErrors=n.lexerDefinitionErrors.concat(Ee.performRuntimeChecks(a,n.trackStartLines,n.config.lineTerminatorCharacters))}),n.TRACE_INIT(\"performWarningRuntimeChecks\",function(){n.lexerDefinitionWarning=n.lexerDefinitionWarning.concat(Ee.performWarningRuntimeChecks(a,n.trackStartLines,n.config.lineTerminatorCharacters))})),a.modes=a.modes?a.modes:{},w.forEach(a.modes,function(p,l){a.modes[l]=w.reject(p,function(m){return w.isUndefined(m)})});var s=w.keys(a.modes);if(w.forEach(a.modes,function(p,l){n.TRACE_INIT(\"Mode: <\"+l+\"> processing\",function(){if(n.modes.push(l),n.config.skipValidations===!1&&n.TRACE_INIT(\"validatePatterns\",function(){n.lexerDefinitionErrors=n.lexerDefinitionErrors.concat(Ee.validatePatterns(p,s))}),w.isEmpty(n.lexerDefinitionErrors)){fo.augmentTokenTypes(p);var m;n.TRACE_INIT(\"analyzeTokenTypes\",function(){m=Ee.analyzeTokenTypes(p,{lineTerminatorCharacters:n.config.lineTerminatorCharacters,positionTracking:r.positionTracking,ensureOptimizations:r.ensureOptimizations,safeMode:r.safeMode,tracer:n.TRACE_INIT.bind(n)})}),n.patternIdxToConfig[l]=m.patternIdxToConfig,n.charCodeToPatternIdxToConfig[l]=m.charCodeToPatternIdxToConfig,n.emptyGroups=w.merge(n.emptyGroups,m.emptyGroups),n.hasCustom=m.hasCustom||n.hasCustom,n.canModeBeOptimized[l]=m.canBeOptimized}})}),n.defaultMode=a.defaultMode,!w.isEmpty(n.lexerDefinitionErrors)&&!n.config.deferDefinitionErrorsHandling){var c=w.map(n.lexerDefinitionErrors,function(p){return p.message}),f=c.join(`-----------------------\n`);throw new Error(`Errors detected in definition of Lexer:\n`+f)}w.forEach(n.lexerDefinitionWarning,function(p){w.PRINT_WARNING(p.message)}),n.TRACE_INIT(\"Choosing sub-methods implementations\",function(){if(Ee.SUPPORT_STICKY?(n.chopInput=w.IDENTITY,n.match=n.matchWithTest):(n.updateLastIndex=w.NOOP,n.match=n.matchWithExec),o&&(n.handleModes=w.NOOP),n.trackStartLines===!1&&(n.computeNewColumn=w.IDENTITY),n.trackEndLines===!1&&(n.updateTokenEndLineColumnLocation=w.NOOP),/full/i.test(n.config.positionTracking))n.createTokenInstance=n.createFullToken;else if(/onlyStart/i.test(n.config.positionTracking))n.createTokenInstance=n.createStartOnlyToken;else if(/onlyOffset/i.test(n.config.positionTracking))n.createTokenInstance=n.createOffsetOnlyToken;else throw Error('Invalid <positionTracking> config option: \"'+n.config.positionTracking+'\"');n.hasCustom?(n.addToken=n.addTokenUsingPush,n.handlePayload=n.handlePayloadWithCustom):(n.addToken=n.addTokenUsingMemberAccess,n.handlePayload=n.handlePayloadNoCustom)}),n.TRACE_INIT(\"Failed Optimization Warnings\",function(){var p=w.reduce(n.canModeBeOptimized,function(l,m,v){return m===!1&&l.push(v),l},[]);if(r.ensureOptimizations&&!w.isEmpty(p))throw Error(\"Lexer Modes: < \"+p.join(\", \")+` > cannot be optimized.\n\t Disable the \"ensureOptimizations\" lexer config flag to silently ignore this and run the lexer in an un-optimized mode.\n\t Or inspect the console log for details on how to resolve these issues.`)}),n.TRACE_INIT(\"clearRegExpParserCache\",function(){ho.clearRegExpParserCache()}),n.TRACE_INIT(\"toFastProperties\",function(){w.toFastProperties(n)})})}return t.prototype.tokenize=function(e,r){if(r===void 0&&(r=this.defaultMode),!w.isEmpty(this.lexerDefinitionErrors)){var n=w.map(this.lexerDefinitionErrors,function(o){return o.message}),i=n.join(`-----------------------\n`);throw new Error(`Unable to Tokenize because Errors detected in definition of Lexer:\n`+i)}var a=this.tokenizeInternal(e,r);return a},t.prototype.tokenizeInternal=function(e,r){var n=this,i,a,o,s,c,f,p,l,m,v,u,d,A,_,g,y=e,b=y.length,L=0,se=0,fe=this.hasCustom?0:Math.floor(e.length/10),Z=new Array(fe),ue=[],Q=this.trackStartLines?1:void 0,te=this.trackStartLines?1:void 0,xe=Ee.cloneEmptyGroups(this.emptyGroups),it=this.trackStartLines,at=this.config.lineTerminatorsPattern,Ke=0,we=[],ot=[],It=[],Qr=[];Object.freeze(Qr);var st=void 0;function Jr(){return we}function en(J){var lt=Ee.charCodeToOptimizedIndex(J),ze=ot[lt];return ze===void 0?Qr:ze}var wa=function(J){if(It.length===1&&J.tokenType.PUSH_MODE===void 0){var lt=n.config.errorMessageProvider.buildUnableToPopLexerModeMessage(J);ue.push({offset:J.startOffset,line:J.startLine!==void 0?J.startLine:void 0,column:J.startColumn!==void 0?J.startColumn:void 0,length:J.image.length,message:lt})}else{It.pop();var ze=w.last(It);we=n.patternIdxToConfig[ze],ot=n.charCodeToPatternIdxToConfig[ze],Ke=we.length;var Ua=n.canModeBeOptimized[ze]&&n.config.safeMode===!1;ot&&Ua?st=en:st=Jr}};function tn(J){It.push(J),ot=this.charCodeToPatternIdxToConfig[J],we=this.patternIdxToConfig[J],Ke=we.length,Ke=we.length;var lt=this.canModeBeOptimized[J]&&this.config.safeMode===!1;ot&&lt?st=en:st=Jr}tn.call(this,r);for(var me;L<b;){c=null;var rn=y.charCodeAt(L),nn=st(rn),Da=nn.length;for(i=0;i<Da;i++){me=nn[i];var De=me.pattern;f=null;var ut=me.short;if(ut!==!1?rn===ut&&(c=De):me.isCustom===!0?(g=De.exec(y,L,Z,xe),g!==null?(c=g[0],g.payload!==void 0&&(f=g.payload)):c=null):(this.updateLastIndex(De,L),c=this.match(De,e,L)),c!==null){if(s=me.longerAlt,s!==void 0){var fr=we[s],pr=fr.pattern;p=null,fr.isCustom===!0?(g=pr.exec(y,L,Z,xe),g!==null?(o=g[0],g.payload!==void 0&&(p=g.payload)):o=null):(this.updateLastIndex(pr,L),o=this.match(pr,e,L)),o&&o.length>c.length&&(c=o,f=p,me=fr)}break}}if(c!==null){if(l=c.length,m=me.group,m!==void 0&&(v=me.tokenTypeIdx,u=this.createTokenInstance(c,L,v,me.tokenType,Q,te,l),this.handlePayload(u,f),m===!1?se=this.addToken(Z,se,u):xe[m].push(u)),e=this.chopInput(e,l),L=L+l,te=this.computeNewColumn(te,l),it===!0&&me.canLineTerminator===!0){var kt=0,hr=void 0,dr=void 0;at.lastIndex=0;do hr=at.test(c),hr===!0&&(dr=at.lastIndex-1,kt++);while(hr===!0);kt!==0&&(Q=Q+kt,te=l-dr,this.updateTokenEndLineColumnLocation(u,m,dr,kt,Q,te,l))}this.handleModes(me,wa,tn,u)}else{for(var vr=L,an=Q,on=te,ct=!1;!ct&&L<b;)for(A=y.charCodeAt(L),e=this.chopInput(e,1),L++,a=0;a<Ke;a++){var mr=we[a],De=mr.pattern,ut=mr.short;if(ut!==!1?y.charCodeAt(L)===ut&&(ct=!0):mr.isCustom===!0?ct=De.exec(y,L,Z,xe)!==null:(this.updateLastIndex(De,L),ct=De.exec(e)!==null),ct===!0)break}d=L-vr,_=this.config.errorMessageProvider.buildUnexpectedCharactersMessage(y,vr,d,an,on),ue.push({offset:vr,line:an,column:on,length:d,message:_})}}return this.hasCustom||(Z.length=se),{tokens:Z,groups:xe,errors:ue}},t.prototype.handleModes=function(e,r,n,i){if(e.pop===!0){var a=e.push;r(i),a!==void 0&&n.call(this,a)}else e.push!==void 0&&n.call(this,e.push)},t.prototype.chopInput=function(e,r){return e.substring(r)},t.prototype.updateLastIndex=function(e,r){e.lastIndex=r},t.prototype.updateTokenEndLineColumnLocation=function(e,r,n,i,a,o,s){var c,f;r!==void 0&&(c=n===s-1,f=c?-1:0,i===1&&c===!0||(e.endLine=a+f,e.endColumn=o-1+-f))},t.prototype.computeNewColumn=function(e,r){return e+r},t.prototype.createTokenInstance=function(){for(var e=[],r=0;r<arguments.length;r++)e[r]=arguments[r];return null},t.prototype.createOffsetOnlyToken=function(e,r,n,i){return{image:e,startOffset:r,tokenTypeIdx:n,tokenType:i}},t.prototype.createStartOnlyToken=function(e,r,n,i,a,o){return{image:e,startOffset:r,startLine:a,startColumn:o,tokenTypeIdx:n,tokenType:i}},t.prototype.createFullToken=function(e,r,n,i,a,o,s){return{image:e,startOffset:r,endOffset:r+s-1,startLine:a,endLine:a,startColumn:o,endColumn:o+s-1,tokenTypeIdx:n,tokenType:i}},t.prototype.addToken=function(e,r,n){return 666},t.prototype.addTokenUsingPush=function(e,r,n){return e.push(n),r},t.prototype.addTokenUsingMemberAccess=function(e,r,n){return e[r]=n,r++,r},t.prototype.handlePayload=function(e,r){},t.prototype.handlePayloadNoCustom=function(e,r){},t.prototype.handlePayloadWithCustom=function(e,r){r!==null&&(e.payload=r)},t.prototype.match=function(e,r,n){return null},t.prototype.matchWithTest=function(e,r,n){var i=e.test(r);return i===!0?r.substring(n,e.lastIndex):null},t.prototype.matchWithExec=function(e,r){var n=e.exec(r);return n!==null?n[0]:n},t.prototype.TRACE_INIT=function(e,r){if(this.traceInitPerf===!0){this.traceInitIndent++;var n=new Array(this.traceInitIndent+1).join(\"\t\");this.traceInitIndent<this.traceInitMaxIdent&&console.log(n+\"--> <\"+e+\">\");var i=w.timer(r),a=i.time,o=i.value,s=a>10?console.warn:console.log;return this.traceInitIndent<this.traceInitMaxIdent&&s(n+\"<-- <\"+e+\"> time: \"+a+\"ms\"),this.traceInitIndent--,o}else return r()},t.SKIPPED=\"This marks a skipped Token pattern, this means each token identified by it willbe consumed and then thrown into oblivion, this can be used to for example to completely ignore whitespace.\",t.NA=/NOT_APPLICABLE/,t}();qe.Lexer=mo});var Ue=R(H=>{\"use strict\";Object.defineProperty(H,\"__esModule\",{value:!0});H.tokenMatcher=H.createTokenInstance=H.EOF=H.createToken=H.hasTokenLabel=H.tokenName=H.tokenLabel=void 0;var Te=k(),Eo=ft(),Pr=Xe();function To(t){return Dn(t)?t.LABEL:t.name}H.tokenLabel=To;function yo(t){return t.name}H.tokenName=yo;function Dn(t){return Te.isString(t.LABEL)&&t.LABEL!==\"\"}H.hasTokenLabel=Dn;var _o=\"parent\",Un=\"categories\",Gn=\"label\",Wn=\"group\",Bn=\"push_mode\",qn=\"pop_mode\",jn=\"longer_alt\",Vn=\"line_breaks\",Kn=\"start_chars_hint\";function zn(t){return go(t)}H.createToken=zn;function go(t){var e=t.pattern,r={};if(r.name=t.name,Te.isUndefined(e)||(r.PATTERN=e),Te.has(t,_o))throw`The parent property is no longer supported.\nSee: https://github.com/chevrotain/chevrotain/issues/564#issuecomment-349062346 for details.`;return Te.has(t,Un)&&(r.CATEGORIES=t[Un]),Pr.augmentTokenTypes([r]),Te.has(t,Gn)&&(r.LABEL=t[Gn]),Te.has(t,Wn)&&(r.GROUP=t[Wn]),Te.has(t,qn)&&(r.POP_MODE=t[qn]),Te.has(t,Bn)&&(r.PUSH_MODE=t[Bn]),Te.has(t,jn)&&(r.LONGER_ALT=t[jn]),Te.has(t,Vn)&&(r.LINE_BREAKS=t[Vn]),Te.has(t,Kn)&&(r.START_CHARS_HINT=t[Kn]),r}H.EOF=zn({name:\"EOF\",pattern:Eo.Lexer.NA});Pr.augmentTokenTypes([H.EOF]);function 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e},buildTooManyAlternativesError:function(t){var e=`An Alternation cannot have more than 256 alternatives:\n`+(\"<OR\"+t.alternation.idx+\"> inside <\"+t.topLevelRule.name+`> Rule.\n has `+(t.alternation.definition.length+1)+\" alternatives.\");return e},buildLeftRecursionError:function(t){var e=t.topLevelRule.name,r=Wo.map(t.leftRecursionPath,function(a){return a.name}),n=e+\" --> \"+r.concat([e]).join(\" --> \"),i=`Left Recursion found in grammar.\n`+(\"rule: <\"+e+`> can be invoked from itself (directly or indirectly)\n`)+(`without consuming any Tokens. 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ve=k(),At=Hr();function $i(t,e){for(var r=ve.keys(t),n=r.length,i=0;i<n;i++)for(var a=r[i],o=t[a],s=o.length,c=0;c<s;c++){var f=o[c];f.tokenTypeIdx===void 0&&this[f.name](f.children,e)}}Y.defaultVisit=$i;function Us(t,e){var r=function(){};At.defineNameProp(r,t+\"BaseSemantics\");var n={visit:function(i,a){if(ve.isArray(i)&&(i=i[0]),!ve.isUndefined(i))return this[i.name](i.children,a)},validateVisitor:function(){var i=Zi(this,e);if(!ve.isEmpty(i)){var a=ve.map(i,function(o){return o.msg});throw Error(\"Errors Detected in CST Visitor <\"+At.functionName(this.constructor)+`>:\n\t`+(\"\"+a.join(`\n\n`).replace(/\\n/g,`\n\t`)))}}};return r.prototype=n,r.prototype.constructor=r,r._RULE_NAMES=e,r}Y.createBaseSemanticVisitorConstructor=Us;function Gs(t,e,r){var n=function(){};At.defineNameProp(n,t+\"BaseSemanticsWithDefaults\");var i=Object.create(r.prototype);return ve.forEach(e,function(a){i[a]=$i}),n.prototype=i,n.prototype.constructor=n,n}Y.createBaseVisitorConstructorWithDefaults=Gs;var 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strict\";Object.defineProperty($t,\"__esModule\",{value:!0});$t.TreeBuilder=void 0;var tt=Hi(),K=k(),ta=ea(),Bs=ce(),qs=function(){function t(){}return t.prototype.initTreeBuilder=function(e){if(this.CST_STACK=[],this.outputCst=e.outputCst,this.nodeLocationTracking=K.has(e,\"nodeLocationTracking\")?e.nodeLocationTracking:Bs.DEFAULT_PARSER_CONFIG.nodeLocationTracking,!this.outputCst)this.cstInvocationStateUpdate=K.NOOP,this.cstFinallyStateUpdate=K.NOOP,this.cstPostTerminal=K.NOOP,this.cstPostNonTerminal=K.NOOP,this.cstPostRule=K.NOOP;else if(/full/i.test(this.nodeLocationTracking))this.recoveryEnabled?(this.setNodeLocationFromToken=tt.setNodeLocationFull,this.setNodeLocationFromNode=tt.setNodeLocationFull,this.cstPostRule=K.NOOP,this.setInitialNodeLocation=this.setInitialNodeLocationFullRecovery):(this.setNodeLocationFromToken=K.NOOP,this.setNodeLocationFromNode=K.NOOP,this.cstPostRule=this.cstPostRuleFull,this.setInitialNodeLocation=this.setInitialNodeLocationFullRegular);else if(/onlyOffset/i.test(this.nodeLocationTracking))this.recoveryEnabled?(this.setNodeLocationFromToken=tt.setNodeLocationOnlyOffset,this.setNodeLocationFromNode=tt.setNodeLocationOnlyOffset,this.cstPostRule=K.NOOP,this.setInitialNodeLocation=this.setInitialNodeLocationOnlyOffsetRecovery):(this.setNodeLocationFromToken=K.NOOP,this.setNodeLocationFromNode=K.NOOP,this.cstPostRule=this.cstPostRuleOnlyOffset,this.setInitialNodeLocation=this.setInitialNodeLocationOnlyOffsetRegular);else if(/none/i.test(this.nodeLocationTracking))this.setNodeLocationFromToken=K.NOOP,this.setNodeLocationFromNode=K.NOOP,this.cstPostRule=K.NOOP,this.setInitialNodeLocation=K.NOOP;else throw Error('Invalid <nodeLocationTracking> config option: \"'+e.nodeLocationTracking+'\"')},t.prototype.setInitialNodeLocationOnlyOffsetRecovery=function(e){e.location={startOffset:NaN,endOffset:NaN}},t.prototype.setInitialNodeLocationOnlyOffsetRegular=function(e){e.location={startOffset:this.LA(1).startOffset,endOffset:NaN}},t.prototype.setInitialNodeLocationFullRecovery=function(e){e.location={startOffset:NaN,startLine:NaN,startColumn:NaN,endOffset:NaN,endLine:NaN,endColumn:NaN}},t.prototype.setInitialNodeLocationFullRegular=function(e){var r=this.LA(1);e.location={startOffset:r.startOffset,startLine:r.startLine,startColumn:r.startColumn,endOffset:NaN,endLine:NaN,endColumn:NaN}},t.prototype.cstInvocationStateUpdate=function(e,r){var n={name:e,children:{}};this.setInitialNodeLocation(n),this.CST_STACK.push(n)},t.prototype.cstFinallyStateUpdate=function(){this.CST_STACK.pop()},t.prototype.cstPostRuleFull=function(e){var r=this.LA(0),n=e.location;n.startOffset<=r.startOffset?(n.endOffset=r.endOffset,n.endLine=r.endLine,n.endColumn=r.endColumn):(n.startOffset=NaN,n.startLine=NaN,n.startColumn=NaN)},t.prototype.cstPostRuleOnlyOffset=function(e){var r=this.LA(0),n=e.location;n.startOffset<=r.startOffset?n.endOffset=r.endOffset:n.startOffset=NaN},t.prototype.cstPostTerminal=function(e,r){var n=this.CST_STACK[this.CST_STACK.length-1];tt.addTerminalToCst(n,r,e),this.setNodeLocationFromToken(n.location,r)},t.prototype.cstPostNonTerminal=function(e,r){var n=this.CST_STACK[this.CST_STACK.length-1];tt.addNoneTerminalToCst(n,r,e),this.setNodeLocationFromNode(n.location,e.location)},t.prototype.getBaseCstVisitorConstructor=function(){if(K.isUndefined(this.baseCstVisitorConstructor)){var e=ta.createBaseSemanticVisitorConstructor(this.className,K.keys(this.gastProductionsCache));return this.baseCstVisitorConstructor=e,e}return this.baseCstVisitorConstructor},t.prototype.getBaseCstVisitorConstructorWithDefaults=function(){if(K.isUndefined(this.baseCstVisitorWithDefaultsConstructor)){var e=ta.createBaseVisitorConstructorWithDefaults(this.className,K.keys(this.gastProductionsCache),this.getBaseCstVisitorConstructor());return this.baseCstVisitorWithDefaultsConstructor=e,e}return this.baseCstVisitorWithDefaultsConstructor},t.prototype.getLastExplicitRuleShortName=function(){var e=this.RULE_STACK;return e[e.length-1]},t.prototype.getPreviousExplicitRuleShortName=function(){var e=this.RULE_STACK;return e[e.length-2]},t.prototype.getLastExplicitRuleOccurrenceIndex=function(){var e=this.RULE_OCCURRENCE_STACK;return e[e.length-1]},t}();$t.TreeBuilder=qs});var ia=R(Zt=>{\"use strict\";Object.defineProperty(Zt,\"__esModule\",{value:!0});Zt.LexerAdapter=void 0;var na=ce(),js=function(){function t(){}return t.prototype.initLexerAdapter=function(){this.tokVector=[],this.tokVectorLength=0,this.currIdx=-1},Object.defineProperty(t.prototype,\"input\",{get:function(){return this.tokVector},set:function(e){if(this.selfAnalysisDone!==!0)throw Error(\"Missing <performSelfAnalysis> invocation at the end of the Parser's constructor.\");this.reset(),this.tokVector=e,this.tokVectorLength=e.length},enumerable:!1,configurable:!0}),t.prototype.SKIP_TOKEN=function(){return this.currIdx<=this.tokVector.length-2?(this.consumeToken(),this.LA(1)):na.END_OF_FILE},t.prototype.LA=function(e){var r=this.currIdx+e;return r<0||this.tokVectorLength<=r?na.END_OF_FILE:this.tokVector[r]},t.prototype.consumeToken=function(){this.currIdx++},t.prototype.exportLexerState=function(){return this.currIdx},t.prototype.importLexerState=function(e){this.currIdx=e},t.prototype.resetLexerState=function(){this.currIdx=-1},t.prototype.moveToTerminatedState=function(){this.currIdx=this.tokVector.length-1},t.prototype.getLexerPosition=function(){return this.exportLexerState()},t}();Zt.LexerAdapter=js});var oa=R(Qt=>{\"use strict\";Object.defineProperty(Qt,\"__esModule\",{value:!0});Qt.RecognizerApi=void 0;var aa=k(),Vs=et(),Xr=ce(),Ks=mt(),zs=jr(),Hs=ne(),Ys=function(){function t(){}return t.prototype.ACTION=function(e){return e.call(this)},t.prototype.consume=function(e,r,n){return this.consumeInternal(r,e,n)},t.prototype.subrule=function(e,r,n){return this.subruleInternal(r,e,n)},t.prototype.option=function(e,r){return this.optionInternal(r,e)},t.prototype.or=function(e,r){return this.orInternal(r,e)},t.prototype.many=function(e,r){return this.manyInternal(e,r)},t.prototype.atLeastOne=function(e,r){return this.atLeastOneInternal(e,r)},t.prototype.CONSUME=function(e,r){return this.consumeInternal(e,0,r)},t.prototype.CONSUME1=function(e,r){return this.consumeInternal(e,1,r)},t.prototype.CONSUME2=function(e,r){return this.consumeInternal(e,2,r)},t.prototype.CONSUME3=function(e,r){return this.consumeInternal(e,3,r)},t.prototype.CONSUME4=function(e,r){return this.consumeInternal(e,4,r)},t.prototype.CONSUME5=function(e,r){return this.consumeInternal(e,5,r)},t.prototype.CONSUME6=function(e,r){return this.consumeInternal(e,6,r)},t.prototype.CONSUME7=function(e,r){return this.consumeInternal(e,7,r)},t.prototype.CONSUME8=function(e,r){return this.consumeInternal(e,8,r)},t.prototype.CONSUME9=function(e,r){return this.consumeInternal(e,9,r)},t.prototype.SUBRULE=function(e,r){return this.subruleInternal(e,0,r)},t.prototype.SUBRULE1=function(e,r){return this.subruleInternal(e,1,r)},t.prototype.SUBRULE2=function(e,r){return this.subruleInternal(e,2,r)},t.prototype.SUBRULE3=function(e,r){return this.subruleInternal(e,3,r)},t.prototype.SUBRULE4=function(e,r){return this.subruleInternal(e,4,r)},t.prototype.SUBRULE5=function(e,r){return this.subruleInternal(e,5,r)},t.prototype.SUBRULE6=function(e,r){return this.subruleInternal(e,6,r)},t.prototype.SUBRULE7=function(e,r){return this.subruleInternal(e,7,r)},t.prototype.SUBRULE8=function(e,r){return this.subruleInternal(e,8,r)},t.prototype.SUBRULE9=function(e,r){return this.subruleInternal(e,9,r)},t.prototype.OPTION=function(e){return this.optionInternal(e,0)},t.prototype.OPTION1=function(e){return this.optionInternal(e,1)},t.prototype.OPTION2=function(e){return this.optionInternal(e,2)},t.prototype.OPTION3=function(e){return this.optionInternal(e,3)},t.prototype.OPTION4=function(e){return this.optionInternal(e,4)},t.prototype.OPTION5=function(e){return this.optionInternal(e,5)},t.prototype.OPTION6=function(e){return this.optionInternal(e,6)},t.prototype.OPTION7=function(e){return this.optionInternal(e,7)},t.prototype.OPTION8=function(e){return this.optionInternal(e,8)},t.prototype.OPTION9=function(e){return this.optionInternal(e,9)},t.prototype.OR=function(e){return this.orInternal(e,0)},t.prototype.OR1=function(e){return this.orInternal(e,1)},t.prototype.OR2=function(e){return this.orInternal(e,2)},t.prototype.OR3=function(e){return this.orInternal(e,3)},t.prototype.OR4=function(e){return this.orInternal(e,4)},t.prototype.OR5=function(e){return this.orInternal(e,5)},t.prototype.OR6=function(e){return this.orInternal(e,6)},t.prototype.OR7=function(e){return this.orInternal(e,7)},t.prototype.OR8=function(e){return this.orInternal(e,8)},t.prototype.OR9=function(e){return this.orInternal(e,9)},t.prototype.MANY=function(e){this.manyInternal(0,e)},t.prototype.MANY1=function(e){this.manyInternal(1,e)},t.prototype.MANY2=function(e){this.manyInternal(2,e)},t.prototype.MANY3=function(e){this.manyInternal(3,e)},t.prototype.MANY4=function(e){this.manyInternal(4,e)},t.prototype.MANY5=function(e){this.manyInternal(5,e)},t.prototype.MANY6=function(e){this.manyInternal(6,e)},t.prototype.MANY7=function(e){this.manyInternal(7,e)},t.prototype.MANY8=function(e){this.manyInternal(8,e)},t.prototype.MANY9=function(e){this.manyInternal(9,e)},t.prototype.MANY_SEP=function(e){this.manySepFirstInternal(0,e)},t.prototype.MANY_SEP1=function(e){this.manySepFirstInternal(1,e)},t.prototype.MANY_SEP2=function(e){this.manySepFirstInternal(2,e)},t.prototype.MANY_SEP3=function(e){this.manySepFirstInternal(3,e)},t.prototype.MANY_SEP4=function(e){this.manySepFirstInternal(4,e)},t.prototype.MANY_SEP5=function(e){this.manySepFirstInternal(5,e)},t.prototype.MANY_SEP6=function(e){this.manySepFirstInternal(6,e)},t.prototype.MANY_SEP7=function(e){this.manySepFirstInternal(7,e)},t.prototype.MANY_SEP8=function(e){this.manySepFirstInternal(8,e)},t.prototype.MANY_SEP9=function(e){this.manySepFirstInternal(9,e)},t.prototype.AT_LEAST_ONE=function(e){this.atLeastOneInternal(0,e)},t.prototype.AT_LEAST_ONE1=function(e){return this.atLeastOneInternal(1,e)},t.prototype.AT_LEAST_ONE2=function(e){this.atLeastOneInternal(2,e)},t.prototype.AT_LEAST_ONE3=function(e){this.atLeastOneInternal(3,e)},t.prototype.AT_LEAST_ONE4=function(e){this.atLeastOneInternal(4,e)},t.prototype.AT_LEAST_ONE5=function(e){this.atLeastOneInternal(5,e)},t.prototype.AT_LEAST_ONE6=function(e){this.atLeastOneInternal(6,e)},t.prototype.AT_LEAST_ONE7=function(e){this.atLeastOneInternal(7,e)},t.prototype.AT_LEAST_ONE8=function(e){this.atLeastOneInternal(8,e)},t.prototype.AT_LEAST_ONE9=function(e){this.atLeastOneInternal(9,e)},t.prototype.AT_LEAST_ONE_SEP=function(e){this.atLeastOneSepFirstInternal(0,e)},t.prototype.AT_LEAST_ONE_SEP1=function(e){this.atLeastOneSepFirstInternal(1,e)},t.prototype.AT_LEAST_ONE_SEP2=function(e){this.atLeastOneSepFirstInternal(2,e)},t.prototype.AT_LEAST_ONE_SEP3=function(e){this.atLeastOneSepFirstInternal(3,e)},t.prototype.AT_LEAST_ONE_SEP4=function(e){this.atLeastOneSepFirstInternal(4,e)},t.prototype.AT_LEAST_ONE_SEP5=function(e){this.atLeastOneSepFirstInternal(5,e)},t.prototype.AT_LEAST_ONE_SEP6=function(e){this.atLeastOneSepFirstInternal(6,e)},t.prototype.AT_LEAST_ONE_SEP7=function(e){this.atLeastOneSepFirstInternal(7,e)},t.prototype.AT_LEAST_ONE_SEP8=function(e){this.atLeastOneSepFirstInternal(8,e)},t.prototype.AT_LEAST_ONE_SEP9=function(e){this.atLeastOneSepFirstInternal(9,e)},t.prototype.RULE=function(e,r,n){if(n===void 0&&(n=Xr.DEFAULT_RULE_CONFIG),aa.contains(this.definedRulesNames,e)){var i=Ks.defaultGrammarValidatorErrorProvider.buildDuplicateRuleNameError({topLevelRule:e,grammarName:this.className}),a={message:i,type:Xr.ParserDefinitionErrorType.DUPLICATE_RULE_NAME,ruleName:e};this.definitionErrors.push(a)}this.definedRulesNames.push(e);var o=this.defineRule(e,r,n);return this[e]=o,o},t.prototype.OVERRIDE_RULE=function(e,r,n){n===void 0&&(n=Xr.DEFAULT_RULE_CONFIG);var i=[];i=i.concat(zs.validateRuleIsOverridden(e,this.definedRulesNames,this.className)),this.definitionErrors=this.definitionErrors.concat(i);var a=this.defineRule(e,r,n);return this[e]=a,a},t.prototype.BACKTRACK=function(e,r){return function(){this.isBackTrackingStack.push(1);var n=this.saveRecogState();try{return e.apply(this,r),!0}catch(i){if(Vs.isRecognitionException(i))return!1;throw i}finally{this.reloadRecogState(n),this.isBackTrackingStack.pop()}}},t.prototype.getGAstProductions=function(){return this.gastProductionsCache},t.prototype.getSerializedGastProductions=function(){return Hs.serializeGrammar(aa.values(this.gastProductionsCache))},t}();Qt.RecognizerApi=Ys});var la=R(Jt=>{\"use strict\";Object.defineProperty(Jt,\"__esModule\",{value:!0});Jt.RecognizerEngine=void 0;var q=k(),le=Yt(),er=et(),sa=yt(),rt=Tt(),ua=ce(),Xs=zr(),ca=Ue(),Rt=Xe(),$s=Hr(),Zs=function(){function t(){}return t.prototype.initRecognizerEngine=function(e,r){if(this.className=$s.classNameFromInstance(this),this.shortRuleNameToFull={},this.fullRuleNameToShort={},this.ruleShortNameIdx=256,this.tokenMatcher=Rt.tokenStructuredMatcherNoCategories,this.definedRulesNames=[],this.tokensMap={},this.isBackTrackingStack=[],this.RULE_STACK=[],this.RULE_OCCURRENCE_STACK=[],this.gastProductionsCache={},q.has(r,\"serializedGrammar\"))throw Error(`The Parser's configuration can no longer contain a <serializedGrammar> property.\n\tSee: https://chevrotain.io/docs/changes/BREAKING_CHANGES.html#_6-0-0\n\tFor Further details.`);if(q.isArray(e)){if(q.isEmpty(e))throw Error(`A Token Vocabulary cannot be empty.\n\tNote that the first argument for the parser constructor\n\tis no longer a Token vector (since v4.0).`);if(typeof e[0].startOffset==\"number\")throw Error(`The Parser constructor no longer accepts a token vector as the first argument.\n\tSee: https://chevrotain.io/docs/changes/BREAKING_CHANGES.html#_4-0-0\n\tFor Further details.`)}if(q.isArray(e))this.tokensMap=q.reduce(e,function(o,s){return o[s.name]=s,o},{});else if(q.has(e,\"modes\")&&q.every(q.flatten(q.values(e.modes)),Rt.isTokenType)){var n=q.flatten(q.values(e.modes)),i=q.uniq(n);this.tokensMap=q.reduce(i,function(o,s){return o[s.name]=s,o},{})}else if(q.isObject(e))this.tokensMap=q.cloneObj(e);else throw new Error(\"<tokensDictionary> argument must be An Array of Token constructors, A dictionary of Token constructors or an IMultiModeLexerDefinition\");this.tokensMap.EOF=ca.EOF;var a=q.every(q.values(e),function(o){return q.isEmpty(o.categoryMatches)});this.tokenMatcher=a?Rt.tokenStructuredMatcherNoCategories:Rt.tokenStructuredMatcher,Rt.augmentTokenTypes(q.values(this.tokensMap))},t.prototype.defineRule=function(e,r,n){if(this.selfAnalysisDone)throw Error(\"Grammar rule <\"+e+`> may not be defined after the 'performSelfAnalysis' method has been called'\nMake sure that all grammar rule definitions are done before 'performSelfAnalysis' is called.`);var i=q.has(n,\"resyncEnabled\")?n.resyncEnabled:ua.DEFAULT_RULE_CONFIG.resyncEnabled,a=q.has(n,\"recoveryValueFunc\")?n.recoveryValueFunc:ua.DEFAULT_RULE_CONFIG.recoveryValueFunc,o=this.ruleShortNameIdx<<le.BITS_FOR_METHOD_TYPE+le.BITS_FOR_OCCURRENCE_IDX;this.ruleShortNameIdx++,this.shortRuleNameToFull[o]=e,this.fullRuleNameToShort[e]=o;function s(p){try{if(this.outputCst===!0){r.apply(this,p);var l=this.CST_STACK[this.CST_STACK.length-1];return this.cstPostRule(l),l}else return r.apply(this,p)}catch(m){return this.invokeRuleCatch(m,i,a)}finally{this.ruleFinallyStateUpdate()}}var c=function(p,l){return p===void 0&&(p=0),this.ruleInvocationStateUpdate(o,e,p),s.call(this,l)},f=\"ruleName\";return c[f]=e,c.originalGrammarAction=r,c},t.prototype.invokeRuleCatch=function(e,r,n){var i=this.RULE_STACK.length===1,a=r&&!this.isBackTracking()&&this.recoveryEnabled;if(er.isRecognitionException(e)){var o=e;if(a){var s=this.findReSyncTokenType();if(this.isInCurrentRuleReSyncSet(s))if(o.resyncedTokens=this.reSyncTo(s),this.outputCst){var c=this.CST_STACK[this.CST_STACK.length-1];return c.recoveredNode=!0,c}else return n();else{if(this.outputCst){var c=this.CST_STACK[this.CST_STACK.length-1];c.recoveredNode=!0,o.partialCstResult=c}throw o}}else{if(i)return this.moveToTerminatedState(),n();throw o}}else throw e},t.prototype.optionInternal=function(e,r){var n=this.getKeyForAutomaticLookahead(le.OPTION_IDX,r);return this.optionInternalLogic(e,r,n)},t.prototype.optionInternalLogic=function(e,r,n){var i=this,a=this.getLaFuncFromCache(n),o,s;if(e.DEF!==void 0){if(o=e.DEF,s=e.GATE,s!==void 0){var c=a;a=function(){return s.call(i)&&c.call(i)}}}else o=e;if(a.call(this)===!0)return o.call(this)},t.prototype.atLeastOneInternal=function(e,r){var n=this.getKeyForAutomaticLookahead(le.AT_LEAST_ONE_IDX,e);return this.atLeastOneInternalLogic(e,r,n)},t.prototype.atLeastOneInternalLogic=function(e,r,n){var i=this,a=this.getLaFuncFromCache(n),o,s;if(r.DEF!==void 0){if(o=r.DEF,s=r.GATE,s!==void 0){var c=a;a=function(){return s.call(i)&&c.call(i)}}}else o=r;if(a.call(this)===!0)for(var f=this.doSingleRepetition(o);a.call(this)===!0&&f===!0;)f=this.doSingleRepetition(o);else throw this.raiseEarlyExitException(e,sa.PROD_TYPE.REPETITION_MANDATORY,r.ERR_MSG);this.attemptInRepetitionRecovery(this.atLeastOneInternal,[e,r],a,le.AT_LEAST_ONE_IDX,e,rt.NextTerminalAfterAtLeastOneWalker)},t.prototype.atLeastOneSepFirstInternal=function(e,r){var n=this.getKeyForAutomaticLookahead(le.AT_LEAST_ONE_SEP_IDX,e);this.atLeastOneSepFirstInternalLogic(e,r,n)},t.prototype.atLeastOneSepFirstInternalLogic=function(e,r,n){var i=this,a=r.DEF,o=r.SEP,s=this.getLaFuncFromCache(n);if(s.call(this)===!0){a.call(this);for(var c=function(){return i.tokenMatcher(i.LA(1),o)};this.tokenMatcher(this.LA(1),o)===!0;)this.CONSUME(o),a.call(this);this.attemptInRepetitionRecovery(this.repetitionSepSecondInternal,[e,o,c,a,rt.NextTerminalAfterAtLeastOneSepWalker],c,le.AT_LEAST_ONE_SEP_IDX,e,rt.NextTerminalAfterAtLeastOneSepWalker)}else throw this.raiseEarlyExitException(e,sa.PROD_TYPE.REPETITION_MANDATORY_WITH_SEPARATOR,r.ERR_MSG)},t.prototype.manyInternal=function(e,r){var n=this.getKeyForAutomaticLookahead(le.MANY_IDX,e);return this.manyInternalLogic(e,r,n)},t.prototype.manyInternalLogic=function(e,r,n){var i=this,a=this.getLaFuncFromCache(n),o,s;if(r.DEF!==void 0){if(o=r.DEF,s=r.GATE,s!==void 0){var c=a;a=function(){return s.call(i)&&c.call(i)}}}else o=r;for(var f=!0;a.call(this)===!0&&f===!0;)f=this.doSingleRepetition(o);this.attemptInRepetitionRecovery(this.manyInternal,[e,r],a,le.MANY_IDX,e,rt.NextTerminalAfterManyWalker,f)},t.prototype.manySepFirstInternal=function(e,r){var n=this.getKeyForAutomaticLookahead(le.MANY_SEP_IDX,e);this.manySepFirstInternalLogic(e,r,n)},t.prototype.manySepFirstInternalLogic=function(e,r,n){var i=this,a=r.DEF,o=r.SEP,s=this.getLaFuncFromCache(n);if(s.call(this)===!0){a.call(this);for(var c=function(){return i.tokenMatcher(i.LA(1),o)};this.tokenMatcher(this.LA(1),o)===!0;)this.CONSUME(o),a.call(this);this.attemptInRepetitionRecovery(this.repetitionSepSecondInternal,[e,o,c,a,rt.NextTerminalAfterManySepWalker],c,le.MANY_SEP_IDX,e,rt.NextTerminalAfterManySepWalker)}},t.prototype.repetitionSepSecondInternal=function(e,r,n,i,a){for(;n();)this.CONSUME(r),i.call(this);this.attemptInRepetitionRecovery(this.repetitionSepSecondInternal,[e,r,n,i,a],n,le.AT_LEAST_ONE_SEP_IDX,e,a)},t.prototype.doSingleRepetition=function(e){var r=this.getLexerPosition();e.call(this);var n=this.getLexerPosition();return n>r},t.prototype.orInternal=function(e,r){var n=this.getKeyForAutomaticLookahead(le.OR_IDX,r),i=q.isArray(e)?e:e.DEF,a=this.getLaFuncFromCache(n),o=a.call(this,i);if(o!==void 0){var s=i[o];return s.ALT.call(this)}this.raiseNoAltException(r,e.ERR_MSG)},t.prototype.ruleFinallyStateUpdate=function(){if(this.RULE_STACK.pop(),this.RULE_OCCURRENCE_STACK.pop(),this.cstFinallyStateUpdate(),this.RULE_STACK.length===0&&this.isAtEndOfInput()===!1){var e=this.LA(1),r=this.errorMessageProvider.buildNotAllInputParsedMessage({firstRedundant:e,ruleName:this.getCurrRuleFullName()});this.SAVE_ERROR(new er.NotAllInputParsedException(r,e))}},t.prototype.subruleInternal=function(e,r,n){var i;try{var a=n!==void 0?n.ARGS:void 0;return i=e.call(this,r,a),this.cstPostNonTerminal(i,n!==void 0&&n.LABEL!==void 0?n.LABEL:e.ruleName),i}catch(o){this.subruleInternalError(o,n,e.ruleName)}},t.prototype.subruleInternalError=function(e,r,n){throw er.isRecognitionException(e)&&e.partialCstResult!==void 0&&(this.cstPostNonTerminal(e.partialCstResult,r!==void 0&&r.LABEL!==void 0?r.LABEL:n),delete e.partialCstResult),e},t.prototype.consumeInternal=function(e,r,n){var i;try{var a=this.LA(1);this.tokenMatcher(a,e)===!0?(this.consumeToken(),i=a):this.consumeInternalError(e,a,n)}catch(o){i=this.consumeInternalRecovery(e,r,o)}return this.cstPostTerminal(n!==void 0&&n.LABEL!==void 0?n.LABEL:e.name,i),i},t.prototype.consumeInternalError=function(e,r,n){var i,a=this.LA(0);throw n!==void 0&&n.ERR_MSG?i=n.ERR_MSG:i=this.errorMessageProvider.buildMismatchTokenMessage({expected:e,actual:r,previous:a,ruleName:this.getCurrRuleFullName()}),this.SAVE_ERROR(new er.MismatchedTokenException(i,r,a))},t.prototype.consumeInternalRecovery=function(e,r,n){if(this.recoveryEnabled&&n.name===\"MismatchedTokenException\"&&!this.isBackTracking()){var i=this.getFollowsForInRuleRecovery(e,r);try{return this.tryInRuleRecovery(e,i)}catch(a){throw a.name===Xs.IN_RULE_RECOVERY_EXCEPTION?n:a}}else throw n},t.prototype.saveRecogState=function(){var e=this.errors,r=q.cloneArr(this.RULE_STACK);return{errors:e,lexerState:this.exportLexerState(),RULE_STACK:r,CST_STACK:this.CST_STACK}},t.prototype.reloadRecogState=function(e){this.errors=e.errors,this.importLexerState(e.lexerState),this.RULE_STACK=e.RULE_STACK},t.prototype.ruleInvocationStateUpdate=function(e,r,n){this.RULE_OCCURRENCE_STACK.push(n),this.RULE_STACK.push(e),this.cstInvocationStateUpdate(r,e)},t.prototype.isBackTracking=function(){return this.isBackTrackingStack.length!==0},t.prototype.getCurrRuleFullName=function(){var e=this.getLastExplicitRuleShortName();return this.shortRuleNameToFull[e]},t.prototype.shortRuleNameToFullName=function(e){return this.shortRuleNameToFull[e]},t.prototype.isAtEndOfInput=function(){return this.tokenMatcher(this.LA(1),ca.EOF)},t.prototype.reset=function(){this.resetLexerState(),this.isBackTrackingStack=[],this.errors=[],this.RULE_STACK=[],this.CST_STACK=[],this.RULE_OCCURRENCE_STACK=[]},t}();Jt.RecognizerEngine=Zs});var pa=R(tr=>{\"use strict\";Object.defineProperty(tr,\"__esModule\",{value:!0});tr.ErrorHandler=void 0;var $r=et(),Zr=k(),fa=yt(),Qs=ce(),Js=function(){function t(){}return t.prototype.initErrorHandler=function(e){this._errors=[],this.errorMessageProvider=Zr.has(e,\"errorMessageProvider\")?e.errorMessageProvider:Qs.DEFAULT_PARSER_CONFIG.errorMessageProvider},t.prototype.SAVE_ERROR=function(e){if($r.isRecognitionException(e))return e.context={ruleStack:this.getHumanReadableRuleStack(),ruleOccurrenceStack:Zr.cloneArr(this.RULE_OCCURRENCE_STACK)},this._errors.push(e),e;throw Error(\"Trying to save an Error which is not a RecognitionException\")},Object.defineProperty(t.prototype,\"errors\",{get:function(){return Zr.cloneArr(this._errors)},set:function(e){this._errors=e},enumerable:!1,configurable:!0}),t.prototype.raiseEarlyExitException=function(e,r,n){for(var i=this.getCurrRuleFullName(),a=this.getGAstProductions()[i],o=fa.getLookaheadPathsForOptionalProd(e,a,r,this.maxLookahead),s=o[0],c=[],f=1;f<=this.maxLookahead;f++)c.push(this.LA(f));var p=this.errorMessageProvider.buildEarlyExitMessage({expectedIterationPaths:s,actual:c,previous:this.LA(0),customUserDescription:n,ruleName:i});throw this.SAVE_ERROR(new $r.EarlyExitException(p,this.LA(1),this.LA(0)))},t.prototype.raiseNoAltException=function(e,r){for(var n=this.getCurrRuleFullName(),i=this.getGAstProductions()[n],a=fa.getLookaheadPathsForOr(e,i,this.maxLookahead),o=[],s=1;s<=this.maxLookahead;s++)o.push(this.LA(s));var c=this.LA(0),f=this.errorMessageProvider.buildNoViableAltMessage({expectedPathsPerAlt:a,actual:o,previous:c,customUserDescription:r,ruleName:this.getCurrRuleFullName()});throw this.SAVE_ERROR(new $r.NoViableAltException(f,this.LA(1),c))},t}();tr.ErrorHandler=Js});var va=R(rr=>{\"use strict\";Object.defineProperty(rr,\"__esModule\",{value:!0});rr.ContentAssist=void 0;var ha=Tt(),da=k(),eu=function(){function t(){}return t.prototype.initContentAssist=function(){},t.prototype.computeContentAssist=function(e,r){var n=this.gastProductionsCache[e];if(da.isUndefined(n))throw Error(\"Rule ->\"+e+\"<- does not exist in this grammar.\");return ha.nextPossibleTokensAfter([n],r,this.tokenMatcher,this.maxLookahead)},t.prototype.getNextPossibleTokenTypes=function(e){var r=da.first(e.ruleStack),n=this.getGAstProductions(),i=n[r],a=new ha.NextAfterTokenWalker(i,e).startWalking();return a},t}();rr.ContentAssist=eu});var Ra=R(nr=>{\"use strict\";Object.defineProperty(nr,\"__esModule\",{value:!0});nr.GastRecorder=void 0;var oe=k(),Pe=ne(),tu=ft(),ma=Xe(),Ea=Ue(),ru=ce(),nu=Yt(),ir={description:\"This Object indicates the Parser is during Recording Phase\"};Object.freeze(ir);var Ta=!0,ya=Math.pow(2,nu.BITS_FOR_OCCURRENCE_IDX)-1,_a=Ea.createToken({name:\"RECORDING_PHASE_TOKEN\",pattern:tu.Lexer.NA});ma.augmentTokenTypes([_a]);var ga=Ea.createTokenInstance(_a,`This IToken indicates the Parser is in Recording Phase\n\tSee: https://chevrotain.io/docs/guide/internals.html#grammar-recording for details`,-1,-1,-1,-1,-1,-1);Object.freeze(ga);var iu={name:`This CSTNode indicates the Parser is in Recording Phase\n\tSee: https://chevrotain.io/docs/guide/internals.html#grammar-recording for details`,children:{}},ou=function(){function t(){}return t.prototype.initGastRecorder=function(e){this.recordingProdStack=[],this.RECORDING_PHASE=!1},t.prototype.enableRecording=function(){var e=this;this.RECORDING_PHASE=!0,this.TRACE_INIT(\"Enable Recording\",function(){for(var r=function(i){var a=i>0?i:\"\";e[\"CONSUME\"+a]=function(o,s){return this.consumeInternalRecord(o,i,s)},e[\"SUBRULE\"+a]=function(o,s){return this.subruleInternalRecord(o,i,s)},e[\"OPTION\"+a]=function(o){return this.optionInternalRecord(o,i)},e[\"OR\"+a]=function(o){return this.orInternalRecord(o,i)},e[\"MANY\"+a]=function(o){this.manyInternalRecord(i,o)},e[\"MANY_SEP\"+a]=function(o){this.manySepFirstInternalRecord(i,o)},e[\"AT_LEAST_ONE\"+a]=function(o){this.atLeastOneInternalRecord(i,o)},e[\"AT_LEAST_ONE_SEP\"+a]=function(o){this.atLeastOneSepFirstInternalRecord(i,o)}},n=0;n<10;n++)r(n);e.consume=function(i,a,o){return this.consumeInternalRecord(a,i,o)},e.subrule=function(i,a,o){return this.subruleInternalRecord(a,i,o)},e.option=function(i,a){return this.optionInternalRecord(a,i)},e.or=function(i,a){return this.orInternalRecord(a,i)},e.many=function(i,a){this.manyInternalRecord(i,a)},e.atLeastOne=function(i,a){this.atLeastOneInternalRecord(i,a)},e.ACTION=e.ACTION_RECORD,e.BACKTRACK=e.BACKTRACK_RECORD,e.LA=e.LA_RECORD})},t.prototype.disableRecording=function(){var e=this;this.RECORDING_PHASE=!1,this.TRACE_INIT(\"Deleting Recording methods\",function(){for(var r=0;r<10;r++){var n=r>0?r:\"\";delete e[\"CONSUME\"+n],delete e[\"SUBRULE\"+n],delete e[\"OPTION\"+n],delete e[\"OR\"+n],delete e[\"MANY\"+n],delete e[\"MANY_SEP\"+n],delete e[\"AT_LEAST_ONE\"+n],delete e[\"AT_LEAST_ONE_SEP\"+n]}delete e.consume,delete e.subrule,delete e.option,delete e.or,delete e.many,delete e.atLeastOne,delete e.ACTION,delete e.BACKTRACK,delete e.LA})},t.prototype.ACTION_RECORD=function(e){},t.prototype.BACKTRACK_RECORD=function(e,r){return function(){return!0}},t.prototype.LA_RECORD=function(e){return ru.END_OF_FILE},t.prototype.topLevelRuleRecord=function(e,r){try{var n=new Pe.Rule({definition:[],name:e});return n.name=e,this.recordingProdStack.push(n),r.call(this),this.recordingProdStack.pop(),n}catch(i){if(i.KNOWN_RECORDER_ERROR!==!0)try{i.message=i.message+`\n\t This error was thrown during the \"grammar recording phase\" For more info see:\n\thttps://chevrotain.io/docs/guide/internals.html#grammar-recording`}catch(a){throw i}throw i}},t.prototype.optionInternalRecord=function(e,r){return Ot.call(this,Pe.Option,e,r)},t.prototype.atLeastOneInternalRecord=function(e,r){Ot.call(this,Pe.RepetitionMandatory,r,e)},t.prototype.atLeastOneSepFirstInternalRecord=function(e,r){Ot.call(this,Pe.RepetitionMandatoryWithSeparator,r,e,Ta)},t.prototype.manyInternalRecord=function(e,r){Ot.call(this,Pe.Repetition,r,e)},t.prototype.manySepFirstInternalRecord=function(e,r){Ot.call(this,Pe.RepetitionWithSeparator,r,e,Ta)},t.prototype.orInternalRecord=function(e,r){return au.call(this,e,r)},t.prototype.subruleInternalRecord=function(e,r,n){if(ar(r),!e||oe.has(e,\"ruleName\")===!1){var i=new Error(\"<SUBRULE\"+Aa(r)+\"> argument is invalid\"+(\" expecting a Parser method reference but got: <\"+JSON.stringify(e)+\">\")+(`\n inside top level rule: <`+this.recordingProdStack[0].name+\">\"));throw i.KNOWN_RECORDER_ERROR=!0,i}var a=oe.peek(this.recordingProdStack),o=e.ruleName,s=new Pe.NonTerminal({idx:r,nonTerminalName:o,referencedRule:void 0});return a.definition.push(s),this.outputCst?iu:ir},t.prototype.consumeInternalRecord=function(e,r,n){if(ar(r),!ma.hasShortKeyProperty(e)){var i=new Error(\"<CONSUME\"+Aa(r)+\"> argument is invalid\"+(\" expecting a TokenType reference but got: <\"+JSON.stringify(e)+\">\")+(`\n inside top level rule: <`+this.recordingProdStack[0].name+\">\"));throw i.KNOWN_RECORDER_ERROR=!0,i}var a=oe.peek(this.recordingProdStack),o=new Pe.Terminal({idx:r,terminalType:e});return a.definition.push(o),ga},t}();nr.GastRecorder=ou;function Ot(t,e,r,n){n===void 0&&(n=!1),ar(r);var i=oe.peek(this.recordingProdStack),a=oe.isFunction(e)?e:e.DEF,o=new t({definition:[],idx:r});return n&&(o.separator=e.SEP),oe.has(e,\"MAX_LOOKAHEAD\")&&(o.maxLookahead=e.MAX_LOOKAHEAD),this.recordingProdStack.push(o),a.call(this),i.definition.push(o),this.recordingProdStack.pop(),ir}function au(t,e){var r=this;ar(e);var n=oe.peek(this.recordingProdStack),i=oe.isArray(t)===!1,a=i===!1?t:t.DEF,o=new Pe.Alternation({definition:[],idx:e,ignoreAmbiguities:i&&t.IGNORE_AMBIGUITIES===!0});oe.has(t,\"MAX_LOOKAHEAD\")&&(o.maxLookahead=t.MAX_LOOKAHEAD);var s=oe.some(a,function(c){return oe.isFunction(c.GATE)});return o.hasPredicates=s,n.definition.push(o),oe.forEach(a,function(c){var f=new Pe.Alternative({definition:[]});o.definition.push(f),oe.has(c,\"IGNORE_AMBIGUITIES\")?f.ignoreAmbiguities=c.IGNORE_AMBIGUITIES:oe.has(c,\"GATE\")&&(f.ignoreAmbiguities=!0),r.recordingProdStack.push(f),c.ALT.call(r),r.recordingProdStack.pop()}),ir}function Aa(t){return t===0?\"\":\"\"+t}function ar(t){if(t<0||t>ya){var e=new Error(\"Invalid DSL Method idx value: <\"+t+`>\n\t`+(\"Idx value must be a none negative value smaller than \"+(ya+1)));throw e.KNOWN_RECORDER_ERROR=!0,e}}});var Na=R(or=>{\"use strict\";Object.defineProperty(or,\"__esModule\",{value:!0});or.PerformanceTracer=void 0;var Oa=k(),su=ce(),uu=function(){function t(){}return t.prototype.initPerformanceTracer=function(e){if(Oa.has(e,\"traceInitPerf\")){var r=e.traceInitPerf,n=typeof r==\"number\";this.traceInitMaxIdent=n?r:Infinity,this.traceInitPerf=n?r>0:r}else this.traceInitMaxIdent=0,this.traceInitPerf=su.DEFAULT_PARSER_CONFIG.traceInitPerf;this.traceInitIndent=-1},t.prototype.TRACE_INIT=function(e,r){if(this.traceInitPerf===!0){this.traceInitIndent++;var n=new Array(this.traceInitIndent+1).join(\"\t\");this.traceInitIndent<this.traceInitMaxIdent&&console.log(n+\"--> <\"+e+\">\");var i=Oa.timer(r),a=i.time,o=i.value,s=a>10?console.warn:console.log;return this.traceInitIndent<this.traceInitMaxIdent&&s(n+\"<-- <\"+e+\"> time: \"+a+\"ms\"),this.traceInitIndent--,o}else return r()},t}();or.PerformanceTracer=uu});var Ia=R(sr=>{\"use strict\";Object.defineProperty(sr,\"__esModule\",{value:!0});sr.applyMixins=void 0;function cu(t,e){e.forEach(function(r){var n=r.prototype;Object.getOwnPropertyNames(n).forEach(function(i){if(i!==\"constructor\"){var a=Object.getOwnPropertyDescriptor(n,i);a&&(a.get||a.set)?Object.defineProperty(t.prototype,i,a):t.prototype[i]=r.prototype[i]}})})}sr.applyMixins=cu});var ce=R(U=>{\"use strict\";var ka=U&&U.__extends||function(){var t=function(e,r){return t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(n,i){n.__proto__=i}||function(n,i){for(var a in i)Object.prototype.hasOwnProperty.call(i,a)&&(n[a]=i[a])},t(e,r)};return function(e,r){if(typeof r!=\"function\"&&r!==null)throw new TypeError(\"Class extends value \"+String(r)+\" is not a constructor or null\");t(e,r);function n(){this.constructor=e}e.prototype=r===null?Object.create(r):(n.prototype=r.prototype,new n)}}();Object.defineProperty(U,\"__esModule\",{value:!0});U.EmbeddedActionsParser=U.CstParser=U.Parser=U.EMPTY_ALT=U.ParserDefinitionErrorType=U.DEFAULT_RULE_CONFIG=U.DEFAULT_PARSER_CONFIG=U.END_OF_FILE=void 0;var ee=k(),lu=pi(),Pa=Ue(),Sa=mt(),xa=Ui(),fu=zr(),pu=zi(),hu=ra(),du=ia(),vu=oa(),mu=la(),Eu=pa(),Tu=va(),yu=Ra(),_u=Na(),gu=Ia();U.END_OF_FILE=Pa.createTokenInstance(Pa.EOF,\"\",NaN,NaN,NaN,NaN,NaN,NaN);Object.freeze(U.END_OF_FILE);U.DEFAULT_PARSER_CONFIG=Object.freeze({recoveryEnabled:!1,maxLookahead:3,dynamicTokensEnabled:!1,outputCst:!0,errorMessageProvider:Sa.defaultParserErrorProvider,nodeLocationTracking:\"none\",traceInitPerf:!1,skipValidations:!1});U.DEFAULT_RULE_CONFIG=Object.freeze({recoveryValueFunc:function(){},resyncEnabled:!0});var Au;(function(t){t[t.INVALID_RULE_NAME=0]=\"INVALID_RULE_NAME\",t[t.DUPLICATE_RULE_NAME=1]=\"DUPLICATE_RULE_NAME\",t[t.INVALID_RULE_OVERRIDE=2]=\"INVALID_RULE_OVERRIDE\",t[t.DUPLICATE_PRODUCTIONS=3]=\"DUPLICATE_PRODUCTIONS\",t[t.UNRESOLVED_SUBRULE_REF=4]=\"UNRESOLVED_SUBRULE_REF\",t[t.LEFT_RECURSION=5]=\"LEFT_RECURSION\",t[t.NONE_LAST_EMPTY_ALT=6]=\"NONE_LAST_EMPTY_ALT\",t[t.AMBIGUOUS_ALTS=7]=\"AMBIGUOUS_ALTS\",t[t.CONFLICT_TOKENS_RULES_NAMESPACE=8]=\"CONFLICT_TOKENS_RULES_NAMESPACE\",t[t.INVALID_TOKEN_NAME=9]=\"INVALID_TOKEN_NAME\",t[t.NO_NON_EMPTY_LOOKAHEAD=10]=\"NO_NON_EMPTY_LOOKAHEAD\",t[t.AMBIGUOUS_PREFIX_ALTS=11]=\"AMBIGUOUS_PREFIX_ALTS\",t[t.TOO_MANY_ALTS=12]=\"TOO_MANY_ALTS\"})(Au=U.ParserDefinitionErrorType||(U.ParserDefinitionErrorType={}));function Ru(t){return t===void 0&&(t=void 0),function(){return t}}U.EMPTY_ALT=Ru;var ur=function(){function t(e,r){this.definitionErrors=[],this.selfAnalysisDone=!1;var n=this;if(n.initErrorHandler(r),n.initLexerAdapter(),n.initLooksAhead(r),n.initRecognizerEngine(e,r),n.initRecoverable(r),n.initTreeBuilder(r),n.initContentAssist(),n.initGastRecorder(r),n.initPerformanceTracer(r),ee.has(r,\"ignoredIssues\"))throw new Error(`The <ignoredIssues> IParserConfig property has been deprecated.\n\tPlease use the <IGNORE_AMBIGUITIES> flag on the relevant DSL method instead.\n\tSee: https://chevrotain.io/docs/guide/resolving_grammar_errors.html#IGNORING_AMBIGUITIES\n\tFor further details.`);this.skipValidations=ee.has(r,\"skipValidations\")?r.skipValidations:U.DEFAULT_PARSER_CONFIG.skipValidations}return t.performSelfAnalysis=function(e){throw Error(\"The **static** `performSelfAnalysis` method has been deprecated.\t\\nUse the **instance** method with the same name instead.\")},t.prototype.performSelfAnalysis=function(){var e=this;this.TRACE_INIT(\"performSelfAnalysis\",function(){var r;e.selfAnalysisDone=!0;var n=e.className;e.TRACE_INIT(\"toFastProps\",function(){ee.toFastProperties(e)}),e.TRACE_INIT(\"Grammar Recording\",function(){try{e.enableRecording(),ee.forEach(e.definedRulesNames,function(a){var o=e[a],s=o.originalGrammarAction,c=void 0;e.TRACE_INIT(a+\" Rule\",function(){c=e.topLevelRuleRecord(a,s)}),e.gastProductionsCache[a]=c})}finally{e.disableRecording()}});var i=[];if(e.TRACE_INIT(\"Grammar Resolving\",function(){i=xa.resolveGrammar({rules:ee.values(e.gastProductionsCache)}),e.definitionErrors=e.definitionErrors.concat(i)}),e.TRACE_INIT(\"Grammar Validations\",function(){if(ee.isEmpty(i)&&e.skipValidations===!1){var a=xa.validateGrammar({rules:ee.values(e.gastProductionsCache),maxLookahead:e.maxLookahead,tokenTypes:ee.values(e.tokensMap),errMsgProvider:Sa.defaultGrammarValidatorErrorProvider,grammarName:n});e.definitionErrors=e.definitionErrors.concat(a)}}),ee.isEmpty(e.definitionErrors)&&(e.recoveryEnabled&&e.TRACE_INIT(\"computeAllProdsFollows\",function(){var a=lu.computeAllProdsFollows(ee.values(e.gastProductionsCache));e.resyncFollows=a}),e.TRACE_INIT(\"ComputeLookaheadFunctions\",function(){e.preComputeLookaheadFunctions(ee.values(e.gastProductionsCache))})),!t.DEFER_DEFINITION_ERRORS_HANDLING&&!ee.isEmpty(e.definitionErrors))throw r=ee.map(e.definitionErrors,function(a){return a.message}),new Error(`Parser Definition Errors detected:\n `+r.join(`\n-------------------------------\n`))})},t.DEFER_DEFINITION_ERRORS_HANDLING=!1,t}();U.Parser=ur;gu.applyMixins(ur,[fu.Recoverable,pu.LooksAhead,hu.TreeBuilder,du.LexerAdapter,mu.RecognizerEngine,vu.RecognizerApi,Eu.ErrorHandler,Tu.ContentAssist,yu.GastRecorder,_u.PerformanceTracer]);var Ou=function(t){ka(e,t);function e(r,n){n===void 0&&(n=U.DEFAULT_PARSER_CONFIG);var i=this,a=ee.cloneObj(n);return a.outputCst=!0,i=t.call(this,r,a)||this,i}return e}(ur);U.CstParser=Ou;var Nu=function(t){ka(e,t);function e(r,n){n===void 0&&(n=U.DEFAULT_PARSER_CONFIG);var i=this,a=ee.cloneObj(n);return a.outputCst=!1,i=t.call(this,r,a)||this,i}return e}(ur);U.EmbeddedActionsParser=Nu});var La=R(cr=>{\"use strict\";Object.defineProperty(cr,\"__esModule\",{value:!0});cr.createSyntaxDiagramsCode=void 0;var Ca=Er();function Iu(t,e){var r=e===void 0?{}:e,n=r.resourceBase,i=n===void 0?\"https://unpkg.com/chevrotain@\"+Ca.VERSION+\"/diagrams/\":n,a=r.css,o=a===void 0?\"https://unpkg.com/chevrotain@\"+Ca.VERSION+\"/diagrams/diagrams.css\":a,s=`\n<!-- This is a generated file -->\n<!DOCTYPE html>\n<meta charset=\"utf-8\">\n<style>\n  body {\n    background-color: hsl(30, 20%, 95%)\n  }\n</style>\n\n`,c=`\n<link rel='stylesheet' href='`+o+`'>\n`,f=`\n<script src='`+i+`vendor/railroad-diagrams.js'></script>\n<script src='`+i+`src/diagrams_builder.js'></script>\n<script src='`+i+`src/diagrams_behavior.js'></script>\n<script src='`+i+`src/main.js'></script>\n`,p=`\n<div id=\"diagrams\" align=\"center\"></div>\n`,l=`\n<script>\n    window.serializedGrammar = `+JSON.stringify(t,null,\"  \")+`;\n</script>\n`,m=`\n<script>\n    var diagramsDiv = document.getElementById(\"diagrams\");\n    main.drawDiagramsFromSerializedGrammar(serializedGrammar, diagramsDiv);\n</script>\n`;return s+c+f+p+l+m}cr.createSyntaxDiagramsCode=Iu});var Fa=R(E=>{\"use strict\";Object.defineProperty(E,\"__esModule\",{value:!0});E.Parser=E.createSyntaxDiagramsCode=E.clearCache=E.GAstVisitor=E.serializeProduction=E.serializeGrammar=E.Terminal=E.Rule=E.RepetitionWithSeparator=E.RepetitionMandatoryWithSeparator=E.RepetitionMandatory=E.Repetition=E.Option=E.NonTerminal=E.Alternative=E.Alternation=E.defaultLexerErrorProvider=E.NoViableAltException=E.NotAllInputParsedException=E.MismatchedTokenException=E.isRecognitionException=E.EarlyExitException=E.defaultParserErrorProvider=E.tokenName=E.tokenMatcher=E.tokenLabel=E.EOF=E.createTokenInstance=E.createToken=E.LexerDefinitionErrorType=E.Lexer=E.EMPTY_ALT=E.ParserDefinitionErrorType=E.EmbeddedActionsParser=E.CstParser=E.VERSION=void 0;var ku=Er();Object.defineProperty(E,\"VERSION\",{enumerable:!0,get:function(){return ku.VERSION}});var lr=ce();Object.defineProperty(E,\"CstParser\",{enumerable:!0,get:function(){return lr.CstParser}});Object.defineProperty(E,\"EmbeddedActionsParser\",{enumerable:!0,get:function(){return lr.EmbeddedActionsParser}});Object.defineProperty(E,\"ParserDefinitionErrorType\",{enumerable:!0,get:function(){return lr.ParserDefinitionErrorType}});Object.defineProperty(E,\"EMPTY_ALT\",{enumerable:!0,get:function(){return lr.EMPTY_ALT}});var Ma=ft();Object.defineProperty(E,\"Lexer\",{enumerable:!0,get:function(){return Ma.Lexer}});Object.defineProperty(E,\"LexerDefinitionErrorType\",{enumerable:!0,get:function(){return Ma.LexerDefinitionErrorType}});var nt=Ue();Object.defineProperty(E,\"createToken\",{enumerable:!0,get:function(){return nt.createToken}});Object.defineProperty(E,\"createTokenInstance\",{enumerable:!0,get:function(){return nt.createTokenInstance}});Object.defineProperty(E,\"EOF\",{enumerable:!0,get:function(){return nt.EOF}});Object.defineProperty(E,\"tokenLabel\",{enumerable:!0,get:function(){return nt.tokenLabel}});Object.defineProperty(E,\"tokenMatcher\",{enumerable:!0,get:function(){return nt.tokenMatcher}});Object.defineProperty(E,\"tokenName\",{enumerable:!0,get:function(){return nt.tokenName}});var Pu=mt();Object.defineProperty(E,\"defaultParserErrorProvider\",{enumerable:!0,get:function(){return Pu.defaultParserErrorProvider}});var Nt=et();Object.defineProperty(E,\"EarlyExitException\",{enumerable:!0,get:function(){return Nt.EarlyExitException}});Object.defineProperty(E,\"isRecognitionException\",{enumerable:!0,get:function(){return Nt.isRecognitionException}});Object.defineProperty(E,\"MismatchedTokenException\",{enumerable:!0,get:function(){return Nt.MismatchedTokenException}});Object.defineProperty(E,\"NotAllInputParsedException\",{enumerable:!0,get:function(){return Nt.NotAllInputParsedException}});Object.defineProperty(E,\"NoViableAltException\",{enumerable:!0,get:function(){return Nt.NoViableAltException}});var Su=kr();Object.defineProperty(E,\"defaultLexerErrorProvider\",{enumerable:!0,get:function(){return Su.defaultLexerErrorProvider}});var Se=ne();Object.defineProperty(E,\"Alternation\",{enumerable:!0,get:function(){return Se.Alternation}});Object.defineProperty(E,\"Alternative\",{enumerable:!0,get:function(){return Se.Alternative}});Object.defineProperty(E,\"NonTerminal\",{enumerable:!0,get:function(){return Se.NonTerminal}});Object.defineProperty(E,\"Option\",{enumerable:!0,get:function(){return Se.Option}});Object.defineProperty(E,\"Repetition\",{enumerable:!0,get:function(){return Se.Repetition}});Object.defineProperty(E,\"RepetitionMandatory\",{enumerable:!0,get:function(){return Se.RepetitionMandatory}});Object.defineProperty(E,\"RepetitionMandatoryWithSeparator\",{enumerable:!0,get:function(){return Se.RepetitionMandatoryWithSeparator}});Object.defineProperty(E,\"RepetitionWithSeparator\",{enumerable:!0,get:function(){return Se.RepetitionWithSeparator}});Object.defineProperty(E,\"Rule\",{enumerable:!0,get:function(){return Se.Rule}});Object.defineProperty(E,\"Terminal\",{enumerable:!0,get:function(){return Se.Terminal}});var ba=ne();Object.defineProperty(E,\"serializeGrammar\",{enumerable:!0,get:function(){return ba.serializeGrammar}});Object.defineProperty(E,\"serializeProduction\",{enumerable:!0,get:function(){return ba.serializeProduction}});var xu=$e();Object.defineProperty(E,\"GAstVisitor\",{enumerable:!0,get:function(){return xu.GAstVisitor}});function Cu(){console.warn(`The clearCache function was 'soft' removed from the Chevrotain API.\n\t It performs no action other than printing this message.\n\t Please avoid using it as it will be completely removed in the future`)}E.clearCache=Cu;var Lu=La();Object.defineProperty(E,\"createSyntaxDiagramsCode\",{enumerable:!0,get:function(){return Lu.createSyntaxDiagramsCode}});var Mu=function(){function t(){throw new Error(`The Parser class has been deprecated, use CstParser or EmbeddedActionsParser instead.\nSee: https://chevrotain.io/docs/changes/BREAKING_CHANGES.html#_7-0-0`)}return t}();E.Parser=Mu});export default Fa();\n", "import {\n\tBackSide,\n\tBoxGeometry,\n\tBufferAttribute,\n\tBufferGeometry,\n\tClampToEdgeWrapping,\n\tColor,\n\tConeGeometry,\n\tCylinderGeometry,\n\tDataTexture,\n\tDoubleSide,\n\tFileLoader,\n\tFloat32BufferAttribute,\n\tFrontSide,\n\tGroup,\n\tLineBasicMaterial,\n\tLineSegments,\n\tLoader,\n\tLoaderUtils,\n\tMesh,\n\tMeshBasicMaterial,\n\tMeshPhongMaterial,\n\tObject3D,\n\tPoints,\n\tPointsMaterial,\n\tQuaternion,\n\tRepeatWrapping,\n\tScene,\n\tShapeUtils,\n\tSphereGeometry,\n\tTextureLoader,\n\tVector2,\n\tVector3\n} from 'three';\nimport chevrotain from '../libs/chevrotain.module.min.js';\n\n\nclass VRMLLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\t// dependency check\n\n\t\tif ( typeof chevrotain === 'undefined' ) { // eslint-disable-line no-undef\n\n\t\t\tthrow Error( 'THREE.VRMLLoader: External library chevrotain.min.js required.' );\n\n\t\t}\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( text, path ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( data, path ) {\n\n\t\tconst nodeMap = {};\n\n\t\tfunction generateVRMLTree( data ) {\n\n\t\t\t// create lexer, parser and visitor\n\n\t\t\tconst tokenData = createTokens();\n\n\t\t\tconst lexer = new VRMLLexer( tokenData.tokens );\n\t\t\tconst parser = new VRMLParser( tokenData.tokenVocabulary );\n\t\t\tconst visitor = createVisitor( parser.getBaseCstVisitorConstructor() );\n\n\t\t\t// lexing\n\n\t\t\tconst lexingResult = lexer.lex( data );\n\t\t\tparser.input = lexingResult.tokens;\n\n\t\t\t// parsing\n\n\t\t\tconst cstOutput = parser.vrml();\n\n\t\t\tif ( parser.errors.length > 0 ) {\n\n\t\t\t\tconsole.error( parser.errors );\n\n\t\t\t\tthrow Error( 'THREE.VRMLLoader: Parsing errors detected.' );\n\n\t\t\t}\n\n\t\t\t// actions\n\n\t\t\tconst ast = visitor.visit( cstOutput );\n\n\t\t\treturn ast;\n\n\t\t}\n\n\t\tfunction createTokens() {\n\n\t\t\tconst createToken = chevrotain.createToken; // eslint-disable-line no-undef\n\n\t\t\t// from http://gun.teipir.gr/VRML-amgem/spec/part1/concepts.html#SyntaxBasics\n\n\t\t\tconst RouteIdentifier = createToken( { name: 'RouteIdentifier', pattern: /[^\\x30-\\x39\\0-\\x20\\x22\\x27\\x23\\x2b\\x2c\\x2d\\x2e\\x5b\\x5d\\x5c\\x7b\\x7d][^\\0-\\x20\\x22\\x27\\x23\\x2b\\x2c\\x2d\\x2e\\x5b\\x5d\\x5c\\x7b\\x7d]*[\\.][^\\x30-\\x39\\0-\\x20\\x22\\x27\\x23\\x2b\\x2c\\x2d\\x2e\\x5b\\x5d\\x5c\\x7b\\x7d][^\\0-\\x20\\x22\\x27\\x23\\x2b\\x2c\\x2d\\x2e\\x5b\\x5d\\x5c\\x7b\\x7d]*/ } );\n\t\t\tconst Identifier = createToken( { name: 'Identifier', pattern: /[^\\x30-\\x39\\0-\\x20\\x22\\x27\\x23\\x2b\\x2c\\x2d\\x2e\\x5b\\x5d\\x5c\\x7b\\x7d][^\\0-\\x20\\x22\\x27\\x23\\x2b\\x2c\\x2d\\x2e\\x5b\\x5d\\x5c\\x7b\\x7d]*/, longer_alt: RouteIdentifier } );\n\n\t\t\t// from http://gun.teipir.gr/VRML-amgem/spec/part1/nodesRef.html\n\n\t\t\tconst nodeTypes = [\n\t\t\t\t'Anchor', 'Billboard', 'Collision', 'Group', 'Transform', // grouping nodes\n\t\t\t\t'Inline', 'LOD', 'Switch', // special groups\n\t\t\t\t'AudioClip', 'DirectionalLight', 'PointLight', 'Script', 'Shape', 'Sound', 'SpotLight', 'WorldInfo', // common nodes\n\t\t\t\t'CylinderSensor', 'PlaneSensor', 'ProximitySensor', 'SphereSensor', 'TimeSensor', 'TouchSensor', 'VisibilitySensor', // sensors\n\t\t\t\t'Box', 'Cone', 'Cylinder', 'ElevationGrid', 'Extrusion', 'IndexedFaceSet', 'IndexedLineSet', 'PointSet', 'Sphere', // geometries\n\t\t\t\t'Color', 'Coordinate', 'Normal', 'TextureCoordinate', // geometric properties\n\t\t\t\t'Appearance', 'FontStyle', 'ImageTexture', 'Material', 'MovieTexture', 'PixelTexture', 'TextureTransform', // appearance\n\t\t\t\t'ColorInterpolator', 'CoordinateInterpolator', 'NormalInterpolator', 'OrientationInterpolator', 'PositionInterpolator', 'ScalarInterpolator', // interpolators\n\t\t\t\t'Background', 'Fog', 'NavigationInfo', 'Viewpoint', // bindable nodes\n\t\t\t\t'Text' // Text must be placed at the end of the regex so there are no matches for TextureTransform and TextureCoordinate\n\t\t\t];\n\n\t\t\t//\n\n\t\t\tconst Version = createToken( {\n\t\t\t\tname: 'Version',\n\t\t\t\tpattern: /#VRML.*/,\n\t\t\t\tlonger_alt: Identifier\n\t\t\t} );\n\n\t\t\tconst NodeName = createToken( {\n\t\t\t\tname: 'NodeName',\n\t\t\t\tpattern: new RegExp( nodeTypes.join( '|' ) ),\n\t\t\t\tlonger_alt: Identifier\n\t\t\t} );\n\n\t\t\tconst DEF = createToken( {\n\t\t\t\tname: 'DEF',\n\t\t\t\tpattern: /DEF/,\n\t\t\t\tlonger_alt: Identifier\n\t\t\t} );\n\n\t\t\tconst USE = createToken( {\n\t\t\t\tname: 'USE',\n\t\t\t\tpattern: /USE/,\n\t\t\t\tlonger_alt: Identifier\n\t\t\t} );\n\n\t\t\tconst ROUTE = createToken( {\n\t\t\t\tname: 'ROUTE',\n\t\t\t\tpattern: /ROUTE/,\n\t\t\t\tlonger_alt: Identifier\n\t\t\t} );\n\n\t\t\tconst TO = createToken( {\n\t\t\t\tname: 'TO',\n\t\t\t\tpattern: /TO/,\n\t\t\t\tlonger_alt: Identifier\n\t\t\t} );\n\n\t\t\t//\n\n\t\t\tconst StringLiteral = createToken( { name: 'StringLiteral', pattern: /\"(?:[^\\\\\"\\n\\r]|\\\\[bfnrtv\"\\\\/]|\\\\u[0-9a-fA-F][0-9a-fA-F][0-9a-fA-F][0-9a-fA-F])*\"/ } );\n\t\t\tconst HexLiteral = createToken( { name: 'HexLiteral', pattern: /0[xX][0-9a-fA-F]+/ } );\n\t\t\tconst NumberLiteral = createToken( { name: 'NumberLiteral', pattern: /[-+]?[0-9]*\\.?[0-9]+([eE][-+]?[0-9]+)?/ } );\n\t\t\tconst TrueLiteral = createToken( { name: 'TrueLiteral', pattern: /TRUE/ } );\n\t\t\tconst FalseLiteral = createToken( { name: 'FalseLiteral', pattern: /FALSE/ } );\n\t\t\tconst NullLiteral = createToken( { name: 'NullLiteral', pattern: /NULL/ } );\n\t\t\tconst LSquare = createToken( { name: 'LSquare', pattern: /\\[/ } );\n\t\t\tconst RSquare = createToken( { name: 'RSquare', pattern: /]/ } );\n\t\t\tconst LCurly = createToken( { name: 'LCurly', pattern: /{/ } );\n\t\t\tconst RCurly = createToken( { name: 'RCurly', pattern: /}/ } );\n\t\t\tconst Comment = createToken( {\n\t\t\t\tname: 'Comment',\n\t\t\t\tpattern: /#.*/,\n\t\t\t\tgroup: chevrotain.Lexer.SKIPPED // eslint-disable-line no-undef\n\t\t\t} );\n\n\t\t\t// commas, blanks, tabs, newlines and carriage returns are whitespace characters wherever they appear outside of string fields\n\n\t\t\tconst WhiteSpace = createToken( {\n\t\t\t\tname: 'WhiteSpace',\n\t\t\t\tpattern: /[ ,\\s]/,\n\t\t\t\tgroup: chevrotain.Lexer.SKIPPED // eslint-disable-line no-undef\n\t\t\t} );\n\n\t\t\tconst tokens = [\n\t\t\t\tWhiteSpace,\n\t\t\t\t// keywords appear before the Identifier\n\t\t\t\tNodeName,\n\t\t\t\tDEF,\n\t\t\t\tUSE,\n\t\t\t\tROUTE,\n\t\t\t\tTO,\n\t\t\t\tTrueLiteral,\n\t\t\t\tFalseLiteral,\n\t\t\t\tNullLiteral,\n\t\t\t\t// the Identifier must appear after the keywords because all keywords are valid identifiers\n\t\t\t\tVersion,\n\t\t\t\tIdentifier,\n\t\t\t\tRouteIdentifier,\n\t\t\t\tStringLiteral,\n\t\t\t\tHexLiteral,\n\t\t\t\tNumberLiteral,\n\t\t\t\tLSquare,\n\t\t\t\tRSquare,\n\t\t\t\tLCurly,\n\t\t\t\tRCurly,\n\t\t\t\tComment\n\t\t\t];\n\n\t\t\tconst tokenVocabulary = {};\n\n\t\t\tfor ( let i = 0, l = tokens.length; i < l; i ++ ) {\n\n\t\t\t\tconst token = tokens[ i ];\n\n\t\t\t\ttokenVocabulary[ token.name ] = token;\n\n\t\t\t}\n\n\t\t\treturn { tokens: tokens, tokenVocabulary: tokenVocabulary };\n\n\t\t}\n\n\n\t\tfunction createVisitor( BaseVRMLVisitor ) {\n\n\t\t\t// the visitor is created dynmaically based on the given base class\n\n\t\t\tfunction VRMLToASTVisitor() {\n\n\t\t\t\tBaseVRMLVisitor.call( this );\n\n\t\t\t\tthis.validateVisitor();\n\n\t\t\t}\n\n\t\t\tVRMLToASTVisitor.prototype = Object.assign( Object.create( BaseVRMLVisitor.prototype ), {\n\n\t\t\t\tconstructor: VRMLToASTVisitor,\n\n\t\t\t\tvrml: function ( ctx ) {\n\n\t\t\t\t\tconst data = {\n\t\t\t\t\t\tversion: this.visit( ctx.version ),\n\t\t\t\t\t\tnodes: [],\n\t\t\t\t\t\troutes: []\n\t\t\t\t\t};\n\n\t\t\t\t\tfor ( let i = 0, l = ctx.node.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst node = ctx.node[ i ];\n\n\t\t\t\t\t\tdata.nodes.push( this.visit( node ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ctx.route ) {\n\n\t\t\t\t\t\tfor ( let i = 0, l = ctx.route.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst route = ctx.route[ i ];\n\n\t\t\t\t\t\t\tdata.routes.push( this.visit( route ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn data;\n\n\t\t\t\t},\n\n\t\t\t\tversion: function ( ctx ) {\n\n\t\t\t\t\treturn ctx.Version[ 0 ].image;\n\n\t\t\t\t},\n\n\t\t\t\tnode: function ( ctx ) {\n\n\t\t\t\t\tconst data = {\n\t\t\t\t\t\tname: ctx.NodeName[ 0 ].image,\n\t\t\t\t\t\tfields: []\n\t\t\t\t\t};\n\n\t\t\t\t\tif ( ctx.field ) {\n\n\t\t\t\t\t\tfor ( let i = 0, l = ctx.field.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst field = ctx.field[ i ];\n\n\t\t\t\t\t\t\tdata.fields.push( this.visit( field ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// DEF\n\n\t\t\t\t\tif ( ctx.def ) {\n\n\t\t\t\t\t\tdata.DEF = this.visit( ctx.def[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn data;\n\n\t\t\t\t},\n\n\t\t\t\tfield: function ( ctx ) {\n\n\t\t\t\t\tconst data = {\n\t\t\t\t\t\tname: ctx.Identifier[ 0 ].image,\n\t\t\t\t\t\ttype: null,\n\t\t\t\t\t\tvalues: null\n\t\t\t\t\t};\n\n\t\t\t\t\tlet result;\n\n\t\t\t\t\t// SFValue\n\n\t\t\t\t\tif ( ctx.singleFieldValue ) {\n\n\t\t\t\t\t\tresult = this.visit( ctx.singleFieldValue[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// MFValue\n\n\t\t\t\t\tif ( ctx.multiFieldValue ) {\n\n\t\t\t\t\t\tresult = this.visit( ctx.multiFieldValue[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tdata.type = result.type;\n\t\t\t\t\tdata.values = result.values;\n\n\t\t\t\t\treturn data;\n\n\t\t\t\t},\n\n\t\t\t\tdef: function ( ctx ) {\n\n\t\t\t\t\treturn ( ctx.Identifier || ctx.NodeName )[ 0 ].image;\n\n\t\t\t\t},\n\n\t\t\t\tuse: function ( ctx ) {\n\n\t\t\t\t\treturn { USE: ( ctx.Identifier || ctx.NodeName )[ 0 ].image };\n\n\t\t\t\t},\n\n\t\t\t\tsingleFieldValue: function ( ctx ) {\n\n\t\t\t\t\treturn processField( this, ctx );\n\n\t\t\t\t},\n\n\t\t\t\tmultiFieldValue: function ( ctx ) {\n\n\t\t\t\t\treturn processField( this, ctx );\n\n\t\t\t\t},\n\n\t\t\t\troute: function ( ctx ) {\n\n\t\t\t\t\tconst data = {\n\t\t\t\t\t\tFROM: ctx.RouteIdentifier[ 0 ].image,\n\t\t\t\t\t\tTO: ctx.RouteIdentifier[ 1 ].image\n\t\t\t\t\t};\n\n\t\t\t\t\treturn data;\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t\tfunction processField( scope, ctx ) {\n\n\t\t\t\tconst field = {\n\t\t\t\t\ttype: null,\n\t\t\t\t\tvalues: []\n\t\t\t\t};\n\n\t\t\t\tif ( ctx.node ) {\n\n\t\t\t\t\tfield.type = 'node';\n\n\t\t\t\t\tfor ( let i = 0, l = ctx.node.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst node = ctx.node[ i ];\n\n\t\t\t\t\t\tfield.values.push( scope.visit( node ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ctx.use ) {\n\n\t\t\t\t\tfield.type = 'use';\n\n\t\t\t\t\tfor ( let i = 0, l = ctx.use.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst use = ctx.use[ i ];\n\n\t\t\t\t\t\tfield.values.push( scope.visit( use ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ctx.StringLiteral ) {\n\n\t\t\t\t\tfield.type = 'string';\n\n\t\t\t\t\tfor ( let i = 0, l = ctx.StringLiteral.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst stringLiteral = ctx.StringLiteral[ i ];\n\n\t\t\t\t\t\tfield.values.push( stringLiteral.image.replace( /'|\"/g, '' ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ctx.NumberLiteral ) {\n\n\t\t\t\t\tfield.type = 'number';\n\n\t\t\t\t\tfor ( let i = 0, l = ctx.NumberLiteral.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst numberLiteral = ctx.NumberLiteral[ i ];\n\n\t\t\t\t\t\tfield.values.push( parseFloat( numberLiteral.image ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ctx.HexLiteral ) {\n\n\t\t\t\t\tfield.type = 'hex';\n\n\t\t\t\t\tfor ( let i = 0, l = ctx.HexLiteral.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst hexLiteral = ctx.HexLiteral[ i ];\n\n\t\t\t\t\t\tfield.values.push( hexLiteral.image );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ctx.TrueLiteral ) {\n\n\t\t\t\t\tfield.type = 'boolean';\n\n\t\t\t\t\tfor ( let i = 0, l = ctx.TrueLiteral.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst trueLiteral = ctx.TrueLiteral[ i ];\n\n\t\t\t\t\t\tif ( trueLiteral.image === 'TRUE' ) field.values.push( true );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ctx.FalseLiteral ) {\n\n\t\t\t\t\tfield.type = 'boolean';\n\n\t\t\t\t\tfor ( let i = 0, l = ctx.FalseLiteral.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst falseLiteral = ctx.FalseLiteral[ i ];\n\n\t\t\t\t\t\tif ( falseLiteral.image === 'FALSE' ) field.values.push( false );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ctx.NullLiteral ) {\n\n\t\t\t\t\tfield.type = 'null';\n\n\t\t\t\t\tctx.NullLiteral.forEach( function () {\n\n\t\t\t\t\t\tfield.values.push( null );\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t\treturn field;\n\n\t\t\t}\n\n\t\t\treturn new VRMLToASTVisitor();\n\n\t\t}\n\n\t\tfunction parseTree( tree ) {\n\n\t\t\t// console.log( JSON.stringify( tree, null, 2 ) );\n\n\t\t\tconst nodes = tree.nodes;\n\t\t\tconst scene = new Scene();\n\n\t\t\t// first iteration: build nodemap based on DEF statements\n\n\t\t\tfor ( let i = 0, l = nodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst node = nodes[ i ];\n\n\t\t\t\tbuildNodeMap( node );\n\n\t\t\t}\n\n\t\t\t// second iteration: build nodes\n\n\t\t\tfor ( let i = 0, l = nodes.length; i < l; i ++ ) {\n\n\t\t\t\tconst node = nodes[ i ];\n\t\t\t\tconst object = getNode( node );\n\n\t\t\t\tif ( object instanceof Object3D ) scene.add( object );\n\n\t\t\t\tif ( node.name === 'WorldInfo' ) scene.userData.worldInfo = object;\n\n\t\t\t}\n\n\t\t\treturn scene;\n\n\t\t}\n\n\t\tfunction buildNodeMap( node ) {\n\n\t\t\tif ( node.DEF ) {\n\n\t\t\t\tnodeMap[ node.DEF ] = node;\n\n\t\t\t}\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\n\t\t\t\tif ( field.type === 'node' ) {\n\n\t\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\t\tfor ( let j = 0, jl = fieldValues.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tbuildNodeMap( fieldValues[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tfunction getNode( node ) {\n\n\t\t\t// handle case where a node refers to a different one\n\n\t\t\tif ( node.USE ) {\n\n\t\t\t\treturn resolveUSE( node.USE );\n\n\t\t\t}\n\n\t\t\tif ( node.build !== undefined ) return node.build;\n\n\t\t\tnode.build = buildNode( node );\n\n\t\t\treturn node.build;\n\n\t\t}\n\n\t\t// node builder\n\n\t\tfunction buildNode( node ) {\n\n\t\t\tconst nodeName = node.name;\n\t\t\tlet build;\n\n\t\t\tswitch ( nodeName ) {\n\n\t\t\t\tcase 'Group':\n\t\t\t\tcase 'Transform':\n\t\t\t\tcase 'Collision':\n\t\t\t\t\tbuild = buildGroupingNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Background':\n\t\t\t\t\tbuild = buildBackgroundNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Shape':\n\t\t\t\t\tbuild = buildShapeNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Appearance':\n\t\t\t\t\tbuild = buildAppearanceNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Material':\n\t\t\t\t\tbuild = buildMaterialNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'ImageTexture':\n\t\t\t\t\tbuild = buildImageTextureNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PixelTexture':\n\t\t\t\t\tbuild = buildPixelTextureNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'TextureTransform':\n\t\t\t\t\tbuild = buildTextureTransformNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'IndexedFaceSet':\n\t\t\t\t\tbuild = buildIndexedFaceSetNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'IndexedLineSet':\n\t\t\t\t\tbuild = buildIndexedLineSetNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointSet':\n\t\t\t\t\tbuild = buildPointSetNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Box':\n\t\t\t\t\tbuild = buildBoxNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Cone':\n\t\t\t\t\tbuild = buildConeNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Cylinder':\n\t\t\t\t\tbuild = buildCylinderNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Sphere':\n\t\t\t\t\tbuild = buildSphereNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'ElevationGrid':\n\t\t\t\t\tbuild = buildElevationGridNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Extrusion':\n\t\t\t\t\tbuild = buildExtrusionNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Color':\n\t\t\t\tcase 'Coordinate':\n\t\t\t\tcase 'Normal':\n\t\t\t\tcase 'TextureCoordinate':\n\t\t\t\t\tbuild = buildGeometricNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WorldInfo':\n\t\t\t\t\tbuild = buildWorldInfoNode( node );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'Anchor':\n\t\t\t\tcase 'Billboard':\n\n\t\t\t\tcase 'Inline':\n\t\t\t\tcase 'LOD':\n\t\t\t\tcase 'Switch':\n\n\t\t\t\tcase 'AudioClip':\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\tcase 'PointLight':\n\t\t\t\tcase 'Script':\n\t\t\t\tcase 'Sound':\n\t\t\t\tcase 'SpotLight':\n\n\t\t\t\tcase 'CylinderSensor':\n\t\t\t\tcase 'PlaneSensor':\n\t\t\t\tcase 'ProximitySensor':\n\t\t\t\tcase 'SphereSensor':\n\t\t\t\tcase 'TimeSensor':\n\t\t\t\tcase 'TouchSensor':\n\t\t\t\tcase 'VisibilitySensor':\n\n\t\t\t\tcase 'Text':\n\n\t\t\t\tcase 'FontStyle':\n\t\t\t\tcase 'MovieTexture':\n\n\t\t\t\tcase 'ColorInterpolator':\n\t\t\t\tcase 'CoordinateInterpolator':\n\t\t\t\tcase 'NormalInterpolator':\n\t\t\t\tcase 'OrientationInterpolator':\n\t\t\t\tcase 'PositionInterpolator':\n\t\t\t\tcase 'ScalarInterpolator':\n\n\t\t\t\tcase 'Fog':\n\t\t\t\tcase 'NavigationInfo':\n\t\t\t\tcase 'Viewpoint':\n\t\t\t\t\t// node not supported yet\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown node:', nodeName );\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( build !== undefined && node.DEF !== undefined && build.hasOwnProperty( 'name' ) === true ) {\n\n\t\t\t\tbuild.name = node.DEF;\n\n\t\t\t}\n\n\t\t\treturn build;\n\n\t\t}\n\n\t\tfunction buildGroupingNode( node ) {\n\n\t\t\tconst object = new Group();\n\n\t\t\t//\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'bboxCenter':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'bboxSize':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'center':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'children':\n\t\t\t\t\t\tparseFieldChildren( fieldValues, object );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'collide':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'rotation':\n\t\t\t\t\t\tconst axis = new Vector3( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );\n\t\t\t\t\t\tconst angle = fieldValues[ 3 ];\n\t\t\t\t\t\tobject.quaternion.setFromAxisAngle( axis, angle );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'scale':\n\t\t\t\t\t\tobject.scale.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'scaleOrientation':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'translation':\n\t\t\t\t\t\tobject.position.set( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'proxy':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn object;\n\n\t\t}\n\n\t\tfunction buildBackgroundNode( node ) {\n\n\t\t\tconst group = new Group();\n\n\t\t\tlet groundAngle, groundColor;\n\t\t\tlet skyAngle, skyColor;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'groundAngle':\n\t\t\t\t\t\tgroundAngle = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'groundColor':\n\t\t\t\t\t\tgroundColor = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'backUrl':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'bottomUrl':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'frontUrl':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'leftUrl':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'rightUrl':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'topUrl':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'skyAngle':\n\t\t\t\t\t\tskyAngle = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'skyColor':\n\t\t\t\t\t\tskyColor = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst radius = 10000;\n\n\t\t\t// sky\n\n\t\t\tif ( skyColor ) {\n\n\t\t\t\tconst skyGeometry = new SphereGeometry( radius, 32, 16 );\n\t\t\t\tconst skyMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, depthWrite: false, depthTest: false } );\n\n\t\t\t\tif ( skyColor.length > 3 ) {\n\n\t\t\t\t\tpaintFaces( skyGeometry, radius, skyAngle, toColorArray( skyColor ), true );\n\t\t\t\t\tskyMaterial.vertexColors = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tskyMaterial.color.setRGB( skyColor[ 0 ], skyColor[ 1 ], skyColor[ 2 ] );\n\n\t\t\t\t}\n\n\t\t\t\tconst sky = new Mesh( skyGeometry, skyMaterial );\n\t\t\t\tgroup.add( sky );\n\n\t\t\t}\n\n\t\t\t// ground\n\n\t\t\tif ( groundColor ) {\n\n\t\t\t\tif ( groundColor.length > 0 ) {\n\n\t\t\t\t\tconst groundGeometry = new SphereGeometry( radius, 32, 16, 0, 2 * Math.PI, 0.5 * Math.PI, 1.5 * Math.PI );\n\t\t\t\t\tconst groundMaterial = new MeshBasicMaterial( { fog: false, side: BackSide, vertexColors: true, depthWrite: false, depthTest: false } );\n\n\t\t\t\t\tpaintFaces( groundGeometry, radius, groundAngle, toColorArray( groundColor ), false );\n\n\t\t\t\t\tconst ground = new Mesh( groundGeometry, groundMaterial );\n\t\t\t\t\tgroup.add( ground );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// render background group first\n\n\t\t\tgroup.renderOrder = - Infinity;\n\n\t\t\treturn group;\n\n\t\t}\n\n\t\tfunction buildShapeNode( node ) {\n\n\t\t\tconst fields = node.fields;\n\n\t\t\t// if the appearance field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)\n\n\t\t\tlet material = new MeshBasicMaterial( { color: 0x000000 } );\n\t\t\tlet geometry;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'appearance':\n\t\t\t\t\t\tif ( fieldValues[ 0 ] !== null ) {\n\n\t\t\t\t\t\t\tmaterial = getNode( fieldValues[ 0 ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'geometry':\n\t\t\t\t\t\tif ( fieldValues[ 0 ] !== null ) {\n\n\t\t\t\t\t\t\tgeometry = getNode( fieldValues[ 0 ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// build 3D object\n\n\t\t\tlet object;\n\n\t\t\tif ( geometry && geometry.attributes.position ) {\n\n\t\t\t\tconst type = geometry._type;\n\n\t\t\t\tif ( type === 'points' ) { // points\n\n\t\t\t\t\tconst pointsMaterial = new PointsMaterial( { color: 0xffffff } );\n\n\t\t\t\t\tif ( geometry.attributes.color !== undefined ) {\n\n\t\t\t\t\t\tpointsMaterial.vertexColors = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// if the color field is NULL and there is a material defined for the appearance affecting this PointSet, then use the emissiveColor of the material to draw the points\n\n\t\t\t\t\t\tif ( material.isMeshPhongMaterial ) {\n\n\t\t\t\t\t\t\tpointsMaterial.color.copy( material.emissive );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobject = new Points( geometry, pointsMaterial );\n\n\t\t\t\t} else if ( type === 'line' ) { // lines\n\n\t\t\t\t\tconst lineMaterial = new LineBasicMaterial( { color: 0xffffff } );\n\n\t\t\t\t\tif ( geometry.attributes.color !== undefined ) {\n\n\t\t\t\t\t\tlineMaterial.vertexColors = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// if the color field is NULL and there is a material defined for the appearance affecting this IndexedLineSet, then use the emissiveColor of the material to draw the lines\n\n\t\t\t\t\t\tif ( material.isMeshPhongMaterial ) {\n\n\t\t\t\t\t\t\tlineMaterial.color.copy( material.emissive );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobject = new LineSegments( geometry, lineMaterial );\n\n\t\t\t\t} else { // consider meshes\n\n\t\t\t\t\t// check \"solid\" hint (it's placed in the geometry but affects the material)\n\n\t\t\t\t\tif ( geometry._solid !== undefined ) {\n\n\t\t\t\t\t\tmaterial.side = ( geometry._solid ) ? FrontSide : DoubleSide;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// check for vertex colors\n\n\t\t\t\t\tif ( geometry.attributes.color !== undefined ) {\n\n\t\t\t\t\t\tmaterial.vertexColors = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tobject = new Object3D();\n\n\t\t\t\t// if the geometry field is NULL or no vertices are defined the object is not drawn\n\n\t\t\t\tobject.visible = false;\n\n\t\t\t}\n\n\t\t\treturn object;\n\n\t\t}\n\n\t\tfunction buildAppearanceNode( node ) {\n\n\t\t\tlet material = new MeshPhongMaterial();\n\t\t\tlet transformData;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'material':\n\t\t\t\t\t\tif ( fieldValues[ 0 ] !== null ) {\n\n\t\t\t\t\t\t\tconst materialData = getNode( fieldValues[ 0 ] );\n\n\t\t\t\t\t\t\tif ( materialData.diffuseColor ) material.color.copy( materialData.diffuseColor );\n\t\t\t\t\t\t\tif ( materialData.emissiveColor ) material.emissive.copy( materialData.emissiveColor );\n\t\t\t\t\t\t\tif ( materialData.shininess ) material.shininess = materialData.shininess;\n\t\t\t\t\t\t\tif ( materialData.specularColor ) material.specular.copy( materialData.specularColor );\n\t\t\t\t\t\t\tif ( materialData.transparency ) material.opacity = 1 - materialData.transparency;\n\t\t\t\t\t\t\tif ( materialData.transparency > 0 ) material.transparent = true;\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t// if the material field is NULL or unspecified, lighting is off and the unlit object color is (0, 0, 0)\n\n\t\t\t\t\t\t\tmaterial = new MeshBasicMaterial( { color: 0x000000 } );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'texture':\n\t\t\t\t\t\tconst textureNode = fieldValues[ 0 ];\n\t\t\t\t\t\tif ( textureNode !== null ) {\n\n\t\t\t\t\t\t\tif ( textureNode.name === 'ImageTexture' || textureNode.name === 'PixelTexture' ) {\n\n\t\t\t\t\t\t\t\tmaterial.map = getNode( textureNode );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// MovieTexture not supported yet\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'textureTransform':\n\t\t\t\t\t\tif ( fieldValues[ 0 ] !== null ) {\n\n\t\t\t\t\t\t\ttransformData = getNode( fieldValues[ 0 ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// only apply texture transform data if a texture was defined\n\n\t\t\tif ( material.map ) {\n\n\t\t\t\t// respect VRML lighting model\n\n\t\t\t\tif ( material.map.__type ) {\n\n\t\t\t\t\tswitch ( material.map.__type ) {\n\n\t\t\t\t\t\tcase TEXTURE_TYPE.INTENSITY_ALPHA:\n\t\t\t\t\t\t\tmaterial.opacity = 1; // ignore transparency\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase TEXTURE_TYPE.RGB:\n\t\t\t\t\t\t\tmaterial.color.set( 0xffffff ); // ignore material color\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase TEXTURE_TYPE.RGBA:\n\t\t\t\t\t\t\tmaterial.color.set( 0xffffff ); // ignore material color\n\t\t\t\t\t\t\tmaterial.opacity = 1; // ignore transparency\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t}\n\n\t\t\t\t\tdelete material.map.__type;\n\n\t\t\t\t}\n\n\t\t\t\t// apply texture transform\n\n\t\t\t\tif ( transformData ) {\n\n\t\t\t\t\tmaterial.map.center.copy( transformData.center );\n\t\t\t\t\tmaterial.map.rotation = transformData.rotation;\n\t\t\t\t\tmaterial.map.repeat.copy( transformData.scale );\n\t\t\t\t\tmaterial.map.offset.copy( transformData.translation );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn material;\n\n\t\t}\n\n\t\tfunction buildMaterialNode( node ) {\n\n\t\t\tconst materialData = {};\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'ambientIntensity':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'diffuseColor':\n\t\t\t\t\t\tmaterialData.diffuseColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'emissiveColor':\n\t\t\t\t\t\tmaterialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'shininess':\n\t\t\t\t\t\tmaterialData.shininess = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'specularColor':\n\t\t\t\t\t\tmaterialData.emissiveColor = new Color( fieldValues[ 0 ], fieldValues[ 1 ], fieldValues[ 2 ] );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'transparency':\n\t\t\t\t\t\tmaterialData.transparency = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn materialData;\n\n\t\t}\n\n\t\tfunction parseHexColor( hex, textureType, color ) {\n\n\t\t\tlet value;\n\n\t\t\tswitch ( textureType ) {\n\n\t\t\t\tcase TEXTURE_TYPE.INTENSITY:\n\t\t\t\t\t// Intensity texture: A one-component image specifies one-byte hexadecimal or integer values representing the intensity of the image\n\t\t\t\t\tvalue = parseInt( hex );\n\t\t\t\t\tcolor.r = value;\n\t\t\t\t\tcolor.g = value;\n\t\t\t\t\tcolor.b = value;\n\t\t\t\t\tcolor.a = 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase TEXTURE_TYPE.INTENSITY_ALPHA:\n\t\t\t\t\t// Intensity+Alpha texture: A two-component image specifies the intensity in the first (high) byte and the alpha opacity in the second (low) byte.\n\t\t\t\t\tvalue = parseInt( '0x' + hex.substring( 2, 4 ) );\n\t\t\t\t\tcolor.r = value;\n\t\t\t\t\tcolor.g = value;\n\t\t\t\t\tcolor.b = value;\n\t\t\t\t\tcolor.a = parseInt( '0x' + hex.substring( 4, 6 ) );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase TEXTURE_TYPE.RGB:\n\t\t\t\t\t// RGB texture: Pixels in a three-component image specify the red component in the first (high) byte, followed by the green and blue components\n\t\t\t\t\tcolor.r = parseInt( '0x' + hex.substring( 2, 4 ) );\n\t\t\t\t\tcolor.g = parseInt( '0x' + hex.substring( 4, 6 ) );\n\t\t\t\t\tcolor.b = parseInt( '0x' + hex.substring( 6, 8 ) );\n\t\t\t\t\tcolor.a = 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase TEXTURE_TYPE.RGBA:\n\t\t\t\t\t// RGBA texture: Four-component images specify the alpha opacity byte after red/green/blue\n\t\t\t\t\tcolor.r = parseInt( '0x' + hex.substring( 2, 4 ) );\n\t\t\t\t\tcolor.g = parseInt( '0x' + hex.substring( 4, 6 ) );\n\t\t\t\t\tcolor.b = parseInt( '0x' + hex.substring( 6, 8 ) );\n\t\t\t\t\tcolor.a = parseInt( '0x' + hex.substring( 8, 10 ) );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction getTextureType( num_components ) {\n\n\t\t\tlet type;\n\n\t\t\tswitch ( num_components ) {\n\n\t\t\t\tcase 1:\n\t\t\t\t\ttype = TEXTURE_TYPE.INTENSITY;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 2:\n\t\t\t\t\ttype = TEXTURE_TYPE.INTENSITY_ALPHA;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 3:\n\t\t\t\t\ttype = TEXTURE_TYPE.RGB;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 4:\n\t\t\t\t\ttype = TEXTURE_TYPE.RGBA;\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t}\n\n\t\t\treturn type;\n\n\t\t}\n\n\t\tfunction buildPixelTextureNode( node ) {\n\n\t\t\tlet texture;\n\t\t\tlet wrapS = RepeatWrapping;\n\t\t\tlet wrapT = RepeatWrapping;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'image':\n\t\t\t\t\t\tconst width = fieldValues[ 0 ];\n\t\t\t\t\t\tconst height = fieldValues[ 1 ];\n\t\t\t\t\t\tconst num_components = fieldValues[ 2 ];\n\n\t\t\t\t\t\tconst textureType = getTextureType( num_components );\n\n\t\t\t\t\t\tconst data = new Uint8Array( 4 * width * height );\n\n\t\t\t\t\t\tconst color = { r: 0, g: 0, b: 0, a: 0 };\n\n\t\t\t\t\t\tfor ( let j = 3, k = 0, jl = fieldValues.length; j < jl; j ++, k ++ ) {\n\n\t\t\t\t\t\t\tparseHexColor( fieldValues[ j ], textureType, color );\n\n\t\t\t\t\t\t\tconst stride = k * 4;\n\n\t\t\t\t\t\t\tdata[ stride + 0 ] = color.r;\n\t\t\t\t\t\t\tdata[ stride + 1 ] = color.g;\n\t\t\t\t\t\t\tdata[ stride + 2 ] = color.b;\n\t\t\t\t\t\t\tdata[ stride + 3 ] = color.a;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\ttexture = new DataTexture( data, width, height );\n\t\t\t\t\t\ttexture.needsUpdate = true;\n\t\t\t\t\t\ttexture.__type = textureType; // needed for material modifications\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'repeatS':\n\t\t\t\t\t\tif ( fieldValues[ 0 ] === false ) wrapS = ClampToEdgeWrapping;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'repeatT':\n\t\t\t\t\t\tif ( fieldValues[ 0 ] === false ) wrapT = ClampToEdgeWrapping;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture ) {\n\n\t\t\t\ttexture.wrapS = wrapS;\n\t\t\t\ttexture.wrapT = wrapT;\n\n\t\t\t}\n\n\t\t\treturn texture;\n\n\t\t}\n\n\t\tfunction buildImageTextureNode( node ) {\n\n\t\t\tlet texture;\n\t\t\tlet wrapS = RepeatWrapping;\n\t\t\tlet wrapT = RepeatWrapping;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'url':\n\t\t\t\t\t\tconst url = fieldValues[ 0 ];\n\t\t\t\t\t\tif ( url ) texture = textureLoader.load( url );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'repeatS':\n\t\t\t\t\t\tif ( fieldValues[ 0 ] === false ) wrapS = ClampToEdgeWrapping;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'repeatT':\n\t\t\t\t\t\tif ( fieldValues[ 0 ] === false ) wrapT = ClampToEdgeWrapping;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture ) {\n\n\t\t\t\ttexture.wrapS = wrapS;\n\t\t\t\ttexture.wrapT = wrapT;\n\n\t\t\t}\n\n\t\t\treturn texture;\n\n\t\t}\n\n\t\tfunction buildTextureTransformNode( node ) {\n\n\t\t\tconst transformData = {\n\t\t\t\tcenter: new Vector2(),\n\t\t\t\trotation: new Vector2(),\n\t\t\t\tscale: new Vector2(),\n\t\t\t\ttranslation: new Vector2()\n\t\t\t};\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'center':\n\t\t\t\t\t\ttransformData.center.set( fieldValues[ 0 ], fieldValues[ 1 ] );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'rotation':\n\t\t\t\t\t\ttransformData.rotation = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'scale':\n\t\t\t\t\t\ttransformData.scale.set( fieldValues[ 0 ], fieldValues[ 1 ] );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'translation':\n\t\t\t\t\t\ttransformData.translation.set( fieldValues[ 0 ], fieldValues[ 1 ] );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn transformData;\n\n\t\t}\n\n\t\tfunction buildGeometricNode( node ) {\n\n\t\t\treturn node.fields[ 0 ].values;\n\n\t\t}\n\n\t\tfunction buildWorldInfoNode( node ) {\n\n\t\t\tconst worldInfo = {};\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'title':\n\t\t\t\t\t\tworldInfo.title = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'info':\n\t\t\t\t\t\tworldInfo.info = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn worldInfo;\n\n\t\t}\n\n\t\tfunction buildIndexedFaceSetNode( node ) {\n\n\t\t\tlet color, coord, normal, texCoord;\n\t\t\tlet ccw = true, solid = true, creaseAngle = 0;\n\t\t\tlet colorIndex, coordIndex, normalIndex, texCoordIndex;\n\t\t\tlet colorPerVertex = true, normalPerVertex = true;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'color':\n\t\t\t\t\t\tconst colorNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( colorNode !== null ) {\n\n\t\t\t\t\t\t\tcolor = getNode( colorNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'coord':\n\t\t\t\t\t\tconst coordNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( coordNode !== null ) {\n\n\t\t\t\t\t\t\tcoord = getNode( coordNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'normal':\n\t\t\t\t\t\tconst normalNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( normalNode !== null ) {\n\n\t\t\t\t\t\t\tnormal = getNode( normalNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'texCoord':\n\t\t\t\t\t\tconst texCoordNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( texCoordNode !== null ) {\n\n\t\t\t\t\t\t\ttexCoord = getNode( texCoordNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ccw':\n\t\t\t\t\t\tccw = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'colorIndex':\n\t\t\t\t\t\tcolorIndex = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'colorPerVertex':\n\t\t\t\t\t\tcolorPerVertex = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'convex':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'coordIndex':\n\t\t\t\t\t\tcoordIndex = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'creaseAngle':\n\t\t\t\t\t\tcreaseAngle = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'normalIndex':\n\t\t\t\t\t\tnormalIndex = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'normalPerVertex':\n\t\t\t\t\t\tnormalPerVertex = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'solid':\n\t\t\t\t\t\tsolid = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'texCoordIndex':\n\t\t\t\t\t\ttexCoordIndex = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( coordIndex === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Missing coordIndex.' );\n\n\t\t\t\treturn new BufferGeometry(); // handle VRML files with incomplete geometry definition\n\n\t\t\t}\n\n\t\t\tconst triangulatedCoordIndex = triangulateFaceIndex( coordIndex, ccw );\n\n\t\t\tlet colorAttribute;\n\t\t\tlet normalAttribute;\n\t\t\tlet uvAttribute;\n\n\t\t\tif ( color ) {\n\n\t\t\t\tif ( colorPerVertex === true ) {\n\n\t\t\t\t\tif ( colorIndex && colorIndex.length > 0 ) {\n\n\t\t\t\t\t\t// if the colorIndex field is not empty, then it is used to choose colors for each vertex of the IndexedFaceSet.\n\n\t\t\t\t\t\tconst triangulatedColorIndex = triangulateFaceIndex( colorIndex, ccw );\n\t\t\t\t\t\tcolorAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedColorIndex, color, 3 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node\n\n\t\t\t\t\t\tcolorAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( color, 3 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( colorIndex && colorIndex.length > 0 ) {\n\n\t\t\t\t\t\t// if the colorIndex field is not empty, then they are used to choose one color for each face of the IndexedFaceSet\n\n\t\t\t\t\t\tconst flattenFaceColors = flattenData( color, colorIndex );\n\t\t\t\t\t\tconst triangulatedFaceColors = triangulateFaceData( flattenFaceColors, coordIndex );\n\t\t\t\t\t\tcolorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// if the colorIndex field is empty, then the color are applied to each face of the IndexedFaceSet in order\n\n\t\t\t\t\t\tconst triangulatedFaceColors = triangulateFaceData( color, coordIndex );\n\t\t\t\t\t\tcolorAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceColors );\n\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( normal ) {\n\n\t\t\t\tif ( normalPerVertex === true ) {\n\n\t\t\t\t\t// consider vertex normals\n\n\t\t\t\t\tif ( normalIndex && normalIndex.length > 0 ) {\n\n\t\t\t\t\t\t// if the normalIndex field is not empty, then it is used to choose normals for each vertex of the IndexedFaceSet.\n\n\t\t\t\t\t\tconst triangulatedNormalIndex = triangulateFaceIndex( normalIndex, ccw );\n\t\t\t\t\t\tnormalAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedNormalIndex, normal, 3 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// if the normalIndex field is empty, then the coordIndex field is used to choose normals from the Normal node\n\n\t\t\t\t\t\tnormalAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( normal, 3 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// consider face normals\n\n\t\t\t\t\tif ( normalIndex && normalIndex.length > 0 ) {\n\n\t\t\t\t\t\t// if the normalIndex field is not empty, then they are used to choose one normal for each face of the IndexedFaceSet\n\n\t\t\t\t\t\tconst flattenFaceNormals = flattenData( normal, normalIndex );\n\t\t\t\t\t\tconst triangulatedFaceNormals = triangulateFaceData( flattenFaceNormals, coordIndex );\n\t\t\t\t\t\tnormalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// if the normalIndex field is empty, then the normals are applied to each face of the IndexedFaceSet in order\n\n\t\t\t\t\t\tconst triangulatedFaceNormals = triangulateFaceData( normal, coordIndex );\n\t\t\t\t\t\tnormalAttribute = computeAttributeFromFaceData( triangulatedCoordIndex, triangulatedFaceNormals );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// if the normal field is NULL, then the loader should automatically generate normals, using creaseAngle to determine if and how normals are smoothed across shared vertices\n\n\t\t\t\tnormalAttribute = computeNormalAttribute( triangulatedCoordIndex, coord, creaseAngle );\n\n\t\t\t}\n\n\t\t\tif ( texCoord ) {\n\n\t\t\t\t// texture coordinates are always defined on vertex level\n\n\t\t\t\tif ( texCoordIndex && texCoordIndex.length > 0 ) {\n\n\t\t\t\t\t// if the texCoordIndex field is not empty, then it is used to choose texture coordinates for each vertex of the IndexedFaceSet.\n\n\t\t\t\t\tconst triangulatedTexCoordIndex = triangulateFaceIndex( texCoordIndex, ccw );\n\t\t\t\t\tuvAttribute = computeAttributeFromIndexedData( triangulatedCoordIndex, triangulatedTexCoordIndex, texCoord, 2 );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// if the texCoordIndex field is empty, then the coordIndex array is used to choose texture coordinates from the TextureCoordinate node\n\n\t\t\t\t\tuvAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( texCoord, 2 ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst geometry = new BufferGeometry();\n\t\t\tconst positionAttribute = toNonIndexedAttribute( triangulatedCoordIndex, new Float32BufferAttribute( coord, 3 ) );\n\n\t\t\tgeometry.setAttribute( 'position', positionAttribute );\n\t\t\tgeometry.setAttribute( 'normal', normalAttribute );\n\n\t\t\t// optional attributes\n\n\t\t\tif ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );\n\t\t\tif ( uvAttribute ) geometry.setAttribute( 'uv', uvAttribute );\n\n\t\t\t// \"solid\" influences the material so let's store it for later use\n\n\t\t\tgeometry._solid = solid;\n\t\t\tgeometry._type = 'mesh';\n\n\t\t\treturn geometry;\n\n\t\t}\n\n\t\tfunction buildIndexedLineSetNode( node ) {\n\n\t\t\tlet color, coord;\n\t\t\tlet colorIndex, coordIndex;\n\t\t\tlet colorPerVertex = true;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'color':\n\t\t\t\t\t\tconst colorNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( colorNode !== null ) {\n\n\t\t\t\t\t\t\tcolor = getNode( colorNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'coord':\n\t\t\t\t\t\tconst coordNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( coordNode !== null ) {\n\n\t\t\t\t\t\t\tcoord = getNode( coordNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'colorIndex':\n\t\t\t\t\t\tcolorIndex = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'colorPerVertex':\n\t\t\t\t\t\tcolorPerVertex = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'coordIndex':\n\t\t\t\t\t\tcoordIndex = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// build lines\n\n\t\t\tlet colorAttribute;\n\n\t\t\tconst expandedLineIndex = expandLineIndex( coordIndex ); // create an index for three.js's linesegment primitive\n\n\t\t\tif ( color ) {\n\n\t\t\t\tif ( colorPerVertex === true ) {\n\n\t\t\t\t\tif ( colorIndex.length > 0 ) {\n\n\t\t\t\t\t\t// if the colorIndex field is not empty, then one color is used for each polyline of the IndexedLineSet.\n\n\t\t\t\t\t\tconst expandedColorIndex = expandLineIndex( colorIndex ); // compute colors for each line segment (rendering primitve)\n\t\t\t\t\t\tcolorAttribute = computeAttributeFromIndexedData( expandedLineIndex, expandedColorIndex, color, 3 ); // compute data on vertex level\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// if the colorIndex field is empty, then the colors are applied to each polyline of the IndexedLineSet in order.\n\n\t\t\t\t\t\tcolorAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( color, 3 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( colorIndex.length > 0 ) {\n\n\t\t\t\t\t\t// if the colorIndex field is not empty, then colors are applied to each vertex of the IndexedLineSet\n\n\t\t\t\t\t\tconst flattenLineColors = flattenData( color, colorIndex ); // compute colors for each VRML primitve\n\t\t\t\t\t\tconst expandedLineColors = expandLineData( flattenLineColors, coordIndex ); // compute colors for each line segment (rendering primitve)\n\t\t\t\t\t\tcolorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level\n\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// if the colorIndex field is empty, then the coordIndex field is used to choose colors from the Color node\n\n\t\t\t\t\t\tconst expandedLineColors = expandLineData( color, coordIndex ); // compute colors for each line segment (rendering primitve)\n\t\t\t\t\t\tcolorAttribute = computeAttributeFromLineData( expandedLineIndex, expandedLineColors ); // compute data on vertex level\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst geometry = new BufferGeometry();\n\n\t\t\tconst positionAttribute = toNonIndexedAttribute( expandedLineIndex, new Float32BufferAttribute( coord, 3 ) );\n\t\t\tgeometry.setAttribute( 'position', positionAttribute );\n\n\t\t\tif ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );\n\n\t\t\tgeometry._type = 'line';\n\n\t\t\treturn geometry;\n\n\t\t}\n\n\t\tfunction buildPointSetNode( node ) {\n\n\t\t\tlet color, coord;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'color':\n\t\t\t\t\t\tconst colorNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( colorNode !== null ) {\n\n\t\t\t\t\t\t\tcolor = getNode( colorNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'coord':\n\t\t\t\t\t\tconst coordNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( coordNode !== null ) {\n\n\t\t\t\t\t\t\tcoord = getNode( coordNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst geometry = new BufferGeometry();\n\n\t\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( coord, 3 ) );\n\t\t\tif ( color ) geometry.setAttribute( 'color', new Float32BufferAttribute( color, 3 ) );\n\n\t\t\tgeometry._type = 'points';\n\n\t\t\treturn geometry;\n\n\t\t}\n\n\t\tfunction buildBoxNode( node ) {\n\n\t\t\tconst size = new Vector3( 2, 2, 2 );\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'size':\n\t\t\t\t\t\tsize.x = fieldValues[ 0 ];\n\t\t\t\t\t\tsize.y = fieldValues[ 1 ];\n\t\t\t\t\t\tsize.z = fieldValues[ 2 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst geometry = new BoxGeometry( size.x, size.y, size.z );\n\n\t\t\treturn geometry;\n\n\t\t}\n\n\t\tfunction buildConeNode( node ) {\n\n\t\t\tlet radius = 1, height = 2, openEnded = false;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'bottom':\n\t\t\t\t\t\topenEnded = ! fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'bottomRadius':\n\t\t\t\t\t\tradius = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'height':\n\t\t\t\t\t\theight = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'side':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst geometry = new ConeGeometry( radius, height, 16, 1, openEnded );\n\n\t\t\treturn geometry;\n\n\t\t}\n\n\t\tfunction buildCylinderNode( node ) {\n\n\t\t\tlet radius = 1, height = 2;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'bottom':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'radius':\n\t\t\t\t\t\tradius = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'height':\n\t\t\t\t\t\theight = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'side':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'top':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst geometry = new CylinderGeometry( radius, radius, height, 16, 1 );\n\n\t\t\treturn geometry;\n\n\t\t}\n\n\t\tfunction buildSphereNode( node ) {\n\n\t\t\tlet radius = 1;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'radius':\n\t\t\t\t\t\tradius = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst geometry = new SphereGeometry( radius, 16, 16 );\n\n\t\t\treturn geometry;\n\n\t\t}\n\n\t\tfunction buildElevationGridNode( node ) {\n\n\t\t\tlet color;\n\t\t\tlet normal;\n\t\t\tlet texCoord;\n\t\t\tlet height;\n\n\t\t\tlet colorPerVertex = true;\n\t\t\tlet normalPerVertex = true;\n\t\t\tlet solid = true;\n\t\t\tlet ccw = true;\n\t\t\tlet creaseAngle = 0;\n\t\t\tlet xDimension = 2;\n\t\t\tlet zDimension = 2;\n\t\t\tlet xSpacing = 1;\n\t\t\tlet zSpacing = 1;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'color':\n\t\t\t\t\t\tconst colorNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( colorNode !== null ) {\n\n\t\t\t\t\t\t\tcolor = getNode( colorNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'normal':\n\t\t\t\t\t\tconst normalNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( normalNode !== null ) {\n\n\t\t\t\t\t\t\tnormal = getNode( normalNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'texCoord':\n\t\t\t\t\t\tconst texCoordNode = fieldValues[ 0 ];\n\n\t\t\t\t\t\tif ( texCoordNode !== null ) {\n\n\t\t\t\t\t\t\ttexCoord = getNode( texCoordNode );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'height':\n\t\t\t\t\t\theight = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ccw':\n\t\t\t\t\t\tccw = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'colorPerVertex':\n\t\t\t\t\t\tcolorPerVertex = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'creaseAngle':\n\t\t\t\t\t\tcreaseAngle = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'normalPerVertex':\n\t\t\t\t\t\tnormalPerVertex = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'solid':\n\t\t\t\t\t\tsolid = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'xDimension':\n\t\t\t\t\t\txDimension = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'xSpacing':\n\t\t\t\t\t\txSpacing = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'zDimension':\n\t\t\t\t\t\tzDimension = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'zSpacing':\n\t\t\t\t\t\tzSpacing = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// vertex data\n\n\t\t\tconst vertices = [];\n\t\t\tconst normals = [];\n\t\t\tconst colors = [];\n\t\t\tconst uvs = [];\n\n\t\t\tfor ( let i = 0; i < zDimension; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < xDimension; j ++ ) {\n\n\t\t\t\t\t// compute a row major index\n\n\t\t\t\t\tconst index = ( i * xDimension ) + j;\n\n\t\t\t\t\t// vertices\n\n\t\t\t\t\tconst x = xSpacing * i;\n\t\t\t\t\tconst y = height[ index ];\n\t\t\t\t\tconst z = zSpacing * j;\n\n\t\t\t\t\tvertices.push( x, y, z );\n\n\t\t\t\t\t// colors\n\n\t\t\t\t\tif ( color && colorPerVertex === true ) {\n\n\t\t\t\t\t\tconst r = color[ index * 3 + 0 ];\n\t\t\t\t\t\tconst g = color[ index * 3 + 1 ];\n\t\t\t\t\t\tconst b = color[ index * 3 + 2 ];\n\n\t\t\t\t\t\tcolors.push( r, g, b );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// normals\n\n\t\t\t\t\tif ( normal && normalPerVertex === true ) {\n\n\t\t\t\t\t\tconst xn = normal[ index * 3 + 0 ];\n\t\t\t\t\t\tconst yn = normal[ index * 3 + 1 ];\n\t\t\t\t\t\tconst zn = normal[ index * 3 + 2 ];\n\n\t\t\t\t\t\tnormals.push( xn, yn, zn );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tif ( texCoord ) {\n\n\t\t\t\t\t\tconst s = texCoord[ index * 2 + 0 ];\n\t\t\t\t\t\tconst t = texCoord[ index * 2 + 1 ];\n\n\t\t\t\t\t\tuvs.push( s, t );\n\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuvs.push( i / ( xDimension - 1 ), j / ( zDimension - 1 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\tconst indices = [];\n\n\t\t\tfor ( let i = 0; i < xDimension - 1; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < zDimension - 1; j ++ ) {\n\n\t\t\t\t\t// from https://tecfa.unige.ch/guides/vrml/vrml97/spec/part1/nodesRef.html#ElevationGrid\n\n\t\t\t\t\tconst a = i + j * xDimension;\n\t\t\t\t\tconst b = i + ( j + 1 ) * xDimension;\n\t\t\t\t\tconst c = ( i + 1 ) + ( j + 1 ) * xDimension;\n\t\t\t\t\tconst d = ( i + 1 ) + j * xDimension;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tif ( ccw === true ) {\n\n\t\t\t\t\t\tindices.push( a, c, b );\n\t\t\t\t\t\tindices.push( c, a, d );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tindices.push( a, b, c );\n\t\t\t\t\t\tindices.push( c, d, a );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst positionAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( vertices, 3 ) );\n\t\t\tconst uvAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( uvs, 2 ) );\n\t\t\tlet colorAttribute;\n\t\t\tlet normalAttribute;\n\n\t\t\t// color attribute\n\n\t\t\tif ( color ) {\n\n\t\t\t\tif ( colorPerVertex === false ) {\n\n\t\t\t\t\tfor ( let i = 0; i < xDimension - 1; i ++ ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < zDimension - 1; j ++ ) {\n\n\t\t\t\t\t\t\tconst index = i + j * ( xDimension - 1 );\n\n\t\t\t\t\t\t\tconst r = color[ index * 3 + 0 ];\n\t\t\t\t\t\t\tconst g = color[ index * 3 + 1 ];\n\t\t\t\t\t\t\tconst b = color[ index * 3 + 2 ];\n\n\t\t\t\t\t\t\t// one color per quad\n\n\t\t\t\t\t\t\tcolors.push( r, g, b ); colors.push( r, g, b ); colors.push( r, g, b );\n\t\t\t\t\t\t\tcolors.push( r, g, b ); colors.push( r, g, b ); colors.push( r, g, b );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcolorAttribute = new Float32BufferAttribute( colors, 3 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcolorAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( colors, 3 ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// normal attribute\n\n\t\t\tif ( normal ) {\n\n\t\t\t\tif ( normalPerVertex === false ) {\n\n\t\t\t\t\tfor ( let i = 0; i < xDimension - 1; i ++ ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < zDimension - 1; j ++ ) {\n\n\t\t\t\t\t\t\tconst index = i + j * ( xDimension - 1 );\n\n\t\t\t\t\t\t\tconst xn = normal[ index * 3 + 0 ];\n\t\t\t\t\t\t\tconst yn = normal[ index * 3 + 1 ];\n\t\t\t\t\t\t\tconst zn = normal[ index * 3 + 2 ];\n\n\t\t\t\t\t\t\t// one normal per quad\n\n\t\t\t\t\t\t\tnormals.push( xn, yn, zn ); normals.push( xn, yn, zn ); normals.push( xn, yn, zn );\n\t\t\t\t\t\t\tnormals.push( xn, yn, zn ); normals.push( xn, yn, zn ); normals.push( xn, yn, zn );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tnormalAttribute = new Float32BufferAttribute( normals, 3 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tnormalAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( normals, 3 ) );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tnormalAttribute = computeNormalAttribute( indices, vertices, creaseAngle );\n\n\t\t\t}\n\n\t\t\t// build geometry\n\n\t\t\tconst geometry = new BufferGeometry();\n\t\t\tgeometry.setAttribute( 'position', positionAttribute );\n\t\t\tgeometry.setAttribute( 'normal', normalAttribute );\n\t\t\tgeometry.setAttribute( 'uv', uvAttribute );\n\n\t\t\tif ( colorAttribute ) geometry.setAttribute( 'color', colorAttribute );\n\n\t\t\t// \"solid\" influences the material so let's store it for later use\n\n\t\t\tgeometry._solid = solid;\n\t\t\tgeometry._type = 'mesh';\n\n\t\t\treturn geometry;\n\n\t\t}\n\n\t\tfunction buildExtrusionNode( node ) {\n\n\t\t\tlet crossSection = [ 1, 1, 1, - 1, - 1, - 1, - 1, 1, 1, 1 ];\n\t\t\tlet spine = [ 0, 0, 0, 0, 1, 0 ];\n\t\t\tlet scale;\n\t\t\tlet orientation;\n\n\t\t\tlet beginCap = true;\n\t\t\tlet ccw = true;\n\t\t\tlet creaseAngle = 0;\n\t\t\tlet endCap = true;\n\t\t\tlet solid = true;\n\n\t\t\tconst fields = node.fields;\n\n\t\t\tfor ( let i = 0, l = fields.length; i < l; i ++ ) {\n\n\t\t\t\tconst field = fields[ i ];\n\t\t\t\tconst fieldName = field.name;\n\t\t\t\tconst fieldValues = field.values;\n\n\t\t\t\tswitch ( fieldName ) {\n\n\t\t\t\t\tcase 'beginCap':\n\t\t\t\t\t\tbeginCap = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ccw':\n\t\t\t\t\t\tccw = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'convex':\n\t\t\t\t\t\t// field not supported\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'creaseAngle':\n\t\t\t\t\t\tcreaseAngle = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'crossSection':\n\t\t\t\t\t\tcrossSection = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'endCap':\n\t\t\t\t\t\tendCap = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'orientation':\n\t\t\t\t\t\torientation = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'scale':\n\t\t\t\t\t\tscale = fieldValues;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'solid':\n\t\t\t\t\t\tsolid = fieldValues[ 0 ];\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'spine':\n\t\t\t\t\t\tspine = fieldValues; // only extrusion along the Y-axis are supported so far\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.warn( 'THREE.VRMLLoader: Unknown field:', fieldName );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst crossSectionClosed = ( crossSection[ 0 ] === crossSection[ crossSection.length - 2 ] && crossSection[ 1 ] === crossSection[ crossSection.length - 1 ] );\n\n\t\t\t// vertices\n\n\t\t\tconst vertices = [];\n\t\t\tconst spineVector = new Vector3();\n\t\t\tconst scaling = new Vector3();\n\n\t\t\tconst axis = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\t\t\tconst quaternion = new Quaternion();\n\n\t\t\tfor ( let i = 0, j = 0, o = 0, il = spine.length; i < il; i += 3, j += 2, o += 4 ) {\n\n\t\t\t\tspineVector.fromArray( spine, i );\n\n\t\t\t\tscaling.x = scale ? scale[ j + 0 ] : 1;\n\t\t\t\tscaling.y = 1;\n\t\t\t\tscaling.z = scale ? scale[ j + 1 ] : 1;\n\n\t\t\t\taxis.x = orientation ? orientation[ o + 0 ] : 0;\n\t\t\t\taxis.y = orientation ? orientation[ o + 1 ] : 0;\n\t\t\t\taxis.z = orientation ? orientation[ o + 2 ] : 1;\n\t\t\t\tconst angle = orientation ? orientation[ o + 3 ] : 0;\n\n\t\t\t\tfor ( let k = 0, kl = crossSection.length; k < kl; k += 2 ) {\n\n\t\t\t\t\tvertex.x = crossSection[ k + 0 ];\n\t\t\t\t\tvertex.y = 0;\n\t\t\t\t\tvertex.z = crossSection[ k + 1 ];\n\n\t\t\t\t\t// scale\n\n\t\t\t\t\tvertex.multiply( scaling );\n\n\t\t\t\t\t// rotate\n\n\t\t\t\t\tquaternion.setFromAxisAngle( axis, angle );\n\t\t\t\t\tvertex.applyQuaternion( quaternion );\n\n\t\t\t\t\t// translate\n\n\t\t\t\t\tvertex.add( spineVector );\n\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\tconst indices = [];\n\n\t\t\tconst spineCount = spine.length / 3;\n\t\t\tconst crossSectionCount = crossSection.length / 2;\n\n\t\t\tfor ( let i = 0; i < spineCount - 1; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < crossSectionCount - 1; j ++ ) {\n\n\t\t\t\t\tconst a = j + i * crossSectionCount;\n\t\t\t\t\tlet b = ( j + 1 ) + i * crossSectionCount;\n\t\t\t\t\tconst c = j + ( i + 1 ) * crossSectionCount;\n\t\t\t\t\tlet d = ( j + 1 ) + ( i + 1 ) * crossSectionCount;\n\n\t\t\t\t\tif ( ( j === crossSectionCount - 2 ) && ( crossSectionClosed === true ) ) {\n\n\t\t\t\t\t\tb = i * crossSectionCount;\n\t\t\t\t\t\td = ( i + 1 ) * crossSectionCount;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ccw === true ) {\n\n\t\t\t\t\t\tindices.push( a, b, c );\n\t\t\t\t\t\tindices.push( c, b, d );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tindices.push( a, c, b );\n\t\t\t\t\t\tindices.push( c, d, b );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// triangulate cap\n\n\t\t\tif ( beginCap === true || endCap === true ) {\n\n\t\t\t\tconst contour = [];\n\n\t\t\t\tfor ( let i = 0, l = crossSection.length; i < l; i += 2 ) {\n\n\t\t\t\t\tcontour.push( new Vector2( crossSection[ i ], crossSection[ i + 1 ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tconst faces = ShapeUtils.triangulateShape( contour, [] );\n\t\t\t\tconst capIndices = [];\n\n\t\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\t\tcapIndices.push( face[ 0 ], face[ 1 ], face[ 2 ] );\n\n\t\t\t\t}\n\n\t\t\t\t// begin cap\n\n\t\t\t\tif ( beginCap === true ) {\n\n\t\t\t\t\tfor ( let i = 0, l = capIndices.length; i < l; i += 3 ) {\n\n\t\t\t\t\t\tif ( ccw === true ) {\n\n\t\t\t\t\t\t\tindices.push( capIndices[ i + 0 ], capIndices[ i + 1 ], capIndices[ i + 2 ] );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tindices.push( capIndices[ i + 0 ], capIndices[ i + 2 ], capIndices[ i + 1 ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// end cap\n\n\t\t\t\tif ( endCap === true ) {\n\n\t\t\t\t\tconst indexOffset = crossSectionCount * ( spineCount - 1 ); // references to the first vertex of the last cross section\n\n\t\t\t\t\tfor ( let i = 0, l = capIndices.length; i < l; i += 3 ) {\n\n\t\t\t\t\t\tif ( ccw === true ) {\n\n\t\t\t\t\t\t\tindices.push( indexOffset + capIndices[ i + 0 ], indexOffset + capIndices[ i + 2 ], indexOffset + capIndices[ i + 1 ] );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tindices.push( indexOffset + capIndices[ i + 0 ], indexOffset + capIndices[ i + 1 ], indexOffset + capIndices[ i + 2 ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst positionAttribute = toNonIndexedAttribute( indices, new Float32BufferAttribute( vertices, 3 ) );\n\t\t\tconst normalAttribute = computeNormalAttribute( indices, vertices, creaseAngle );\n\n\t\t\tconst geometry = new BufferGeometry();\n\t\t\tgeometry.setAttribute( 'position', positionAttribute );\n\t\t\tgeometry.setAttribute( 'normal', normalAttribute );\n\t\t\t// no uvs yet\n\n\t\t\t// \"solid\" influences the material so let's store it for later use\n\n\t\t\tgeometry._solid = solid;\n\t\t\tgeometry._type = 'mesh';\n\n\t\t\treturn geometry;\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction resolveUSE( identifier ) {\n\n\t\t\tconst node = nodeMap[ identifier ];\n\t\t\tconst build = getNode( node );\n\n\t\t\t// because the same 3D objects can have different transformations, it's necessary to clone them.\n\t\t\t// materials can be influenced by the geometry (e.g. vertex normals). cloning is necessary to avoid\n\t\t\t// any side effects\n\n\t\t\treturn ( build.isObject3D || build.isMaterial ) ? build.clone() : build;\n\n\t\t}\n\n\t\tfunction parseFieldChildren( children, owner ) {\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tconst object = getNode( children[ i ] );\n\n\t\t\t\tif ( object instanceof Object3D ) owner.add( object );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction triangulateFaceIndex( index, ccw ) {\n\n\t\t\tconst indices = [];\n\n\t\t\t// since face defintions can have more than three vertices, it's necessary to\n\t\t\t// perform a simple triangulation\n\n\t\t\tlet start = 0;\n\n\t\t\tfor ( let i = 0, l = index.length; i < l; i ++ ) {\n\n\t\t\t\tconst i1 = index[ start ];\n\t\t\t\tconst i2 = index[ i + ( ccw ? 1 : 2 ) ];\n\t\t\t\tconst i3 = index[ i + ( ccw ? 2 : 1 ) ];\n\n\t\t\t\tindices.push( i1, i2, i3 );\n\n\t\t\t\t// an index of -1 indicates that the current face has ended and the next one begins\n\n\t\t\t\tif ( index[ i + 3 ] === - 1 || i + 3 >= l ) {\n\n\t\t\t\t\ti += 3;\n\t\t\t\t\tstart = i + 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn indices;\n\n\t\t}\n\n\t\tfunction triangulateFaceData( data, index ) {\n\n\t\t\tconst triangulatedData = [];\n\n\t\t\tlet start = 0;\n\n\t\t\tfor ( let i = 0, l = index.length; i < l; i ++ ) {\n\n\t\t\t\tconst stride = start * 3;\n\n\t\t\t\tconst x = data[ stride ];\n\t\t\t\tconst y = data[ stride + 1 ];\n\t\t\t\tconst z = data[ stride + 2 ];\n\n\t\t\t\ttriangulatedData.push( x, y, z );\n\n\t\t\t\t// an index of -1 indicates that the current face has ended and the next one begins\n\n\t\t\t\tif ( index[ i + 3 ] === - 1 || i + 3 >= l ) {\n\n\t\t\t\t\ti += 3;\n\t\t\t\t\tstart ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn triangulatedData;\n\n\t\t}\n\n\t\tfunction flattenData( data, index ) {\n\n\t\t\tconst flattenData = [];\n\n\t\t\tfor ( let i = 0, l = index.length; i < l; i ++ ) {\n\n\t\t\t\tconst i1 = index[ i ];\n\n\t\t\t\tconst stride = i1 * 3;\n\n\t\t\t\tconst x = data[ stride ];\n\t\t\t\tconst y = data[ stride + 1 ];\n\t\t\t\tconst z = data[ stride + 2 ];\n\n\t\t\t\tflattenData.push( x, y, z );\n\n\t\t\t}\n\n\t\t\treturn flattenData;\n\n\t\t}\n\n\t\tfunction expandLineIndex( index ) {\n\n\t\t\tconst indices = [];\n\n\t\t\tfor ( let i = 0, l = index.length; i < l; i ++ ) {\n\n\t\t\t\tconst i1 = index[ i ];\n\t\t\t\tconst i2 = index[ i + 1 ];\n\n\t\t\t\tindices.push( i1, i2 );\n\n\t\t\t\t// an index of -1 indicates that the current line has ended and the next one begins\n\n\t\t\t\tif ( index[ i + 2 ] === - 1 || i + 2 >= l ) {\n\n\t\t\t\t\ti += 2;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn indices;\n\n\t\t}\n\n\t\tfunction expandLineData( data, index ) {\n\n\t\t\tconst triangulatedData = [];\n\n\t\t\tlet start = 0;\n\n\t\t\tfor ( let i = 0, l = index.length; i < l; i ++ ) {\n\n\t\t\t\tconst stride = start * 3;\n\n\t\t\t\tconst x = data[ stride ];\n\t\t\t\tconst y = data[ stride + 1 ];\n\t\t\t\tconst z = data[ stride + 2 ];\n\n\t\t\t\ttriangulatedData.push( x, y, z );\n\n\t\t\t\t// an index of -1 indicates that the current line has ended and the next one begins\n\n\t\t\t\tif ( index[ i + 2 ] === - 1 || i + 2 >= l ) {\n\n\t\t\t\t\ti += 2;\n\t\t\t\t\tstart ++;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn triangulatedData;\n\n\t\t}\n\n\t\tconst vA = new Vector3();\n\t\tconst vB = new Vector3();\n\t\tconst vC = new Vector3();\n\n\t\tconst uvA = new Vector2();\n\t\tconst uvB = new Vector2();\n\t\tconst uvC = new Vector2();\n\n\t\tfunction computeAttributeFromIndexedData( coordIndex, index, data, itemSize ) {\n\n\t\t\tconst array = [];\n\n\t\t\t// we use the coordIndex.length as delimiter since normalIndex must contain at least as many indices\n\n\t\t\tfor ( let i = 0, l = coordIndex.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = index[ i ];\n\t\t\t\tconst b = index[ i + 1 ];\n\t\t\t\tconst c = index[ i + 2 ];\n\n\t\t\t\tif ( itemSize === 2 ) {\n\n\t\t\t\t\tuvA.fromArray( data, a * itemSize );\n\t\t\t\t\tuvB.fromArray( data, b * itemSize );\n\t\t\t\t\tuvC.fromArray( data, c * itemSize );\n\n\t\t\t\t\tarray.push( uvA.x, uvA.y );\n\t\t\t\t\tarray.push( uvB.x, uvB.y );\n\t\t\t\t\tarray.push( uvC.x, uvC.y );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tvA.fromArray( data, a * itemSize );\n\t\t\t\t\tvB.fromArray( data, b * itemSize );\n\t\t\t\t\tvC.fromArray( data, c * itemSize );\n\n\t\t\t\t\tarray.push( vA.x, vA.y, vA.z );\n\t\t\t\t\tarray.push( vB.x, vB.y, vB.z );\n\t\t\t\t\tarray.push( vC.x, vC.y, vC.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new Float32BufferAttribute( array, itemSize );\n\n\t\t}\n\n\t\tfunction computeAttributeFromFaceData( index, faceData ) {\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, j = 0, l = index.length; i < l; i += 3, j ++ ) {\n\n\t\t\t\tvA.fromArray( faceData, j * 3 );\n\n\t\t\t\tarray.push( vA.x, vA.y, vA.z );\n\t\t\t\tarray.push( vA.x, vA.y, vA.z );\n\t\t\t\tarray.push( vA.x, vA.y, vA.z );\n\n\t\t\t}\n\n\t\t\treturn new Float32BufferAttribute( array, 3 );\n\n\t\t}\n\n\t\tfunction computeAttributeFromLineData( index, lineData ) {\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, j = 0, l = index.length; i < l; i += 2, j ++ ) {\n\n\t\t\t\tvA.fromArray( lineData, j * 3 );\n\n\t\t\t\tarray.push( vA.x, vA.y, vA.z );\n\t\t\t\tarray.push( vA.x, vA.y, vA.z );\n\n\t\t\t}\n\n\t\t\treturn new Float32BufferAttribute( array, 3 );\n\n\t\t}\n\n\t\tfunction toNonIndexedAttribute( indices, attribute ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new Float32BufferAttribute( array2, itemSize );\n\n\t\t}\n\n\t\tconst ab = new Vector3();\n\t\tconst cb = new Vector3();\n\n\t\tfunction computeNormalAttribute( index, coord, creaseAngle ) {\n\n\t\t\tconst faces = [];\n\t\t\tconst vertexNormals = {};\n\n\t\t\t// prepare face and raw vertex normals\n\n\t\t\tfor ( let i = 0, l = index.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = index[ i ];\n\t\t\t\tconst b = index[ i + 1 ];\n\t\t\t\tconst c = index[ i + 2 ];\n\n\t\t\t\tconst face = new Face( a, b, c );\n\n\t\t\t\tvA.fromArray( coord, a * 3 );\n\t\t\t\tvB.fromArray( coord, b * 3 );\n\t\t\t\tvC.fromArray( coord, c * 3 );\n\n\t\t\t\tcb.subVectors( vC, vB );\n\t\t\t\tab.subVectors( vA, vB );\n\t\t\t\tcb.cross( ab );\n\n\t\t\t\tcb.normalize();\n\n\t\t\t\tface.normal.copy( cb );\n\n\t\t\t\tif ( vertexNormals[ a ] === undefined ) vertexNormals[ a ] = [];\n\t\t\t\tif ( vertexNormals[ b ] === undefined ) vertexNormals[ b ] = [];\n\t\t\t\tif ( vertexNormals[ c ] === undefined ) vertexNormals[ c ] = [];\n\n\t\t\t\tvertexNormals[ a ].push( face.normal );\n\t\t\t\tvertexNormals[ b ].push( face.normal );\n\t\t\t\tvertexNormals[ c ].push( face.normal );\n\n\t\t\t\tfaces.push( face );\n\n\t\t\t}\n\n\t\t\t// compute vertex normals and build final geometry\n\n\t\t\tconst normals = [];\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst nA = weightedNormal( vertexNormals[ face.a ], face.normal, creaseAngle );\n\t\t\t\tconst nB = weightedNormal( vertexNormals[ face.b ], face.normal, creaseAngle );\n\t\t\t\tconst nC = weightedNormal( vertexNormals[ face.c ], face.normal, creaseAngle );\n\n\t\t\t\tvA.fromArray( coord, face.a * 3 );\n\t\t\t\tvB.fromArray( coord, face.b * 3 );\n\t\t\t\tvC.fromArray( coord, face.c * 3 );\n\n\t\t\t\tnormals.push( nA.x, nA.y, nA.z );\n\t\t\t\tnormals.push( nB.x, nB.y, nB.z );\n\t\t\t\tnormals.push( nC.x, nC.y, nC.z );\n\n\t\t\t}\n\n\t\t\treturn new Float32BufferAttribute( normals, 3 );\n\n\t\t}\n\n\t\tfunction weightedNormal( normals, vector, creaseAngle ) {\n\n\t\t\tconst normal = new Vector3();\n\n\t\t\tif ( creaseAngle === 0 ) {\n\n\t\t\t\tnormal.copy( vector );\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = normals.length; i < l; i ++ ) {\n\n\t\t\t\t\tif ( normals[ i ].angleTo( vector ) < creaseAngle ) {\n\n\t\t\t\t\t\tnormal.add( normals[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn normal.normalize();\n\n\t\t}\n\n\t\tfunction toColorArray( colors ) {\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, l = colors.length; i < l; i += 3 ) {\n\n\t\t\t\tarray.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );\n\n\t\t\t}\n\n\t\t\treturn array;\n\n\t\t}\n\n\t\t/**\n\t\t * Vertically paints the faces interpolating between the\n\t\t * specified colors at the specified angels. This is used for the Background\n\t\t * node, but could be applied to other nodes with multiple faces as well.\n\t\t *\n\t\t * When used with the Background node, default is directionIsDown is true if\n\t\t * interpolating the skyColor down from the Zenith. When interpolationg up from\n\t\t * the Nadir i.e. interpolating the groundColor, the directionIsDown is false.\n\t\t *\n\t\t * The first angle is never specified, it is the Zenith (0 rad). Angles are specified\n\t\t * in radians. The geometry is thought a sphere, but could be anything. The color interpolation\n\t\t * is linear along the Y axis in any case.\n\t\t *\n\t\t * You must specify one more color than you have angles at the beginning of the colors array.\n\t\t * This is the color of the Zenith (the top of the shape).\n\t\t *\n\t\t * @param {BufferGeometry} geometry\n\t\t * @param {number} radius\n\t\t * @param {array} angles\n\t\t * @param {array} colors\n\t\t * @param {boolean} topDown - Whether to work top down or bottom up.\n\t\t */\n\t\tfunction paintFaces( geometry, radius, angles, colors, topDown ) {\n\n\t\t\t// compute threshold values\n\n\t\t\tconst thresholds = [];\n\t\t\tconst startAngle = ( topDown === true ) ? 0 : Math.PI;\n\n\t\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\t\tlet angle = ( i === 0 ) ? 0 : angles[ i - 1 ];\n\t\t\t\tangle = ( topDown === true ) ? angle : ( startAngle - angle );\n\n\t\t\t\tconst point = new Vector3();\n\t\t\t\tpoint.setFromSphericalCoords( radius, angle, 0 );\n\n\t\t\t\tthresholds.push( point );\n\n\t\t\t}\n\n\t\t\t// generate vertex colors\n\n\t\t\tconst indices = geometry.index;\n\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\tconst colorAttribute = new BufferAttribute( new Float32Array( geometry.attributes.position.count * 3 ), 3 );\n\n\t\t\tconst position = new Vector3();\n\t\t\tconst color = new Color();\n\n\t\t\tfor ( let i = 0; i < indices.count; i ++ ) {\n\n\t\t\t\tconst index = indices.getX( i );\n\t\t\t\tposition.fromBufferAttribute( positionAttribute, index );\n\n\t\t\t\tlet thresholdIndexA, thresholdIndexB;\n\t\t\t\tlet t = 1;\n\n\t\t\t\tfor ( let j = 1; j < thresholds.length; j ++ ) {\n\n\t\t\t\t\tthresholdIndexA = j - 1;\n\t\t\t\t\tthresholdIndexB = j;\n\n\t\t\t\t\tconst thresholdA = thresholds[ thresholdIndexA ];\n\t\t\t\t\tconst thresholdB = thresholds[ thresholdIndexB ];\n\n\t\t\t\t\tif ( topDown === true ) {\n\n\t\t\t\t\t\t// interpolation for sky color\n\n\t\t\t\t\t\tif ( position.y <= thresholdA.y && position.y > thresholdB.y ) {\n\n\t\t\t\t\t\t\tt = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// interpolation for ground color\n\n\t\t\t\t\t\tif ( position.y >= thresholdA.y && position.y < thresholdB.y ) {\n\n\t\t\t\t\t\t\tt = Math.abs( thresholdA.y - position.y ) / Math.abs( thresholdA.y - thresholdB.y );\n\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst colorA = colors[ thresholdIndexA ];\n\t\t\t\tconst colorB = colors[ thresholdIndexB ];\n\n\t\t\t\tcolor.copy( colorA ).lerp( colorB, t );\n\n\t\t\t\tcolorAttribute.setXYZ( index, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'color', colorAttribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst textureLoader = new TextureLoader( this.manager );\n\t\ttextureLoader.setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );\n\n\t\t// check version (only 2.0 is supported)\n\n\t\tif ( data.indexOf( '#VRML V2.0' ) === - 1 ) {\n\n\t\t\tthrow Error( 'THREE.VRMLLexer: Version of VRML asset not supported.' );\n\n\t\t}\n\n\t\t// create JSON representing the tree structure of the VRML asset\n\n\t\tconst tree = generateVRMLTree( data );\n\n\t\t// parse the tree structure to a three.js scene\n\n\t\tconst scene = parseTree( tree );\n\n\t\treturn scene;\n\n\t}\n\n}\n\nclass VRMLLexer {\n\n\tconstructor( tokens ) {\n\n\t\tthis.lexer = new chevrotain.Lexer( tokens ); // eslint-disable-line no-undef\n\n\t}\n\n\tlex( inputText ) {\n\n\t\tconst lexingResult = this.lexer.tokenize( inputText );\n\n\t\tif ( lexingResult.errors.length > 0 ) {\n\n\t\t\tconsole.error( lexingResult.errors );\n\n\t\t\tthrow Error( 'THREE.VRMLLexer: Lexing errors detected.' );\n\n\t\t}\n\n\t\treturn lexingResult;\n\n\t}\n\n}\n\nconst CstParser = chevrotain.CstParser;// eslint-disable-line no-undef\n\nclass VRMLParser extends CstParser {\n\n\tconstructor( tokenVocabulary ) {\n\n\t\tsuper( tokenVocabulary );\n\n\t\tconst $ = this;\n\n\t\tconst Version = tokenVocabulary[ 'Version' ];\n\t\tconst LCurly = tokenVocabulary[ 'LCurly' ];\n\t\tconst RCurly = tokenVocabulary[ 'RCurly' ];\n\t\tconst LSquare = tokenVocabulary[ 'LSquare' ];\n\t\tconst RSquare = tokenVocabulary[ 'RSquare' ];\n\t\tconst Identifier = tokenVocabulary[ 'Identifier' ];\n\t\tconst RouteIdentifier = tokenVocabulary[ 'RouteIdentifier' ];\n\t\tconst StringLiteral = tokenVocabulary[ 'StringLiteral' ];\n\t\tconst HexLiteral = tokenVocabulary[ 'HexLiteral' ];\n\t\tconst NumberLiteral = tokenVocabulary[ 'NumberLiteral' ];\n\t\tconst TrueLiteral = tokenVocabulary[ 'TrueLiteral' ];\n\t\tconst FalseLiteral = tokenVocabulary[ 'FalseLiteral' ];\n\t\tconst NullLiteral = tokenVocabulary[ 'NullLiteral' ];\n\t\tconst DEF = tokenVocabulary[ 'DEF' ];\n\t\tconst USE = tokenVocabulary[ 'USE' ];\n\t\tconst ROUTE = tokenVocabulary[ 'ROUTE' ];\n\t\tconst TO = tokenVocabulary[ 'TO' ];\n\t\tconst NodeName = tokenVocabulary[ 'NodeName' ];\n\n\t\t$.RULE( 'vrml', function () {\n\n\t\t\t$.SUBRULE( $.version );\n\t\t\t$.AT_LEAST_ONE( function () {\n\n\t\t\t\t$.SUBRULE( $.node );\n\n\t\t\t} );\n\t\t\t$.MANY( function () {\n\n\t\t\t\t$.SUBRULE( $.route );\n\n\t\t\t} );\n\n\t\t} );\n\n\t\t$.RULE( 'version', function () {\n\n\t\t\t$.CONSUME( Version );\n\n\t\t} );\n\n\t\t$.RULE( 'node', function () {\n\n\t\t\t$.OPTION( function () {\n\n\t\t\t\t$.SUBRULE( $.def );\n\n\t\t\t} );\n\n\t\t\t$.CONSUME( NodeName );\n\t\t\t$.CONSUME( LCurly );\n\t\t\t$.MANY( function () {\n\n\t\t\t\t$.SUBRULE( $.field );\n\n\t\t\t} );\n\t\t\t$.CONSUME( RCurly );\n\n\t\t} );\n\n\t\t$.RULE( 'field', function () {\n\n\t\t\t$.CONSUME( Identifier );\n\n\t\t\t$.OR2( [\n\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t$.SUBRULE( $.singleFieldValue );\n\n\t\t\t\t} },\n\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t$.SUBRULE( $.multiFieldValue );\n\n\t\t\t\t} }\n\t\t\t] );\n\n\t\t} );\n\n\t\t$.RULE( 'def', function () {\n\n\t\t\t$.CONSUME( DEF );\n\t\t\t$.OR( [\n\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t$.CONSUME( Identifier );\n\n\t\t\t\t} },\n\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t$.CONSUME( NodeName );\n\n\t\t\t\t} }\n\t\t\t] );\n\n\t\t} );\n\n\t\t$.RULE( 'use', function () {\n\n\t\t\t$.CONSUME( USE );\n\t\t\t$.OR( [\n\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t$.CONSUME( Identifier );\n\n\t\t\t\t} },\n\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t$.CONSUME( NodeName );\n\n\t\t\t\t} }\n\t\t\t] );\n\n\t\t} );\n\n\t\t$.RULE( 'singleFieldValue', function () {\n\n\t\t\t$.AT_LEAST_ONE( function () {\n\n\t\t\t\t$.OR( [\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.SUBRULE( $.node );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.SUBRULE( $.use );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.CONSUME( StringLiteral );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.CONSUME( HexLiteral );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.CONSUME( NumberLiteral );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.CONSUME( TrueLiteral );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.CONSUME( FalseLiteral );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.CONSUME( NullLiteral );\n\n\t\t\t\t\t} }\n\t\t\t\t] );\n\n\n\t\t\t} );\n\n\t\t} );\n\n\t\t$.RULE( 'multiFieldValue', function () {\n\n\t\t\t$.CONSUME( LSquare );\n\t\t\t$.MANY( function () {\n\n\t\t\t\t$.OR( [\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.SUBRULE( $.node );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.SUBRULE( $.use );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.CONSUME( StringLiteral );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.CONSUME( HexLiteral );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.CONSUME( NumberLiteral );\n\n\t\t\t\t\t} },\n\t\t\t\t\t{ ALT: function () {\n\n\t\t\t\t\t\t$.CONSUME( NullLiteral );\n\n\t\t\t\t\t} }\n\t\t\t\t] );\n\n\t\t\t} );\n\t\t\t$.CONSUME( RSquare );\n\n\t\t} );\n\n\t\t$.RULE( 'route', function () {\n\n\t\t\t$.CONSUME( ROUTE );\n\t\t\t$.CONSUME( RouteIdentifier );\n\t\t\t$.CONSUME( TO );\n\t\t\t$.CONSUME2( RouteIdentifier );\n\n\t\t} );\n\n\t\tthis.performSelfAnalysis();\n\n\t}\n\n}\n\nclass Face {\n\n\tconstructor( a, b, c ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\t\tthis.normal = new Vector3();\n\n\t}\n\n}\n\nconst TEXTURE_TYPE = {\n\tINTENSITY: 1,\n\tINTENSITY_ALPHA: 2,\n\tRGB: 3,\n\tRGBA: 4\n};\n\nexport { VRMLLoader };\n", "import {\n\tBufferAttribute,\n\tBufferGeometry,\n\tClampToEdgeWrapping,\n\tColor,\n\tFileLoader,\n\tFloat32BufferAttribute,\n\tGroup,\n\tLinearFilter,\n\tLinearMipmapLinearFilter,\n\tLoader,\n\tLoaderUtils,\n\tMatrix4,\n\tMesh,\n\tMeshPhongMaterial,\n\tMeshStandardMaterial,\n\tMirroredRepeatWrapping,\n\tNearestFilter,\n\tRepeatWrapping,\n\tTextureLoader,\n\tsRGBEncoding\n} from 'three';\nimport * as fflate from '../libs/fflate.module.js';\n\n/**\n *\n * 3D Manufacturing Format (3MF) specification: https://3mf.io/specification/\n *\n * The following features from the core specification are supported:\n *\n * - 3D Models\n * - Object Resources (Meshes and Components)\n * - Material Resources (Base Materials)\n *\n * 3MF Materials and Properties Extension are only partially supported.\n *\n * - Texture 2D\n * - Texture 2D Groups\n * - Color Groups (Vertex Colors)\n * - Metallic Display Properties (PBR)\n */\n\nclass ThreeMFLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t\tthis.availableExtensions = [];\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( buffer ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( data ) {\n\n\t\tconst scope = this;\n\t\tconst textureLoader = new TextureLoader( this.manager );\n\n\t\tfunction loadDocument( data ) {\n\n\t\t\tlet zip = null;\n\t\t\tlet file = null;\n\n\t\t\tlet relsName;\n\t\t\tlet modelRelsName;\n\t\t\tconst modelPartNames = [];\n\t\t\tconst texturesPartNames = [];\n\n\t\t\tlet modelRels;\n\t\t\tconst modelParts = {};\n\t\t\tconst printTicketParts = {};\n\t\t\tconst texturesParts = {};\n\n\t\t\ttry {\n\n\t\t\t\tzip = fflate.unzipSync( new Uint8Array( data ) ); // eslint-disable-line no-undef\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( e instanceof ReferenceError ) {\n\n\t\t\t\t\tconsole.error( 'THREE.3MFLoader: fflate missing and file is compressed.' );\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfor ( file in zip ) {\n\n\t\t\t\tif ( file.match( /\\_rels\\/.rels$/ ) ) {\n\n\t\t\t\t\trelsName = file;\n\n\t\t\t\t} else if ( file.match( /3D\\/_rels\\/.*\\.model\\.rels$/ ) ) {\n\n\t\t\t\t\tmodelRelsName = file;\n\n\t\t\t\t} else if ( file.match( /^3D\\/.*\\.model$/ ) ) {\n\n\t\t\t\t\tmodelPartNames.push( file );\n\n\t\t\t\t} else if ( file.match( /^3D\\/Textures?\\/.*/ ) ) {\n\n\t\t\t\t\ttexturesPartNames.push( file );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst relsView = zip[ relsName ];\n\t\t\tconst relsFileText = LoaderUtils.decodeText( relsView );\n\t\t\tconst rels = parseRelsXml( relsFileText );\n\n\t\t\t//\n\n\t\t\tif ( modelRelsName ) {\n\n\t\t\t\tconst relsView = zip[ modelRelsName ];\n\t\t\t\tconst relsFileText = LoaderUtils.decodeText( relsView );\n\t\t\t\tmodelRels = parseRelsXml( relsFileText );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tfor ( let i = 0; i < modelPartNames.length; i ++ ) {\n\n\t\t\t\tconst modelPart = modelPartNames[ i ];\n\t\t\t\tconst view = zip[ modelPart ];\n\n\t\t\t\tconst fileText = LoaderUtils.decodeText( view );\n\t\t\t\tconst xmlData = new DOMParser().parseFromString( fileText, 'application/xml' );\n\n\t\t\t\tif ( xmlData.documentElement.nodeName.toLowerCase() !== 'model' ) {\n\n\t\t\t\t\tconsole.error( 'THREE.3MFLoader: Error loading 3MF - no 3MF document found: ', modelPart );\n\n\t\t\t\t}\n\n\t\t\t\tconst modelNode = xmlData.querySelector( 'model' );\n\t\t\t\tconst extensions = {};\n\n\t\t\t\tfor ( let i = 0; i < modelNode.attributes.length; i ++ ) {\n\n\t\t\t\t\tconst attr = modelNode.attributes[ i ];\n\t\t\t\t\tif ( attr.name.match( /^xmlns:(.+)$/ ) ) {\n\n\t\t\t\t\t\textensions[ attr.value ] = RegExp.$1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst modelData = parseModelNode( modelNode );\n\t\t\t\tmodelData[ 'xml' ] = modelNode;\n\n\t\t\t\tif ( 0 < Object.keys( extensions ).length ) {\n\n\t\t\t\t\tmodelData[ 'extensions' ] = extensions;\n\n\t\t\t\t}\n\n\t\t\t\tmodelParts[ modelPart ] = modelData;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tfor ( let i = 0; i < texturesPartNames.length; i ++ ) {\n\n\t\t\t\tconst texturesPartName = texturesPartNames[ i ];\n\t\t\t\ttexturesParts[ texturesPartName ] = zip[ texturesPartName ].buffer;\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\trels: rels,\n\t\t\t\tmodelRels: modelRels,\n\t\t\t\tmodel: modelParts,\n\t\t\t\tprintTicket: printTicketParts,\n\t\t\t\ttexture: texturesParts\n\t\t\t};\n\n\t\t}\n\n\t\tfunction parseRelsXml( relsFileText ) {\n\n\t\t\tconst relationships = [];\n\n\t\t\tconst relsXmlData = new DOMParser().parseFromString( relsFileText, 'application/xml' );\n\n\t\t\tconst relsNodes = relsXmlData.querySelectorAll( 'Relationship' );\n\n\t\t\tfor ( let i = 0; i < relsNodes.length; i ++ ) {\n\n\t\t\t\tconst relsNode = relsNodes[ i ];\n\n\t\t\t\tconst relationship = {\n\t\t\t\t\ttarget: relsNode.getAttribute( 'Target' ), //required\n\t\t\t\t\tid: relsNode.getAttribute( 'Id' ), //required\n\t\t\t\t\ttype: relsNode.getAttribute( 'Type' ) //required\n\t\t\t\t};\n\n\t\t\t\trelationships.push( relationship );\n\n\t\t\t}\n\n\t\t\treturn relationships;\n\n\t\t}\n\n\t\tfunction parseMetadataNodes( metadataNodes ) {\n\n\t\t\tconst metadataData = {};\n\n\t\t\tfor ( let i = 0; i < metadataNodes.length; i ++ ) {\n\n\t\t\t\tconst metadataNode = metadataNodes[ i ];\n\t\t\t\tconst name = metadataNode.getAttribute( 'name' );\n\t\t\t\tconst validNames = [\n\t\t\t\t\t'Title',\n\t\t\t\t\t'Designer',\n\t\t\t\t\t'Description',\n\t\t\t\t\t'Copyright',\n\t\t\t\t\t'LicenseTerms',\n\t\t\t\t\t'Rating',\n\t\t\t\t\t'CreationDate',\n\t\t\t\t\t'ModificationDate'\n\t\t\t\t];\n\n\t\t\t\tif ( 0 <= validNames.indexOf( name ) ) {\n\n\t\t\t\t\tmetadataData[ name ] = metadataNode.textContent;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn metadataData;\n\n\t\t}\n\n\t\tfunction parseBasematerialsNode( basematerialsNode ) {\n\n\t\t\tconst basematerialsData = {\n\t\t\t\tid: basematerialsNode.getAttribute( 'id' ), // required\n\t\t\t\tbasematerials: []\n\t\t\t};\n\n\t\t\tconst basematerialNodes = basematerialsNode.querySelectorAll( 'base' );\n\n\t\t\tfor ( let i = 0; i < basematerialNodes.length; i ++ ) {\n\n\t\t\t\tconst basematerialNode = basematerialNodes[ i ];\n\t\t\t\tconst basematerialData = parseBasematerialNode( basematerialNode );\n\t\t\t\tbasematerialData.index = i; // the order and count of the material nodes form an implicit 0-based index\n\t\t\t\tbasematerialsData.basematerials.push( basematerialData );\n\n\t\t\t}\n\n\t\t\treturn basematerialsData;\n\n\t\t}\n\n\t\tfunction parseTexture2DNode( texture2DNode ) {\n\n\t\t\tconst texture2dData = {\n\t\t\t\tid: texture2DNode.getAttribute( 'id' ), // required\n\t\t\t\tpath: texture2DNode.getAttribute( 'path' ), // required\n\t\t\t\tcontenttype: texture2DNode.getAttribute( 'contenttype' ), // required\n\t\t\t\ttilestyleu: texture2DNode.getAttribute( 'tilestyleu' ),\n\t\t\t\ttilestylev: texture2DNode.getAttribute( 'tilestylev' ),\n\t\t\t\tfilter: texture2DNode.getAttribute( 'filter' ),\n\t\t\t};\n\n\t\t\treturn texture2dData;\n\n\t\t}\n\n\t\tfunction parseTextures2DGroupNode( texture2DGroupNode ) {\n\n\t\t\tconst texture2DGroupData = {\n\t\t\t\tid: texture2DGroupNode.getAttribute( 'id' ), // required\n\t\t\t\ttexid: texture2DGroupNode.getAttribute( 'texid' ), // required\n\t\t\t\tdisplaypropertiesid: texture2DGroupNode.getAttribute( 'displaypropertiesid' )\n\t\t\t};\n\n\t\t\tconst tex2coordNodes = texture2DGroupNode.querySelectorAll( 'tex2coord' );\n\n\t\t\tconst uvs = [];\n\n\t\t\tfor ( let i = 0; i < tex2coordNodes.length; i ++ ) {\n\n\t\t\t\tconst tex2coordNode = tex2coordNodes[ i ];\n\t\t\t\tconst u = tex2coordNode.getAttribute( 'u' );\n\t\t\t\tconst v = tex2coordNode.getAttribute( 'v' );\n\n\t\t\t\tuvs.push( parseFloat( u ), parseFloat( v ) );\n\n\t\t\t}\n\n\t\t\ttexture2DGroupData[ 'uvs' ] = new Float32Array( uvs );\n\n\t\t\treturn texture2DGroupData;\n\n\t\t}\n\n\t\tfunction parseColorGroupNode( colorGroupNode ) {\n\n\t\t\tconst colorGroupData = {\n\t\t\t\tid: colorGroupNode.getAttribute( 'id' ), // required\n\t\t\t\tdisplaypropertiesid: colorGroupNode.getAttribute( 'displaypropertiesid' )\n\t\t\t};\n\n\t\t\tconst colorNodes = colorGroupNode.querySelectorAll( 'color' );\n\n\t\t\tconst colors = [];\n\t\t\tconst colorObject = new Color();\n\n\t\t\tfor ( let i = 0; i < colorNodes.length; i ++ ) {\n\n\t\t\t\tconst colorNode = colorNodes[ i ];\n\t\t\t\tconst color = colorNode.getAttribute( 'color' );\n\n\t\t\t\tcolorObject.setStyle( color.substring( 0, 7 ) );\n\t\t\t\tcolorObject.convertSRGBToLinear(); // color is in sRGB\n\n\t\t\t\tcolors.push( colorObject.r, colorObject.g, colorObject.b );\n\n\t\t\t}\n\n\t\t\tcolorGroupData[ 'colors' ] = new Float32Array( colors );\n\n\t\t\treturn colorGroupData;\n\n\t\t}\n\n\t\tfunction parseMetallicDisplaypropertiesNode( metallicDisplaypropetiesNode ) {\n\n\t\t\tconst metallicDisplaypropertiesData = {\n\t\t\t\tid: metallicDisplaypropetiesNode.getAttribute( 'id' ) // required\n\t\t\t};\n\n\t\t\tconst metallicNodes = metallicDisplaypropetiesNode.querySelectorAll( 'pbmetallic' );\n\n\t\t\tconst metallicData = [];\n\n\t\t\tfor ( let i = 0; i < metallicNodes.length; i ++ ) {\n\n\t\t\t\tconst metallicNode = metallicNodes[ i ];\n\n\t\t\t\tmetallicData.push( {\n\t\t\t\t\tname: metallicNode.getAttribute( 'name' ), // required\n\t\t\t\t\tmetallicness: parseFloat( metallicNode.getAttribute( 'metallicness' ) ), // required\n\t\t\t\t\troughness: parseFloat( metallicNode.getAttribute( 'roughness' ) ) // required\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\tmetallicDisplaypropertiesData.data = metallicData;\n\n\t\t\treturn metallicDisplaypropertiesData;\n\n\t\t}\n\n\t\tfunction parseBasematerialNode( basematerialNode ) {\n\n\t\t\tconst basematerialData = {};\n\n\t\t\tbasematerialData[ 'name' ] = basematerialNode.getAttribute( 'name' ); // required\n\t\t\tbasematerialData[ 'displaycolor' ] = basematerialNode.getAttribute( 'displaycolor' ); // required\n\t\t\tbasematerialData[ 'displaypropertiesid' ] = basematerialNode.getAttribute( 'displaypropertiesid' );\n\n\t\t\treturn basematerialData;\n\n\t\t}\n\n\t\tfunction parseMeshNode( meshNode ) {\n\n\t\t\tconst meshData = {};\n\n\t\t\tconst vertices = [];\n\t\t\tconst vertexNodes = meshNode.querySelectorAll( 'vertices vertex' );\n\n\t\t\tfor ( let i = 0; i < vertexNodes.length; i ++ ) {\n\n\t\t\t\tconst vertexNode = vertexNodes[ i ];\n\t\t\t\tconst x = vertexNode.getAttribute( 'x' );\n\t\t\t\tconst y = vertexNode.getAttribute( 'y' );\n\t\t\t\tconst z = vertexNode.getAttribute( 'z' );\n\n\t\t\t\tvertices.push( parseFloat( x ), parseFloat( y ), parseFloat( z ) );\n\n\t\t\t}\n\n\t\t\tmeshData[ 'vertices' ] = new Float32Array( vertices );\n\n\t\t\tconst triangleProperties = [];\n\t\t\tconst triangles = [];\n\t\t\tconst triangleNodes = meshNode.querySelectorAll( 'triangles triangle' );\n\n\t\t\tfor ( let i = 0; i < triangleNodes.length; i ++ ) {\n\n\t\t\t\tconst triangleNode = triangleNodes[ i ];\n\t\t\t\tconst v1 = triangleNode.getAttribute( 'v1' );\n\t\t\t\tconst v2 = triangleNode.getAttribute( 'v2' );\n\t\t\t\tconst v3 = triangleNode.getAttribute( 'v3' );\n\t\t\t\tconst p1 = triangleNode.getAttribute( 'p1' );\n\t\t\t\tconst p2 = triangleNode.getAttribute( 'p2' );\n\t\t\t\tconst p3 = triangleNode.getAttribute( 'p3' );\n\t\t\t\tconst pid = triangleNode.getAttribute( 'pid' );\n\n\t\t\t\tconst triangleProperty = {};\n\n\t\t\t\ttriangleProperty[ 'v1' ] = parseInt( v1, 10 );\n\t\t\t\ttriangleProperty[ 'v2' ] = parseInt( v2, 10 );\n\t\t\t\ttriangleProperty[ 'v3' ] = parseInt( v3, 10 );\n\n\t\t\t\ttriangles.push( triangleProperty[ 'v1' ], triangleProperty[ 'v2' ], triangleProperty[ 'v3' ] );\n\n\t\t\t\t// optional\n\n\t\t\t\tif ( p1 ) {\n\n\t\t\t\t\ttriangleProperty[ 'p1' ] = parseInt( p1, 10 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( p2 ) {\n\n\t\t\t\t\ttriangleProperty[ 'p2' ] = parseInt( p2, 10 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( p3 ) {\n\n\t\t\t\t\ttriangleProperty[ 'p3' ] = parseInt( p3, 10 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( pid ) {\n\n\t\t\t\t\ttriangleProperty[ 'pid' ] = pid;\n\n\t\t\t\t}\n\n\t\t\t\tif ( 0 < Object.keys( triangleProperty ).length ) {\n\n\t\t\t\t\ttriangleProperties.push( triangleProperty );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmeshData[ 'triangleProperties' ] = triangleProperties;\n\t\t\tmeshData[ 'triangles' ] = new Uint32Array( triangles );\n\n\t\t\treturn meshData;\n\n\t\t}\n\n\t\tfunction parseComponentsNode( componentsNode ) {\n\n\t\t\tconst components = [];\n\n\t\t\tconst componentNodes = componentsNode.querySelectorAll( 'component' );\n\n\t\t\tfor ( let i = 0; i < componentNodes.length; i ++ ) {\n\n\t\t\t\tconst componentNode = componentNodes[ i ];\n\t\t\t\tconst componentData = parseComponentNode( componentNode );\n\t\t\t\tcomponents.push( componentData );\n\n\t\t\t}\n\n\t\t\treturn components;\n\n\t\t}\n\n\t\tfunction parseComponentNode( componentNode ) {\n\n\t\t\tconst componentData = {};\n\n\t\t\tcomponentData[ 'objectId' ] = componentNode.getAttribute( 'objectid' ); // required\n\n\t\t\tconst transform = componentNode.getAttribute( 'transform' );\n\n\t\t\tif ( transform ) {\n\n\t\t\t\tcomponentData[ 'transform' ] = parseTransform( transform );\n\n\t\t\t}\n\n\t\t\treturn componentData;\n\n\t\t}\n\n\t\tfunction parseTransform( transform ) {\n\n\t\t\tconst t = [];\n\t\t\ttransform.split( ' ' ).forEach( function ( s ) {\n\n\t\t\t\tt.push( parseFloat( s ) );\n\n\t\t\t} );\n\n\t\t\tconst matrix = new Matrix4();\n\t\t\tmatrix.set(\n\t\t\t\tt[ 0 ], t[ 3 ], t[ 6 ], t[ 9 ],\n\t\t\t\tt[ 1 ], t[ 4 ], t[ 7 ], t[ 10 ],\n\t\t\t\tt[ 2 ], t[ 5 ], t[ 8 ], t[ 11 ],\n\t\t\t\t 0.0, 0.0, 0.0, 1.0\n\t\t\t);\n\n\t\t\treturn matrix;\n\n\t\t}\n\n\t\tfunction parseObjectNode( objectNode ) {\n\n\t\t\tconst objectData = {\n\t\t\t\ttype: objectNode.getAttribute( 'type' )\n\t\t\t};\n\n\t\t\tconst id = objectNode.getAttribute( 'id' );\n\n\t\t\tif ( id ) {\n\n\t\t\t\tobjectData[ 'id' ] = id;\n\n\t\t\t}\n\n\t\t\tconst pid = objectNode.getAttribute( 'pid' );\n\n\t\t\tif ( pid ) {\n\n\t\t\t\tobjectData[ 'pid' ] = pid;\n\n\t\t\t}\n\n\t\t\tconst pindex = objectNode.getAttribute( 'pindex' );\n\n\t\t\tif ( pindex ) {\n\n\t\t\t\tobjectData[ 'pindex' ] = pindex;\n\n\t\t\t}\n\n\t\t\tconst thumbnail = objectNode.getAttribute( 'thumbnail' );\n\n\t\t\tif ( thumbnail ) {\n\n\t\t\t\tobjectData[ 'thumbnail' ] = thumbnail;\n\n\t\t\t}\n\n\t\t\tconst partnumber = objectNode.getAttribute( 'partnumber' );\n\n\t\t\tif ( partnumber ) {\n\n\t\t\t\tobjectData[ 'partnumber' ] = partnumber;\n\n\t\t\t}\n\n\t\t\tconst name = objectNode.getAttribute( 'name' );\n\n\t\t\tif ( name ) {\n\n\t\t\t\tobjectData[ 'name' ] = name;\n\n\t\t\t}\n\n\t\t\tconst meshNode = objectNode.querySelector( 'mesh' );\n\n\t\t\tif ( meshNode ) {\n\n\t\t\t\tobjectData[ 'mesh' ] = parseMeshNode( meshNode );\n\n\t\t\t}\n\n\t\t\tconst componentsNode = objectNode.querySelector( 'components' );\n\n\t\t\tif ( componentsNode ) {\n\n\t\t\t\tobjectData[ 'components' ] = parseComponentsNode( componentsNode );\n\n\t\t\t}\n\n\t\t\treturn objectData;\n\n\t\t}\n\n\t\tfunction parseResourcesNode( resourcesNode ) {\n\n\t\t\tconst resourcesData = {};\n\n\t\t\tresourcesData[ 'basematerials' ] = {};\n\t\t\tconst basematerialsNodes = resourcesNode.querySelectorAll( 'basematerials' );\n\n\t\t\tfor ( let i = 0; i < basematerialsNodes.length; i ++ ) {\n\n\t\t\t\tconst basematerialsNode = basematerialsNodes[ i ];\n\t\t\t\tconst basematerialsData = parseBasematerialsNode( basematerialsNode );\n\t\t\t\tresourcesData[ 'basematerials' ][ basematerialsData[ 'id' ] ] = basematerialsData;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tresourcesData[ 'texture2d' ] = {};\n\t\t\tconst textures2DNodes = resourcesNode.querySelectorAll( 'texture2d' );\n\n\t\t\tfor ( let i = 0; i < textures2DNodes.length; i ++ ) {\n\n\t\t\t\tconst textures2DNode = textures2DNodes[ i ];\n\t\t\t\tconst texture2DData = parseTexture2DNode( textures2DNode );\n\t\t\t\tresourcesData[ 'texture2d' ][ texture2DData[ 'id' ] ] = texture2DData;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tresourcesData[ 'colorgroup' ] = {};\n\t\t\tconst colorGroupNodes = resourcesNode.querySelectorAll( 'colorgroup' );\n\n\t\t\tfor ( let i = 0; i < colorGroupNodes.length; i ++ ) {\n\n\t\t\t\tconst colorGroupNode = colorGroupNodes[ i ];\n\t\t\t\tconst colorGroupData = parseColorGroupNode( colorGroupNode );\n\t\t\t\tresourcesData[ 'colorgroup' ][ colorGroupData[ 'id' ] ] = colorGroupData;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tresourcesData[ 'pbmetallicdisplayproperties' ] = {};\n\t\t\tconst pbmetallicdisplaypropertiesNodes = resourcesNode.querySelectorAll( 'pbmetallicdisplayproperties' );\n\n\t\t\tfor ( let i = 0; i < pbmetallicdisplaypropertiesNodes.length; i ++ ) {\n\n\t\t\t\tconst pbmetallicdisplaypropertiesNode = pbmetallicdisplaypropertiesNodes[ i ];\n\t\t\t\tconst pbmetallicdisplaypropertiesData = parseMetallicDisplaypropertiesNode( pbmetallicdisplaypropertiesNode );\n\t\t\t\tresourcesData[ 'pbmetallicdisplayproperties' ][ pbmetallicdisplaypropertiesData[ 'id' ] ] = pbmetallicdisplaypropertiesData;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tresourcesData[ 'texture2dgroup' ] = {};\n\t\t\tconst textures2DGroupNodes = resourcesNode.querySelectorAll( 'texture2dgroup' );\n\n\t\t\tfor ( let i = 0; i < textures2DGroupNodes.length; i ++ ) {\n\n\t\t\t\tconst textures2DGroupNode = textures2DGroupNodes[ i ];\n\t\t\t\tconst textures2DGroupData = parseTextures2DGroupNode( textures2DGroupNode );\n\t\t\t\tresourcesData[ 'texture2dgroup' ][ textures2DGroupData[ 'id' ] ] = textures2DGroupData;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tresourcesData[ 'object' ] = {};\n\t\t\tconst objectNodes = resourcesNode.querySelectorAll( 'object' );\n\n\t\t\tfor ( let i = 0; i < objectNodes.length; i ++ ) {\n\n\t\t\t\tconst objectNode = objectNodes[ i ];\n\t\t\t\tconst objectData = parseObjectNode( objectNode );\n\t\t\t\tresourcesData[ 'object' ][ objectData[ 'id' ] ] = objectData;\n\n\t\t\t}\n\n\t\t\treturn resourcesData;\n\n\t\t}\n\n\t\tfunction parseBuildNode( buildNode ) {\n\n\t\t\tconst buildData = [];\n\t\t\tconst itemNodes = buildNode.querySelectorAll( 'item' );\n\n\t\t\tfor ( let i = 0; i < itemNodes.length; i ++ ) {\n\n\t\t\t\tconst itemNode = itemNodes[ i ];\n\t\t\t\tconst buildItem = {\n\t\t\t\t\tobjectId: itemNode.getAttribute( 'objectid' )\n\t\t\t\t};\n\t\t\t\tconst transform = itemNode.getAttribute( 'transform' );\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\tbuildItem[ 'transform' ] = parseTransform( transform );\n\n\t\t\t\t}\n\n\t\t\t\tbuildData.push( buildItem );\n\n\t\t\t}\n\n\t\t\treturn buildData;\n\n\t\t}\n\n\t\tfunction parseModelNode( modelNode ) {\n\n\t\t\tconst modelData = { unit: modelNode.getAttribute( 'unit' ) || 'millimeter' };\n\t\t\tconst metadataNodes = modelNode.querySelectorAll( 'metadata' );\n\n\t\t\tif ( metadataNodes ) {\n\n\t\t\t\tmodelData[ 'metadata' ] = parseMetadataNodes( metadataNodes );\n\n\t\t\t}\n\n\t\t\tconst resourcesNode = modelNode.querySelector( 'resources' );\n\n\t\t\tif ( resourcesNode ) {\n\n\t\t\t\tmodelData[ 'resources' ] = parseResourcesNode( resourcesNode );\n\n\t\t\t}\n\n\t\t\tconst buildNode = modelNode.querySelector( 'build' );\n\n\t\t\tif ( buildNode ) {\n\n\t\t\t\tmodelData[ 'build' ] = parseBuildNode( buildNode );\n\n\t\t\t}\n\n\t\t\treturn modelData;\n\n\t\t}\n\n\t\tfunction buildTexture( texture2dgroup, objects, modelData, textureData ) {\n\n\t\t\tconst texid = texture2dgroup.texid;\n\t\t\tconst texture2ds = modelData.resources.texture2d;\n\t\t\tconst texture2d = texture2ds[ texid ];\n\n\t\t\tif ( texture2d ) {\n\n\t\t\t\tconst data = textureData[ texture2d.path ];\n\t\t\t\tconst type = texture2d.contenttype;\n\n\t\t\t\tconst blob = new Blob( [ data ], { type: type } );\n\t\t\t\tconst sourceURI = URL.createObjectURL( blob );\n\n\t\t\t\tconst texture = textureLoader.load( sourceURI, function () {\n\n\t\t\t\t\tURL.revokeObjectURL( sourceURI );\n\n\t\t\t\t} );\n\n\t\t\t\ttexture.encoding = sRGBEncoding;\n\n\t\t\t\t// texture parameters\n\n\t\t\t\tswitch ( texture2d.tilestyleu ) {\n\n\t\t\t\t\tcase 'wrap':\n\t\t\t\t\t\ttexture.wrapS = RepeatWrapping;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'mirror':\n\t\t\t\t\t\ttexture.wrapS = MirroredRepeatWrapping;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'none':\n\t\t\t\t\tcase 'clamp':\n\t\t\t\t\t\ttexture.wrapS = ClampToEdgeWrapping;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\ttexture.wrapS = RepeatWrapping;\n\n\t\t\t\t}\n\n\t\t\t\tswitch ( texture2d.tilestylev ) {\n\n\t\t\t\t\tcase 'wrap':\n\t\t\t\t\t\ttexture.wrapT = RepeatWrapping;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'mirror':\n\t\t\t\t\t\ttexture.wrapT = MirroredRepeatWrapping;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'none':\n\t\t\t\t\tcase 'clamp':\n\t\t\t\t\t\ttexture.wrapT = ClampToEdgeWrapping;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\ttexture.wrapT = RepeatWrapping;\n\n\t\t\t\t}\n\n\t\t\t\tswitch ( texture2d.filter ) {\n\n\t\t\t\t\tcase 'auto':\n\t\t\t\t\t\ttexture.magFilter = LinearFilter;\n\t\t\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'linear':\n\t\t\t\t\t\ttexture.magFilter = LinearFilter;\n\t\t\t\t\t\ttexture.minFilter = LinearFilter;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'nearest':\n\t\t\t\t\t\ttexture.magFilter = NearestFilter;\n\t\t\t\t\t\ttexture.minFilter = NearestFilter;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\ttexture.magFilter = LinearFilter;\n\t\t\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\treturn texture;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction buildBasematerialsMeshes( basematerials, triangleProperties, meshData, objects, modelData, textureData, objectData ) {\n\n\t\t\tconst objectPindex = objectData.pindex;\n\n\t\t\tconst materialMap = {};\n\n\t\t\tfor ( let i = 0, l = triangleProperties.length; i < l; i ++ ) {\n\n\t\t\t\tconst triangleProperty = triangleProperties[ i ];\n\t\t\t\tconst pindex = ( triangleProperty.p1 !== undefined ) ? triangleProperty.p1 : objectPindex;\n\n\t\t\t\tif ( materialMap[ pindex ] === undefined ) materialMap[ pindex ] = [];\n\n\t\t\t\tmaterialMap[ pindex ].push( triangleProperty );\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tconst keys = Object.keys( materialMap );\n\t\t\tconst meshes = [];\n\n\t\t\tfor ( let i = 0, l = keys.length; i < l; i ++ ) {\n\n\t\t\t\tconst materialIndex = keys[ i ];\n\t\t\t\tconst trianglePropertiesProps = materialMap[ materialIndex ];\n\t\t\t\tconst basematerialData = basematerials.basematerials[ materialIndex ];\n\t\t\t\tconst material = getBuild( basematerialData, objects, modelData, textureData, objectData, buildBasematerial );\n\n\t\t\t\t//\n\n\t\t\t\tconst geometry = new BufferGeometry();\n\n\t\t\t\tconst positionData = [];\n\n\t\t\t\tconst vertices = meshData.vertices;\n\n\t\t\t\tfor ( let j = 0, jl = trianglePropertiesProps.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst triangleProperty = trianglePropertiesProps[ j ];\n\n\t\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v1 * 3 ) + 0 ] );\n\t\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v1 * 3 ) + 1 ] );\n\t\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v1 * 3 ) + 2 ] );\n\n\t\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v2 * 3 ) + 0 ] );\n\t\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v2 * 3 ) + 1 ] );\n\t\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v2 * 3 ) + 2 ] );\n\n\t\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v3 * 3 ) + 0 ] );\n\t\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v3 * 3 ) + 1 ] );\n\t\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v3 * 3 ) + 2 ] );\n\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positionData, 3 ) );\n\n\t\t\t\t//\n\n\t\t\t\tconst mesh = new Mesh( geometry, material );\n\t\t\t\tmeshes.push( mesh );\n\n\t\t\t}\n\n\t\t\treturn meshes;\n\n\t\t}\n\n\t\tfunction buildTexturedMesh( texture2dgroup, triangleProperties, meshData, objects, modelData, textureData, objectData ) {\n\n\t\t\t// geometry\n\n\t\t\tconst geometry = new BufferGeometry();\n\n\t\t\tconst positionData = [];\n\t\t\tconst uvData = [];\n\n\t\t\tconst vertices = meshData.vertices;\n\t\t\tconst uvs = texture2dgroup.uvs;\n\n\t\t\tfor ( let i = 0, l = triangleProperties.length; i < l; i ++ ) {\n\n\t\t\t\tconst triangleProperty = triangleProperties[ i ];\n\n\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v1 * 3 ) + 0 ] );\n\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v1 * 3 ) + 1 ] );\n\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v1 * 3 ) + 2 ] );\n\n\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v2 * 3 ) + 0 ] );\n\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v2 * 3 ) + 1 ] );\n\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v2 * 3 ) + 2 ] );\n\n\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v3 * 3 ) + 0 ] );\n\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v3 * 3 ) + 1 ] );\n\t\t\t\tpositionData.push( vertices[ ( triangleProperty.v3 * 3 ) + 2 ] );\n\n\t\t\t\t//\n\n\t\t\t\tuvData.push( uvs[ ( triangleProperty.p1 * 2 ) + 0 ] );\n\t\t\t\tuvData.push( uvs[ ( triangleProperty.p1 * 2 ) + 1 ] );\n\n\t\t\t\tuvData.push( uvs[ ( triangleProperty.p2 * 2 ) + 0 ] );\n\t\t\t\tuvData.push( uvs[ ( triangleProperty.p2 * 2 ) + 1 ] );\n\n\t\t\t\tuvData.push( uvs[ ( triangleProperty.p3 * 2 ) + 0 ] );\n\t\t\t\tuvData.push( uvs[ ( triangleProperty.p3 * 2 ) + 1 ] );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positionData, 3 ) );\n\t\t\tgeometry.setAttribute( 'uv', new Float32BufferAttribute( uvData, 2 ) );\n\n\t\t\t// material\n\n\t\t\tconst texture = getBuild( texture2dgroup, objects, modelData, textureData, objectData, buildTexture );\n\n\t\t\tconst material = new MeshPhongMaterial( { map: texture, flatShading: true } );\n\n\t\t\t// mesh\n\n\t\t\tconst mesh = new Mesh( geometry, material );\n\n\t\t\treturn mesh;\n\n\t\t}\n\n\t\tfunction buildVertexColorMesh( colorgroup, triangleProperties, meshData, objectData ) {\n\n\t\t\t// geometry\n\n\t\t\tconst geometry = new BufferGeometry();\n\n\t\t\tconst positionData = [];\n\t\t\tconst colorData = [];\n\n\t\t\tconst vertices = meshData.vertices;\n\t\t\tconst colors = colorgroup.colors;\n\n\t\t\tfor ( let i = 0, l = triangleProperties.length; i < l; i ++ ) {\n\n\t\t\t\tconst triangleProperty = triangleProperties[ i ];\n\n\t\t\t\tconst v1 = triangleProperty.v1;\n\t\t\t\tconst v2 = triangleProperty.v2;\n\t\t\t\tconst v3 = triangleProperty.v3;\n\n\t\t\t\tpositionData.push( vertices[ ( v1 * 3 ) + 0 ] );\n\t\t\t\tpositionData.push( vertices[ ( v1 * 3 ) + 1 ] );\n\t\t\t\tpositionData.push( vertices[ ( v1 * 3 ) + 2 ] );\n\n\t\t\t\tpositionData.push( vertices[ ( v2 * 3 ) + 0 ] );\n\t\t\t\tpositionData.push( vertices[ ( v2 * 3 ) + 1 ] );\n\t\t\t\tpositionData.push( vertices[ ( v2 * 3 ) + 2 ] );\n\n\t\t\t\tpositionData.push( vertices[ ( v3 * 3 ) + 0 ] );\n\t\t\t\tpositionData.push( vertices[ ( v3 * 3 ) + 1 ] );\n\t\t\t\tpositionData.push( vertices[ ( v3 * 3 ) + 2 ] );\n\n\t\t\t\t//\n\n\t\t\t\tconst p1 = ( triangleProperty.p1 !== undefined ) ? triangleProperty.p1 : objectData.pindex;\n\t\t\t\tconst p2 = ( triangleProperty.p2 !== undefined ) ? triangleProperty.p2 : p1;\n\t\t\t\tconst p3 = ( triangleProperty.p3 !== undefined ) ? triangleProperty.p3 : p1;\n\n\t\t\t\tcolorData.push( colors[ ( p1 * 3 ) + 0 ] );\n\t\t\t\tcolorData.push( colors[ ( p1 * 3 ) + 1 ] );\n\t\t\t\tcolorData.push( colors[ ( p1 * 3 ) + 2 ] );\n\n\t\t\t\tcolorData.push( colors[ ( p2 * 3 ) + 0 ] );\n\t\t\t\tcolorData.push( colors[ ( p2 * 3 ) + 1 ] );\n\t\t\t\tcolorData.push( colors[ ( p2 * 3 ) + 2 ] );\n\n\t\t\t\tcolorData.push( colors[ ( p3 * 3 ) + 0 ] );\n\t\t\t\tcolorData.push( colors[ ( p3 * 3 ) + 1 ] );\n\t\t\t\tcolorData.push( colors[ ( p3 * 3 ) + 2 ] );\n\n\t\t\t}\n\n\t\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positionData, 3 ) );\n\t\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colorData, 3 ) );\n\n\t\t\t// material\n\n\t\t\tconst material = new MeshPhongMaterial( { vertexColors: true, flatShading: true } );\n\n\t\t\t// mesh\n\n\t\t\tconst mesh = new Mesh( geometry, material );\n\n\t\t\treturn mesh;\n\n\t\t}\n\n\t\tfunction buildDefaultMesh( meshData ) {\n\n\t\t\tconst geometry = new BufferGeometry();\n\t\t\tgeometry.setIndex( new BufferAttribute( meshData[ 'triangles' ], 1 ) );\n\t\t\tgeometry.setAttribute( 'position', new BufferAttribute( meshData[ 'vertices' ], 3 ) );\n\n\t\t\tconst material = new MeshPhongMaterial( { color: 0xffffff, flatShading: true } );\n\n\t\t\tconst mesh = new Mesh( geometry, material );\n\n\t\t\treturn mesh;\n\n\t\t}\n\n\t\tfunction buildMeshes( resourceMap, meshData, objects, modelData, textureData, objectData ) {\n\n\t\t\tconst keys = Object.keys( resourceMap );\n\t\t\tconst meshes = [];\n\n\t\t\tfor ( let i = 0, il = keys.length; i < il; i ++ ) {\n\n\t\t\t\tconst resourceId = keys[ i ];\n\t\t\t\tconst triangleProperties = resourceMap[ resourceId ];\n\t\t\t\tconst resourceType = getResourceType( resourceId, modelData );\n\n\t\t\t\tswitch ( resourceType ) {\n\n\t\t\t\t\tcase 'material':\n\t\t\t\t\t\tconst basematerials = modelData.resources.basematerials[ resourceId ];\n\t\t\t\t\t\tconst newMeshes = buildBasematerialsMeshes( basematerials, triangleProperties, meshData, objects, modelData, textureData, objectData );\n\n\t\t\t\t\t\tfor ( let j = 0, jl = newMeshes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tmeshes.push( newMeshes[ j ] );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'texture':\n\t\t\t\t\t\tconst texture2dgroup = modelData.resources.texture2dgroup[ resourceId ];\n\t\t\t\t\t\tmeshes.push( buildTexturedMesh( texture2dgroup, triangleProperties, meshData, objects, modelData, textureData, objectData ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'vertexColors':\n\t\t\t\t\t\tconst colorgroup = modelData.resources.colorgroup[ resourceId ];\n\t\t\t\t\t\tmeshes.push( buildVertexColorMesh( colorgroup, triangleProperties, meshData, objectData ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'default':\n\t\t\t\t\t\tmeshes.push( buildDefaultMesh( meshData ) );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tconsole.error( 'THREE.3MFLoader: Unsupported resource type.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( objectData.name ) {\n\n\t\t\t\tfor ( let i = 0; i < meshes.length; i ++ ) {\n\n\t\t\t\t\tmeshes[ i ].name = objectData.name;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn meshes;\n\n\t\t}\n\n\t\tfunction getResourceType( pid, modelData ) {\n\n\t\t\tif ( modelData.resources.texture2dgroup[ pid ] !== undefined ) {\n\n\t\t\t\treturn 'texture';\n\n\t\t\t} else if ( modelData.resources.basematerials[ pid ] !== undefined ) {\n\n\t\t\t\treturn 'material';\n\n\t\t\t} else if ( modelData.resources.colorgroup[ pid ] !== undefined ) {\n\n\t\t\t\treturn 'vertexColors';\n\n\t\t\t} else if ( pid === 'default' ) {\n\n\t\t\t\treturn 'default';\n\n\t\t\t} else {\n\n\t\t\t\treturn undefined;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction analyzeObject( meshData, objectData ) {\n\n\t\t\tconst resourceMap = {};\n\n\t\t\tconst triangleProperties = meshData[ 'triangleProperties' ];\n\n\t\t\tconst objectPid = objectData.pid;\n\n\t\t\tfor ( let i = 0, l = triangleProperties.length; i < l; i ++ ) {\n\n\t\t\t\tconst triangleProperty = triangleProperties[ i ];\n\t\t\t\tlet pid = ( triangleProperty.pid !== undefined ) ? triangleProperty.pid : objectPid;\n\n\t\t\t\tif ( pid === undefined ) pid = 'default';\n\n\t\t\t\tif ( resourceMap[ pid ] === undefined ) resourceMap[ pid ] = [];\n\n\t\t\t\tresourceMap[ pid ].push( triangleProperty );\n\n\t\t\t}\n\n\t\t\treturn resourceMap;\n\n\t\t}\n\n\t\tfunction buildGroup( meshData, objects, modelData, textureData, objectData ) {\n\n\t\t\tconst group = new Group();\n\n\t\t\tconst resourceMap = analyzeObject( meshData, objectData );\n\t\t\tconst meshes = buildMeshes( resourceMap, meshData, objects, modelData, textureData, objectData );\n\n\t\t\tfor ( let i = 0, l = meshes.length; i < l; i ++ ) {\n\n\t\t\t\tgroup.add( meshes[ i ] );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t}\n\n\t\tfunction applyExtensions( extensions, meshData, modelXml ) {\n\n\t\t\tif ( ! extensions ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst availableExtensions = [];\n\t\t\tconst keys = Object.keys( extensions );\n\n\t\t\tfor ( let i = 0; i < keys.length; i ++ ) {\n\n\t\t\t\tconst ns = keys[ i ];\n\n\t\t\t\tfor ( let j = 0; j < scope.availableExtensions.length; j ++ ) {\n\n\t\t\t\t\tconst extension = scope.availableExtensions[ j ];\n\n\t\t\t\t\tif ( extension.ns === ns ) {\n\n\t\t\t\t\t\tavailableExtensions.push( extension );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < availableExtensions.length; i ++ ) {\n\n\t\t\t\tconst extension = availableExtensions[ i ];\n\t\t\t\textension.apply( modelXml, extensions[ extension[ 'ns' ] ], meshData );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction getBuild( data, objects, modelData, textureData, objectData, builder ) {\n\n\t\t\tif ( data.build !== undefined ) return data.build;\n\n\t\t\tdata.build = builder( data, objects, modelData, textureData, objectData );\n\n\t\t\treturn data.build;\n\n\t\t}\n\n\t\tfunction buildBasematerial( materialData, objects, modelData ) {\n\n\t\t\tlet material;\n\n\t\t\tconst displaypropertiesid = materialData.displaypropertiesid;\n\t\t\tconst pbmetallicdisplayproperties = modelData.resources.pbmetallicdisplayproperties;\n\n\t\t\tif ( displaypropertiesid !== null && pbmetallicdisplayproperties[ displaypropertiesid ] !== undefined ) {\n\n\t\t\t\t// metallic display property, use StandardMaterial\n\n\t\t\t\tconst pbmetallicdisplayproperty = pbmetallicdisplayproperties[ displaypropertiesid ];\n\t\t\t\tconst metallicData = pbmetallicdisplayproperty.data[ materialData.index ];\n\n\t\t\t\tmaterial = new MeshStandardMaterial( { flatShading: true, roughness: metallicData.roughness, metalness: metallicData.metallicness } );\n\n\t\t\t} else {\n\n\t\t\t\t// otherwise use PhongMaterial\n\n\t\t\t\tmaterial = new MeshPhongMaterial( { flatShading: true } );\n\n\t\t\t}\n\n\t\t\tmaterial.name = materialData.name;\n\n\t\t\t// displaycolor MUST be specified with a value of a 6 or 8 digit hexadecimal number, e.g. \"#RRGGBB\" or \"#RRGGBBAA\"\n\n\t\t\tconst displaycolor = materialData.displaycolor;\n\n\t\t\tconst color = displaycolor.substring( 0, 7 );\n\t\t\tmaterial.color.setStyle( color );\n\t\t\tmaterial.color.convertSRGBToLinear(); // displaycolor is in sRGB\n\n\t\t\t// process alpha if set\n\n\t\t\tif ( displaycolor.length === 9 ) {\n\n\t\t\t\tmaterial.opacity = parseInt( displaycolor.charAt( 7 ) + displaycolor.charAt( 8 ), 16 ) / 255;\n\n\t\t\t}\n\n\t\t\treturn material;\n\n\t\t}\n\n\t\tfunction buildComposite( compositeData, objects, modelData, textureData ) {\n\n\t\t\tconst composite = new Group();\n\n\t\t\tfor ( let j = 0; j < compositeData.length; j ++ ) {\n\n\t\t\t\tconst component = compositeData[ j ];\n\t\t\t\tlet build = objects[ component.objectId ];\n\n\t\t\t\tif ( build === undefined ) {\n\n\t\t\t\t\tbuildObject( component.objectId, objects, modelData, textureData );\n\t\t\t\t\tbuild = objects[ component.objectId ];\n\n\t\t\t\t}\n\n\t\t\t\tconst object3D = build.clone();\n\n\t\t\t\t// apply component transform\n\n\t\t\t\tconst transform = component.transform;\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\tobject3D.applyMatrix4( transform );\n\n\t\t\t\t}\n\n\t\t\t\tcomposite.add( object3D );\n\n\t\t\t}\n\n\t\t\treturn composite;\n\n\t\t}\n\n\t\tfunction buildObject( objectId, objects, modelData, textureData ) {\n\n\t\t\tconst objectData = modelData[ 'resources' ][ 'object' ][ objectId ];\n\n\t\t\tif ( objectData[ 'mesh' ] ) {\n\n\t\t\t\tconst meshData = objectData[ 'mesh' ];\n\n\t\t\t\tconst extensions = modelData[ 'extensions' ];\n\t\t\t\tconst modelXml = modelData[ 'xml' ];\n\n\t\t\t\tapplyExtensions( extensions, meshData, modelXml );\n\n\t\t\t\tobjects[ objectData.id ] = getBuild( meshData, objects, modelData, textureData, objectData, buildGroup );\n\n\t\t\t} else {\n\n\t\t\t\tconst compositeData = objectData[ 'components' ];\n\n\t\t\t\tobjects[ objectData.id ] = getBuild( compositeData, objects, modelData, textureData, objectData, buildComposite );\n\n\t\t\t}\n\n\t\t\tif ( objectData.name ) {\n\n\t\t\t\tobjects[ objectData.id ].name = objectData.name;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction buildObjects( data3mf ) {\n\n\t\t\tconst modelsData = data3mf.model;\n\t\t\tconst modelRels = data3mf.modelRels;\n\t\t\tconst objects = {};\n\t\t\tconst modelsKeys = Object.keys( modelsData );\n\t\t\tconst textureData = {};\n\n\t\t\t// evaluate model relationships to textures\n\n\t\t\tif ( modelRels ) {\n\n\t\t\t\tfor ( let i = 0, l = modelRels.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst modelRel = modelRels[ i ];\n\t\t\t\t\tconst textureKey = modelRel.target.substring( 1 );\n\n\t\t\t\t\tif ( data3mf.texture[ textureKey ] ) {\n\n\t\t\t\t\t\ttextureData[ modelRel.target ] = data3mf.texture[ textureKey ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// start build\n\n\t\t\tfor ( let i = 0; i < modelsKeys.length; i ++ ) {\n\n\t\t\t\tconst modelsKey = modelsKeys[ i ];\n\t\t\t\tconst modelData = modelsData[ modelsKey ];\n\n\t\t\t\tconst objectIds = Object.keys( modelData[ 'resources' ][ 'object' ] );\n\n\t\t\t\tfor ( let j = 0; j < objectIds.length; j ++ ) {\n\n\t\t\t\t\tconst objectId = objectIds[ j ];\n\n\t\t\t\t\tbuildObject( objectId, objects, modelData, textureData );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn objects;\n\n\t\t}\n\n\t\tfunction fetch3DModelPart( rels ) {\n\n\t\t\tfor ( let i = 0; i < rels.length; i ++ ) {\n\n\t\t\t\tconst rel = rels[ i ];\n\t\t\t\tconst extension = rel.target.split( '.' ).pop();\n\n\t\t\t\tif ( extension.toLowerCase() === 'model' ) return rel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction build( objects, data3mf ) {\n\n\t\t\tconst group = new Group();\n\n\t\t\tconst relationship = fetch3DModelPart( data3mf[ 'rels' ] );\n\t\t\tconst buildData = data3mf.model[ relationship[ 'target' ].substring( 1 ) ][ 'build' ];\n\n\t\t\tfor ( let i = 0; i < buildData.length; i ++ ) {\n\n\t\t\t\tconst buildItem = buildData[ i ];\n\t\t\t\tconst object3D = objects[ buildItem[ 'objectId' ] ].clone();\n\n\t\t\t\t// apply transform\n\n\t\t\t\tconst transform = buildItem[ 'transform' ];\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\tobject3D.applyMatrix4( transform );\n\n\t\t\t\t}\n\n\t\t\t\tgroup.add( object3D );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t}\n\n\t\tconst data3mf = loadDocument( data );\n\t\tconst objects = buildObjects( data3mf );\n\n\t\treturn build( objects, data3mf );\n\n\t}\n\n\taddExtension( extension ) {\n\n\t\tthis.availableExtensions.push( extension );\n\n\t}\n\n}\n\nexport { ThreeMFLoader };\n", "import {\n\tBufferGeometry,\n\tColor,\n\tFileLoader,\n\tFloat32BufferAttribute,\n\tGroup,\n\tLoader,\n\tLoaderUtils,\n\tMesh,\n\tMeshPhongMaterial\n} from 'three';\nimport * as fflate from '../libs/fflate.module.js';\n\n/**\n * Description: Early release of an AMF Loader following the pattern of the\n * example loaders in the three.js project.\n *\n * Usage:\n *\tconst loader = new AMFLoader();\n *\tloader.load('/path/to/project.amf', function(objecttree) {\n *\t\tscene.add(objecttree);\n *\t});\n *\n * Materials now supported, material colors supported\n * Zip support, requires fflate\n * No constellation support (yet)!\n *\n */\n\nclass AMFLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( text ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( data ) {\n\n\t\tfunction loadDocument( data ) {\n\n\t\t\tlet view = new DataView( data );\n\t\t\tconst magic = String.fromCharCode( view.getUint8( 0 ), view.getUint8( 1 ) );\n\n\t\t\tif ( magic === 'PK' ) {\n\n\t\t\t\tlet zip = null;\n\t\t\t\tlet file = null;\n\n\t\t\t\tconsole.log( 'THREE.AMFLoader: Loading Zip' );\n\n\t\t\t\ttry {\n\n\t\t\t\t\tzip = fflate.unzipSync( new Uint8Array( data ) ); // eslint-disable-line no-undef\n\n\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\tif ( e instanceof ReferenceError ) {\n\n\t\t\t\t\t\tconsole.log( 'THREE.AMFLoader: fflate missing and file is compressed.' );\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tfor ( file in zip ) {\n\n\t\t\t\t\tif ( file.toLowerCase().slice( - 4 ) === '.amf' ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconsole.log( 'THREE.AMFLoader: Trying to load file asset: ' + file );\n\t\t\t\tview = new DataView( zip[ file ].buffer );\n\n\t\t\t}\n\n\t\t\tconst fileText = LoaderUtils.decodeText( view );\n\t\t\tconst xmlData = new DOMParser().parseFromString( fileText, 'application/xml' );\n\n\t\t\tif ( xmlData.documentElement.nodeName.toLowerCase() !== 'amf' ) {\n\n\t\t\t\tconsole.log( 'THREE.AMFLoader: Error loading AMF - no AMF document found.' );\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t\treturn xmlData;\n\n\t\t}\n\n\t\tfunction loadDocumentScale( node ) {\n\n\t\t\tlet scale = 1.0;\n\t\t\tlet unit = 'millimeter';\n\n\t\t\tif ( node.documentElement.attributes.unit !== undefined ) {\n\n\t\t\t\tunit = node.documentElement.attributes.unit.value.toLowerCase();\n\n\t\t\t}\n\n\t\t\tconst scaleUnits = {\n\t\t\t\tmillimeter: 1.0,\n\t\t\t\tinch: 25.4,\n\t\t\t\tfeet: 304.8,\n\t\t\t\tmeter: 1000.0,\n\t\t\t\tmicron: 0.001\n\t\t\t};\n\n\t\t\tif ( scaleUnits[ unit ] !== undefined ) {\n\n\t\t\t\tscale = scaleUnits[ unit ];\n\n\t\t\t}\n\n\t\t\tconsole.log( 'THREE.AMFLoader: Unit scale: ' + scale );\n\t\t\treturn scale;\n\n\t\t}\n\n\t\tfunction loadMaterials( node ) {\n\n\t\t\tlet matName = 'AMF Material';\n\t\t\tconst matId = node.attributes.id.textContent;\n\t\t\tlet color = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };\n\n\t\t\tlet loadedMaterial = null;\n\n\t\t\tfor ( let i = 0; i < node.childNodes.length; i ++ ) {\n\n\t\t\t\tconst matChildEl = node.childNodes[ i ];\n\n\t\t\t\tif ( matChildEl.nodeName === 'metadata' && matChildEl.attributes.type !== undefined ) {\n\n\t\t\t\t\tif ( matChildEl.attributes.type.value === 'name' ) {\n\n\t\t\t\t\t\tmatName = matChildEl.textContent;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( matChildEl.nodeName === 'color' ) {\n\n\t\t\t\t\tcolor = loadColor( matChildEl );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tloadedMaterial = new MeshPhongMaterial( {\n\t\t\t\tflatShading: true,\n\t\t\t\tcolor: new Color( color.r, color.g, color.b ),\n\t\t\t\tname: matName\n\t\t\t} );\n\n\t\t\tif ( color.a !== 1.0 ) {\n\n\t\t\t\tloadedMaterial.transparent = true;\n\t\t\t\tloadedMaterial.opacity = color.a;\n\n\t\t\t}\n\n\t\t\treturn { id: matId, material: loadedMaterial };\n\n\t\t}\n\n\t\tfunction loadColor( node ) {\n\n\t\t\tconst color = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };\n\n\t\t\tfor ( let i = 0; i < node.childNodes.length; i ++ ) {\n\n\t\t\t\tconst matColor = node.childNodes[ i ];\n\n\t\t\t\tif ( matColor.nodeName === 'r' ) {\n\n\t\t\t\t\tcolor.r = matColor.textContent;\n\n\t\t\t\t} else if ( matColor.nodeName === 'g' ) {\n\n\t\t\t\t\tcolor.g = matColor.textContent;\n\n\t\t\t\t} else if ( matColor.nodeName === 'b' ) {\n\n\t\t\t\t\tcolor.b = matColor.textContent;\n\n\t\t\t\t} else if ( matColor.nodeName === 'a' ) {\n\n\t\t\t\t\tcolor.a = matColor.textContent;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn color;\n\n\t\t}\n\n\t\tfunction loadMeshVolume( node ) {\n\n\t\t\tconst volume = { name: '', triangles: [], materialid: null };\n\n\t\t\tlet currVolumeNode = node.firstElementChild;\n\n\t\t\tif ( node.attributes.materialid !== undefined ) {\n\n\t\t\t\tvolume.materialId = node.attributes.materialid.nodeValue;\n\n\t\t\t}\n\n\t\t\twhile ( currVolumeNode ) {\n\n\t\t\t\tif ( currVolumeNode.nodeName === 'metadata' ) {\n\n\t\t\t\t\tif ( currVolumeNode.attributes.type !== undefined ) {\n\n\t\t\t\t\t\tif ( currVolumeNode.attributes.type.value === 'name' ) {\n\n\t\t\t\t\t\t\tvolume.name = currVolumeNode.textContent;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( currVolumeNode.nodeName === 'triangle' ) {\n\n\t\t\t\t\tconst v1 = currVolumeNode.getElementsByTagName( 'v1' )[ 0 ].textContent;\n\t\t\t\t\tconst v2 = currVolumeNode.getElementsByTagName( 'v2' )[ 0 ].textContent;\n\t\t\t\t\tconst v3 = currVolumeNode.getElementsByTagName( 'v3' )[ 0 ].textContent;\n\n\t\t\t\t\tvolume.triangles.push( v1, v2, v3 );\n\n\t\t\t\t}\n\n\t\t\t\tcurrVolumeNode = currVolumeNode.nextElementSibling;\n\n\t\t\t}\n\n\t\t\treturn volume;\n\n\t\t}\n\n\t\tfunction loadMeshVertices( node ) {\n\n\t\t\tconst vertArray = [];\n\t\t\tconst normalArray = [];\n\t\t\tlet currVerticesNode = node.firstElementChild;\n\n\t\t\twhile ( currVerticesNode ) {\n\n\t\t\t\tif ( currVerticesNode.nodeName === 'vertex' ) {\n\n\t\t\t\t\tlet vNode = currVerticesNode.firstElementChild;\n\n\t\t\t\t\twhile ( vNode ) {\n\n\t\t\t\t\t\tif ( vNode.nodeName === 'coordinates' ) {\n\n\t\t\t\t\t\t\tconst x = vNode.getElementsByTagName( 'x' )[ 0 ].textContent;\n\t\t\t\t\t\t\tconst y = vNode.getElementsByTagName( 'y' )[ 0 ].textContent;\n\t\t\t\t\t\t\tconst z = vNode.getElementsByTagName( 'z' )[ 0 ].textContent;\n\n\t\t\t\t\t\t\tvertArray.push( x, y, z );\n\n\t\t\t\t\t\t} else if ( vNode.nodeName === 'normal' ) {\n\n\t\t\t\t\t\t\tconst nx = vNode.getElementsByTagName( 'nx' )[ 0 ].textContent;\n\t\t\t\t\t\t\tconst ny = vNode.getElementsByTagName( 'ny' )[ 0 ].textContent;\n\t\t\t\t\t\t\tconst nz = vNode.getElementsByTagName( 'nz' )[ 0 ].textContent;\n\n\t\t\t\t\t\t\tnormalArray.push( nx, ny, nz );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tvNode = vNode.nextElementSibling;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrVerticesNode = currVerticesNode.nextElementSibling;\n\n\t\t\t}\n\n\t\t\treturn { 'vertices': vertArray, 'normals': normalArray };\n\n\t\t}\n\n\t\tfunction loadObject( node ) {\n\n\t\t\tconst objId = node.attributes.id.textContent;\n\t\t\tconst loadedObject = { name: 'amfobject', meshes: [] };\n\t\t\tlet currColor = null;\n\t\t\tlet currObjNode = node.firstElementChild;\n\n\t\t\twhile ( currObjNode ) {\n\n\t\t\t\tif ( currObjNode.nodeName === 'metadata' ) {\n\n\t\t\t\t\tif ( currObjNode.attributes.type !== undefined ) {\n\n\t\t\t\t\t\tif ( currObjNode.attributes.type.value === 'name' ) {\n\n\t\t\t\t\t\t\tloadedObject.name = currObjNode.textContent;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( currObjNode.nodeName === 'color' ) {\n\n\t\t\t\t\tcurrColor = loadColor( currObjNode );\n\n\t\t\t\t} else if ( currObjNode.nodeName === 'mesh' ) {\n\n\t\t\t\t\tlet currMeshNode = currObjNode.firstElementChild;\n\t\t\t\t\tconst mesh = { vertices: [], normals: [], volumes: [], color: currColor };\n\n\t\t\t\t\twhile ( currMeshNode ) {\n\n\t\t\t\t\t\tif ( currMeshNode.nodeName === 'vertices' ) {\n\n\t\t\t\t\t\t\tconst loadedVertices = loadMeshVertices( currMeshNode );\n\n\t\t\t\t\t\t\tmesh.normals = mesh.normals.concat( loadedVertices.normals );\n\t\t\t\t\t\t\tmesh.vertices = mesh.vertices.concat( loadedVertices.vertices );\n\n\t\t\t\t\t\t} else if ( currMeshNode.nodeName === 'volume' ) {\n\n\t\t\t\t\t\t\tmesh.volumes.push( loadMeshVolume( currMeshNode ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tcurrMeshNode = currMeshNode.nextElementSibling;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tloadedObject.meshes.push( mesh );\n\n\t\t\t\t}\n\n\t\t\t\tcurrObjNode = currObjNode.nextElementSibling;\n\n\t\t\t}\n\n\t\t\treturn { 'id': objId, 'obj': loadedObject };\n\n\t\t}\n\n\t\tconst xmlData = loadDocument( data );\n\t\tlet amfName = '';\n\t\tlet amfAuthor = '';\n\t\tconst amfScale = loadDocumentScale( xmlData );\n\t\tconst amfMaterials = {};\n\t\tconst amfObjects = {};\n\t\tconst childNodes = xmlData.documentElement.childNodes;\n\n\t\tlet i, j;\n\n\t\tfor ( i = 0; i < childNodes.length; i ++ ) {\n\n\t\t\tconst child = childNodes[ i ];\n\n\t\t\tif ( child.nodeName === 'metadata' ) {\n\n\t\t\t\tif ( child.attributes.type !== undefined ) {\n\n\t\t\t\t\tif ( child.attributes.type.value === 'name' ) {\n\n\t\t\t\t\t\tamfName = child.textContent;\n\n\t\t\t\t\t} else if ( child.attributes.type.value === 'author' ) {\n\n\t\t\t\t\t\tamfAuthor = child.textContent;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( child.nodeName === 'material' ) {\n\n\t\t\t\tconst loadedMaterial = loadMaterials( child );\n\n\t\t\t\tamfMaterials[ loadedMaterial.id ] = loadedMaterial.material;\n\n\t\t\t} else if ( child.nodeName === 'object' ) {\n\n\t\t\t\tconst loadedObject = loadObject( child );\n\n\t\t\t\tamfObjects[ loadedObject.id ] = loadedObject.obj;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst sceneObject = new Group();\n\t\tconst defaultMaterial = new MeshPhongMaterial( { color: 0xaaaaff, flatShading: true } );\n\n\t\tsceneObject.name = amfName;\n\t\tsceneObject.userData.author = amfAuthor;\n\t\tsceneObject.userData.loader = 'AMF';\n\n\t\tfor ( const id in amfObjects ) {\n\n\t\t\tconst part = amfObjects[ id ];\n\t\t\tconst meshes = part.meshes;\n\t\t\tconst newObject = new Group();\n\t\t\tnewObject.name = part.name || '';\n\n\t\t\tfor ( i = 0; i < meshes.length; i ++ ) {\n\n\t\t\t\tlet objDefaultMaterial = defaultMaterial;\n\t\t\t\tconst mesh = meshes[ i ];\n\t\t\t\tconst vertices = new Float32BufferAttribute( mesh.vertices, 3 );\n\t\t\t\tlet normals = null;\n\n\t\t\t\tif ( mesh.normals.length ) {\n\n\t\t\t\t\tnormals = new Float32BufferAttribute( mesh.normals, 3 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( mesh.color ) {\n\n\t\t\t\t\tconst color = mesh.color;\n\n\t\t\t\t\tobjDefaultMaterial = defaultMaterial.clone();\n\t\t\t\t\tobjDefaultMaterial.color = new Color( color.r, color.g, color.b );\n\n\t\t\t\t\tif ( color.a !== 1.0 ) {\n\n\t\t\t\t\t\tobjDefaultMaterial.transparent = true;\n\t\t\t\t\t\tobjDefaultMaterial.opacity = color.a;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst volumes = mesh.volumes;\n\n\t\t\t\tfor ( j = 0; j < volumes.length; j ++ ) {\n\n\t\t\t\t\tconst volume = volumes[ j ];\n\t\t\t\t\tconst newGeometry = new BufferGeometry();\n\t\t\t\t\tlet material = objDefaultMaterial;\n\n\t\t\t\t\tnewGeometry.setIndex( volume.triangles );\n\t\t\t\t\tnewGeometry.setAttribute( 'position', vertices.clone() );\n\n\t\t\t\t\tif ( normals ) {\n\n\t\t\t\t\t\tnewGeometry.setAttribute( 'normal', normals.clone() );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( amfMaterials[ volume.materialId ] !== undefined ) {\n\n\t\t\t\t\t\tmaterial = amfMaterials[ volume.materialId ];\n\n\t\t\t\t\t}\n\n\t\t\t\t\tnewGeometry.scale( amfScale, amfScale, amfScale );\n\t\t\t\t\tnewObject.add( new Mesh( newGeometry, material.clone() ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tsceneObject.add( newObject );\n\n\t\t}\n\n\t\treturn sceneObject;\n\n\t}\n\n}\n\nexport { AMFLoader };\n", "import*as THREE from\"https://cdn.jsdelivr.net/npm/three@0.163.0/build/three.module.js\";import{TGALoader}from\"https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/TGALoader.js\";import{FBXLoader}from\"https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/FBXLoader.js\";import{ColladaLoader}from\"https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/ColladaLoader.js\";import{VRMLLoader}from\"https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/VRMLLoader.js\";import{ThreeMFLoader}from\"https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/3MFLoader.js\";import{AMFLoader}from\"https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/AMFLoader.js\";import{SVGLoader}from\"https://cdn.jsdelivr.net/npm/three@0.139.2/examples/jsm/loaders/SVGLoader.js\";import{USDZLoader}from\"https://framerusercontent.com/modules/51u3njNuoF9dIHST7Nda/j7oC5BBIcXf3b75DjZEv/USDZLoader.js\";import*as fflate from\"https://cdn.skypack.dev/fflate@0.8.2?min\";function IsDefined(val){return val!==undefined&&val!==null;}function ValueOrDefault(val,def){if(val===undefined||val===null){return def;}return val;}function CopyObjectAttributes(src,dest){if(!IsDefined(src)){return;}for(let attribute of Object.keys(src)){if(IsDefined(src[attribute])){dest[attribute]=src[attribute];}}}function IsObjectEmpty(obj){return Object.keys(obj).length===0;}function FormatString(template,...args){return template.replace(/{([0-9]+)}/g,(match,index)=>{return args[index]===undefined?match:args[index];});}function EscapeHtmlChars(str){return str.replace(/</g,\"&lt;\").replace(/>/g,\"&gt;\");}class EventNotifier{AddEventListener(eventId,listener){if(!this.eventListeners.has(eventId)){this.eventListeners.set(eventId,[]);}let listeners=this.eventListeners.get(eventId);listeners.push(listener);}HasEventListener(eventId){return this.eventListeners.has(eventId);}GetEventNotifier(eventId){return()=>{this.NotifyEventListeners(eventId);};}NotifyEventListeners(eventId,...args){if(!this.eventListeners.has(eventId)){return;}let listeners=this.eventListeners.get(eventId);for(let listener of listeners){listener(...args);}}constructor(){this.eventListeners=new Map;}}let gLocalizedStrings=null;let gLanguageCode=null;function SetLocalizedStrings(localizedStrings){gLocalizedStrings=localizedStrings;}function SetLanguageCode(languageCode){gLanguageCode=languageCode;}function Loc(str){if(gLocalizedStrings===null||gLanguageCode===null){return str;}if(!gLocalizedStrings[str]||!gLocalizedStrings[str][gLanguageCode]){return str;}return gLocalizedStrings[str][gLanguageCode];}function FLoc(str,...args){return FormatString(Loc(str),...args);}class TaskRunner{Run(count,callbacks){this.count=count;this.current=0;this.callbacks=callbacks;if(count===0){this.TaskReady();}else{this.RunOnce();}}RunBatch(count,batchCount,callbacks){let stepCount=0;if(count>0){stepCount=parseInt((count-1)/batchCount,10)+1;}this.Run(stepCount,{runTask:(index,ready)=>{const firstIndex=index*batchCount;const lastIndex=Math.min((index+1)*batchCount,count)-1;callbacks.runTask(firstIndex,lastIndex,ready);},onReady:callbacks.onReady});}RunOnce(){setTimeout(()=>{this.callbacks.runTask(this.current,this.TaskReady.bind(this));},0);}TaskReady(){this.current+=1;if(this.current<this.count){this.RunOnce();}else{if(this.callbacks.onReady){this.callbacks.onReady();}}}constructor(){this.count=null;this.current=null;this.callbacks=null;}}function RunTaskAsync(task){setTimeout(()=>{task();},10);}function RunTasks(count,callbacks){let taskRunner=new TaskRunner;taskRunner.Run(count,callbacks);}function RunTasksBatch(count,batchCount,callbacks){let taskRunner=new TaskRunner;taskRunner.RunBatch(count,batchCount,callbacks);}function WaitWhile(expression){function Waiter(expression){if(expression()){setTimeout(()=>{Waiter(expression);},10);}}Waiter(expression);}const Eps=1e-8;const BigEps=1e-4;const RadDeg=57.29577951308232;const DegRad=.017453292519943;function IsZero(a){return Math.abs(a)<Eps;}function IsLower(a,b){return b-a>Eps;}function IsGreater(a,b){return a-b>Eps;}function IsLowerOrEqual(a,b){return b-a>-Eps;}function IsGreaterOrEqual(a,b){return a-b>-Eps;}function IsEqual(a,b){return Math.abs(b-a)<Eps;}function IsEqualEps(a,b,eps){return Math.abs(b-a)<eps;}function IsPositive(a){return a>Eps;}function IsNegative(a){return a<-Eps;}const Direction={X:1,Y:2,Z:3};class Coord2D{Clone(){return new Coord2D(this.x,this.y);}constructor(x,y){this.x=x;this.y=y;}}function CoordIsEqual2D(a,b){return IsEqual(a.x,b.x)&&IsEqual(a.y,b.y);}function AddCoord2D(a,b){return new Coord2D(a.x+b.x,a.y+b.y);}function SubCoord2D(a,b){return new Coord2D(a.x-b.x,a.y-b.y);}function CoordDistance2D(a,b){return Math.sqrt((a.x-b.x)*(a.x-b.x)+(a.y-b.y)*(a.y-b.y));}function DotVector2D(a,b){return a.x*b.x+a.y*b.y;}/**\n * RGB color object. Components are integers in the range of 0..255.\n */class RGBColor{/**\n     * Sets the value of all components.\n     * @param {integer} r Red component.\n     * @param {integer} g Green component.\n     * @param {integer} b Blue component.\n     */Set(r,g,b){this.r=r;this.g=g;this.b=b;}/**\n     * Creates a clone of the object.\n     * @returns {RGBColor}\n     */Clone(){return new RGBColor(this.r,this.g,this.b);}/**\n     * @param {integer} r Red component.\n     * @param {integer} g Green component.\n     * @param {integer} b Blue component.\n     */constructor(r,g,b){this.r=r;this.g=g;this.b=b;}}/**\n * RGBA color object. Components are integers in the range of 0..255.\n */class RGBAColor{/**\n     * Sets the value of all components.\n     * @param {integer} r Red component.\n     * @param {integer} g Green component.\n     * @param {integer} b Blue component.\n     * @param {integer} a Alpha component.\n     */Set(r,g,b,a){this.r=r;this.g=g;this.b=b;this.a=a;}/**\n     * Creates a clone of the object.\n     * @returns {RGBAColor}\n     */Clone(){return new RGBAColor(this.r,this.g,this.b,this.a);}/**\n     * @param {integer} r Red component.\n     * @param {integer} g Green component.\n     * @param {integer} b Blue component.\n     * @param {integer} a Alpha component.\n     */constructor(r,g,b,a){this.r=r;this.g=g;this.b=b;this.a=a;}}function ColorComponentFromFloat(component){return parseInt(Math.round(component*255),10);}function ColorComponentToFloat(component){return component/255;}function RGBColorFromFloatComponents(r,g,b){return new RGBColor(ColorComponentFromFloat(r),ColorComponentFromFloat(g),ColorComponentFromFloat(b));}function SRGBToLinear(component){if(component<.04045){return component*.0773993808;}else{return Math.pow(component*.9478672986+.0521327014,2.4);}}function LinearToSRGB(component){if(component<.0031308){return component*12.92;}else{return 1.055*Math.pow(component,.41666)-.055;}}function IntegerToHexString(intVal){let result=parseInt(intVal,10).toString(16);while(result.length<2){result=\"0\"+result;}return result;}function RGBColorToHexString(color){let r=IntegerToHexString(color.r);let g=IntegerToHexString(color.g);let b=IntegerToHexString(color.b);return r+g+b;}function RGBAColorToHexString(color){let r=IntegerToHexString(color.r);let g=IntegerToHexString(color.g);let b=IntegerToHexString(color.b);let a=IntegerToHexString(color.a);return r+g+b+a;}function HexStringToRGBColor(hexString){if(hexString.length!==6){return null;}let r=parseInt(hexString.substring(0,2),16);let g=parseInt(hexString.substring(2,4),16);let b=parseInt(hexString.substring(4,6),16);return new RGBColor(r,g,b);}function HexStringToRGBAColor(hexString){if(hexString.length!==6&&hexString.length!==8){return null;}let r=parseInt(hexString.substring(0,2),16);let g=parseInt(hexString.substring(2,4),16);let b=parseInt(hexString.substring(4,6),16);let a=255;if(hexString.length===8){a=parseInt(hexString.substring(6,8),16);}return new RGBAColor(r,g,b,a);}function ArrayToRGBColor(arr){return new RGBColor(arr[0],arr[1],arr[2]);}function RGBColorIsEqual(a,b){return a.r===b.r&&a.g===b.g&&a.b===b.b;}class TextureMap{IsValid(){return this.name!==null&&this.buffer!==null;}HasTransformation(){if(!CoordIsEqual2D(this.offset,new Coord2D(0,0))){return true;}if(!CoordIsEqual2D(this.scale,new Coord2D(1,1))){return true;}if(!IsEqual(this.rotation,0)){return true;}return false;}IsEqual(rhs){if(this.name!==rhs.name){return false;}if(this.mimeType!==rhs.mimeType){return false;}if(!CoordIsEqual2D(this.offset,rhs.offset)){return false;}if(!CoordIsEqual2D(this.scale,rhs.scale)){return false;}if(!IsEqual(this.rotation,rhs.rotation)){return false;}return true;}constructor(){this.name=null;this.mimeType=null;this.buffer=null;this.offset=new Coord2D(0,0);this.scale=new Coord2D(1,1);this.rotation=0// radians\n;}}function TextureMapIsEqual(aTex,bTex){if(aTex===null&&bTex===null){return true;}else if(aTex===null||bTex===null){return false;}return aTex.IsEqual(bTex);}const MaterialType={Phong:1,Physical:2};const MaterialSource={Model:1,DefaultFace:2,DefaultLine:3};class MaterialBase{IsEqual(rhs){if(this.type!==rhs.type){return false;}if(this.source!==rhs.source){return false;}if(this.name!==rhs.name){return false;}if(!RGBColorIsEqual(this.color,rhs.color)){return false;}if(this.vertexColors!==rhs.vertexColors){return false;}return true;}constructor(type){this.type=type;this.source=MaterialSource.Model;this.name=\"\";this.color=new RGBColor(0,0,0);this.vertexColors=false;}}class FaceMaterial extends MaterialBase{IsEqual(rhs){if(!super.IsEqual(rhs)){return false;}if(!RGBColorIsEqual(this.emissive,rhs.emissive)){return false;}if(!IsEqual(this.opacity,rhs.opacity)){return false;}if(this.transparent!==rhs.transparent){return false;}if(!TextureMapIsEqual(this.diffuseMap,rhs.diffuseMap)){return false;}if(!TextureMapIsEqual(this.bumpMap,rhs.bumpMap)){return false;}if(!TextureMapIsEqual(this.normalMap,rhs.normalMap)){return false;}if(!TextureMapIsEqual(this.emissiveMap,rhs.emissiveMap)){return false;}if(!IsEqual(this.alphaTest,rhs.alphaTest)){return false;}if(this.multiplyDiffuseMap!==rhs.multiplyDiffuseMap){return false;}return true;}constructor(type){super(type);this.emissive=new RGBColor(0,0,0);this.opacity=1// 0.0 .. 1.0\n;this.transparent=false;this.diffuseMap=null;this.bumpMap=null;this.normalMap=null;this.emissiveMap=null;this.alphaTest=0// 0.0 .. 1.0\n;this.multiplyDiffuseMap=false;}}class PhongMaterial extends FaceMaterial{IsEqual(rhs){if(!super.IsEqual(rhs)){return false;}if(!RGBColorIsEqual(this.ambient,rhs.ambient)){return false;}if(!RGBColorIsEqual(this.specular,rhs.specular)){return false;}if(!IsEqual(this.shininess,rhs.shininess)){return false;}if(!TextureMapIsEqual(this.specularMap,rhs.specularMap)){return false;}return true;}constructor(){super(MaterialType.Phong);this.ambient=new RGBColor(0,0,0);this.specular=new RGBColor(0,0,0);this.shininess=0// 0.0 .. 1.0\n;this.specularMap=null;}}class PhysicalMaterial extends FaceMaterial{IsEqual(rhs){if(!super.IsEqual(rhs)){return false;}if(!IsEqual(this.metalness,rhs.metalness)){return false;}if(!IsEqual(this.roughness,rhs.roughness)){return false;}if(!TextureMapIsEqual(this.metalnessMap,rhs.metalnessMap)){return false;}return true;}constructor(){super(MaterialType.Physical);this.metalness=0// 0.0 .. 1.0\n;this.roughness=1// 0.0 .. 1.0\n;this.metalnessMap=null;}}function TextureIsEqual(a,b){if(a.name!==b.name){return false;}if(a.mimeType!==b.mimeType){return false;}if(!CoordIsEqual2D(a.offset,b.offset)){return false;}if(!CoordIsEqual2D(a.scale,b.scale)){return false;}if(!IsEqual(a.rotation,b.rotation)){return false;}return true;}let externalLibLocation=null;let loadedExternalLibs=new Set;let loadedExternalLibUrls=new Set;/**\n * Sets the location of the external libraries used by the engine. This is the content of the libs\n * folder in the package. The location must be relative to the main file.\n * @param {string} newExternalLibLocation Relative path to the libs folder.\n */function SetExternalLibLocation(newExternalLibLocation){externalLibLocation=newExternalLibLocation;}function GetExternalLibPath(libName){if(externalLibLocation===null){return null;}return externalLibLocation+\"/\"+libName;}function LoadExternalLibraryFromLibs(libName){return new Promise((resolve,reject)=>{if(externalLibLocation===null){reject();return;}if(loadedExternalLibs.has(libName)){resolve();return;}let scriptElement=document.createElement(\"script\");scriptElement.type=\"text/javascript\";scriptElement.src=GetExternalLibPath(libName);scriptElement.onload=()=>{loadedExternalLibs.add(libName);resolve();};scriptElement.onerror=()=>{reject();};document.head.appendChild(scriptElement);});}function LoadExternalLibraryFromUrl(libraryUrl){return new Promise((resolve,reject)=>{console.log(\"loading draco___________________1\");if(externalLibLocation===null){reject();return;}console.log(\"loading draco___________________2\");if(loadedExternalLibUrls.has(libraryUrl)){resolve();return;}console.log(\"loading draco___________________3\");let scriptElement=document.createElement(\"script\");scriptElement.type=\"text/javascript\";scriptElement.src=libraryUrl;console.log(\"loading draco___________________4\");scriptElement.onload=()=>{console.log(\"loading draco___________________5\");loadedExternalLibUrls.add(libraryUrl);resolve();};scriptElement.onerror=()=>{console.log(\"loading draco___________________6\");reject();};document.head.appendChild(scriptElement);});}function NameFromLine(line,startIndex,commentChar){let name=line.substring(startIndex);let commentStart=name.indexOf(commentChar);if(commentStart!==-1){name=name.substring(0,commentStart);}return name.trim();}function ParametersFromLine(line,commentChar){if(commentChar!==null){let commentStart=line.indexOf(commentChar);if(commentStart!==-1){line=line.substring(0,commentStart).trim();}}return line.split(/\\s+/u);}function ReadLines(str,onLine){function LineFound(line,onLine){let trimmed=line.trim();if(trimmed.length>0){onLine(trimmed);}}let cursor=0;let next=str.indexOf(\"\\n\",cursor);while(next!==-1){LineFound(str.substring(cursor,next),onLine);cursor=next+1;next=str.indexOf(\"\\n\",cursor);}LineFound(str.substring(cursor),onLine);}function IsPowerOfTwo(x){return(x&x-1)===0;}function NextPowerOfTwo(x){if(IsPowerOfTwo(x)){return x;}let npot=Math.pow(2,Math.ceil(Math.log(x)/Math.log(2)));return parseInt(npot,10);}function UpdateMaterialTransparency(material){material.transparent=false;if(IsLower(material.opacity,1)){material.transparent=true;}}class ColorToMaterialConverter{GetMaterialIndex(r,g,b,a){let colorKey=IntegerToHexString(r)+IntegerToHexString(g)+IntegerToHexString(b);let hasAlpha=a!==undefined&&a!==null;if(hasAlpha){colorKey+=IntegerToHexString(a);}if(this.colorToMaterialIndex.has(colorKey)){return this.colorToMaterialIndex.get(colorKey);}else{let material=new PhongMaterial;material.name=colorKey.toUpperCase();material.color=new RGBColor(r,g,b);if(hasAlpha&&a<255){material.opacity=a/255;UpdateMaterialTransparency(material);}let materialIndex=this.model.AddMaterial(material);this.colorToMaterialIndex.set(colorKey,materialIndex);return materialIndex;}}constructor(model){this.model=model;this.colorToMaterialIndex=new Map;}}let occtWorkerUrl=null;function CreateOcctWorker(worker){return new Promise((resolve,reject)=>{if(occtWorkerUrl!==null){resolve(new Worker(occtWorkerUrl));return;}let baseUrl=\"https://cdn.jsdelivr.net/npm/occt-import-js@0.0.22/dist/\";fetch(baseUrl+\"occt-import-js-worker.js\").then(response=>{if(!response.ok){return reject();}return response.text();}).then(workerScript=>{workerScript=workerScript.replace(\"occt-import-js.js\",baseUrl+\"occt-import-js.js\");workerScript=workerScript.replace(\"return path\",\"return '\"+baseUrl+\"occt-import-js.wasm'\");let blob=new Blob([workerScript],{type:\"text/javascript\"});occtWorkerUrl=URL.createObjectURL(blob);return resolve(new Worker(occtWorkerUrl));}).catch(reject);});}function LoadExternalLibrary(libraryName){if(libraryName===\"rhino3dm\"){return LoadExternalLibraryFromUrl(\"https://cdn.jsdelivr.net/npm/rhino3dm@8.4.0/rhino3dm.min.js\");}else if(libraryName===\"draco3d\"){return LoadExternalLibraryFromUrl(\"https://cdn.jsdelivr.net/npm/draco3d@1.5.7/draco_decoder_nodejs.min.js\");}else if(libraryName===\"webp-decoder\"){return LoadExternalLibraryFromUrl(\"https://cdn.jsdelivr.net/npm/webp-converter@2.3.3/src/webpconverter.min.js\");}else{return null;}}/**\n * File source identifier for import.\n * @enum\n */const FileSource={/** The file is provided by a URL. */Url:1,/** The file is provided by a {@link File} object. */File:2,/** Used internally if a file is originated by a compressed archive. */Decompressed:3};const FileFormat={Text:1,Binary:2};function GetFileName(filePath){let fileName=filePath;let firstParamIndex=fileName.indexOf(\"?\");if(firstParamIndex!==-1){fileName=fileName.substring(0,firstParamIndex);}let firstSeparator=fileName.lastIndexOf(\"/\");if(firstSeparator===-1){firstSeparator=fileName.lastIndexOf(\"\\\\\");}if(firstSeparator!==-1){fileName=fileName.substring(firstSeparator+1);}return decodeURI(fileName);}function GetFileExtension(filePath){let fileName=GetFileName(filePath);let firstPoint=fileName.lastIndexOf(\".\");if(firstPoint===-1){return\"\";}let extension=fileName.substring(firstPoint+1);return extension.toLowerCase();}function RequestUrl(url,onProgress){return new Promise((resolve,reject)=>{let request=new XMLHttpRequest;request.open(\"GET\",url,true);request.onprogress=event=>{onProgress(event.loaded,event.total);};request.onload=()=>{if(request.status===200){resolve(request.response);}else{reject();}};request.onerror=()=>{reject();};request.responseType=\"arraybuffer\";request.send(null);});}function ReadFile(file,onProgress){return new Promise((resolve,reject)=>{let reader=new FileReader;reader.onprogress=event=>{onProgress(event.loaded,event.total);};reader.onloadend=event=>{if(event.target.readyState===FileReader.DONE){resolve(event.target.result);}};reader.onerror=()=>{reject();};reader.readAsArrayBuffer(file);});}function TransformFileHostUrls(urls){for(let i=0;i<urls.length;i++){let url=urls[i];if(url.indexOf(\"www.dropbox.com\")!==-1){url=url.replace(\"www.dropbox.com\",\"dl.dropbox.com\");urls[i]=url;}else if(url.indexOf(\"github.com\")!==-1){url=url.replace(\"github.com\",\"raw.githubusercontent.com\");url=url.replace(\"/blob\",\"\");urls[i]=url;}}}function IsUrl(str){const regex=/^https?:\\/\\/\\S+$/g;const match=str.match(regex);return match!==null;}class Coord3D{Length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z);}MultiplyScalar(scalar){this.x*=scalar;this.y*=scalar;this.z*=scalar;return this;}Normalize(){let length=this.Length();if(length>0){this.MultiplyScalar(1/length);}return this;}Offset(direction,distance){let normal=direction.Clone().Normalize();this.x+=normal.x*distance;this.y+=normal.y*distance;this.z+=normal.z*distance;return this;}Rotate(axis,angle,origo){let normal=axis.Clone().Normalize();let u=normal.x;let v=normal.y;let w=normal.z;let x=this.x-origo.x;let y=this.y-origo.y;let z=this.z-origo.z;let si=Math.sin(angle);let co=Math.cos(angle);this.x=-u*(-u*x-v*y-w*z)*(1-co)+x*co+(-w*y+v*z)*si;this.y=-v*(-u*x-v*y-w*z)*(1-co)+y*co+(w*x-u*z)*si;this.z=-w*(-u*x-v*y-w*z)*(1-co)+z*co+(-v*x+u*y)*si;this.x+=origo.x;this.y+=origo.y;this.z+=origo.z;return this;}Clone(){return new Coord3D(this.x,this.y,this.z);}constructor(x,y,z){this.x=x;this.y=y;this.z=z;}}function CoordIsEqual3D(a,b){return IsEqual(a.x,b.x)&&IsEqual(a.y,b.y)&&IsEqual(a.z,b.z);}function AddCoord3D(a,b){return new Coord3D(a.x+b.x,a.y+b.y,a.z+b.z);}function SubCoord3D(a,b){return new Coord3D(a.x-b.x,a.y-b.y,a.z-b.z);}function CoordDistance3D(a,b){return Math.sqrt((a.x-b.x)*(a.x-b.x)+(a.y-b.y)*(a.y-b.y)+(a.z-b.z)*(a.z-b.z));}function DotVector3D(a,b){return a.x*b.x+a.y*b.y+a.z*b.z;}function VectorAngle3D(a,b){let aDirection=a.Clone().Normalize();let bDirection=b.Clone().Normalize();if(CoordIsEqual3D(aDirection,bDirection)){return 0;}let product=DotVector3D(aDirection,bDirection);return Math.acos(product);}function CrossVector3D(a,b){let result=new Coord3D(0,0,0);result.x=a.y*b.z-a.z*b.y;result.y=a.z*b.x-a.x*b.z;result.z=a.x*b.y-a.y*b.x;return result;}function VectorLength3D(x,y,z){return Math.sqrt(x*x+y*y+z*z);}function ArrayToCoord3D(arr){return new Coord3D(arr[0],arr[1],arr[2]);}class MeshPrimitiveBuffer{GetBounds(){let min=[Infinity,Infinity,Infinity];let max=[-Infinity,-Infinity,-Infinity];for(let i=0;i<this.vertices.length/3;i++){for(let j=0;j<3;j++){min[j]=Math.min(min[j],this.vertices[i*3+j]);max[j]=Math.max(max[j],this.vertices[i*3+j]);}}return{min:min,max:max};}GetByteLength(indexTypeSize,numberTypeSize){let indexCount=this.indices.length;let numberCount=this.vertices.length+this.colors.length+this.normals.length+this.uvs.length;return indexCount*indexTypeSize+numberCount*numberTypeSize;}constructor(){this.indices=[];this.vertices=[];this.colors=[];this.normals=[];this.uvs=[];this.material=null;}}class MeshBuffer{PrimitiveCount(){return this.primitives.length;}GetPrimitive(index){return this.primitives[index];}GetByteLength(indexTypeSize,numberTypeSize){let byteLength=0;for(let i=0;i<this.primitives.length;i++){let primitive=this.primitives[i];byteLength+=primitive.GetByteLength(indexTypeSize,numberTypeSize);}return byteLength;}constructor(){this.primitives=[];}}function ConvertMeshToMeshBuffer(mesh){function AddVertexToPrimitiveBuffer(mesh,indices,primitiveBuffer,meshVertexToPrimitiveVertices){function GetColorOrDefault(mesh,colorIndex,forceColors){if(colorIndex!==null){return mesh.GetVertexColor(colorIndex);}else if(forceColors){return new RGBColor(0,0,0);}else{return null;}}function GetUVOrDefault(mesh,uvIndex,forceUVs){if(uvIndex!==null){return mesh.GetTextureUV(uvIndex);}else if(forceUVs){return new Coord2D(0,0);}else{return null;}}function AddVertex(mesh,indices,primitiveBuffer){let forceColors=mesh.VertexColorCount()>0;let forceUVs=mesh.TextureUVCount()>0;let vertex=mesh.GetVertex(indices.vertex);let normal=mesh.GetNormal(indices.normal);let primitiveVertexIndex=primitiveBuffer.vertices.length/3;primitiveBuffer.indices.push(primitiveVertexIndex);primitiveBuffer.vertices.push(vertex.x,vertex.y,vertex.z);let color=GetColorOrDefault(mesh,indices.color,forceColors);if(color!==null){primitiveBuffer.colors.push(color.r/255,color.g/255,color.b/255);}primitiveBuffer.normals.push(normal.x,normal.y,normal.z);let uv=GetUVOrDefault(mesh,indices.uv,forceUVs);if(uv!==null){primitiveBuffer.uvs.push(uv.x,uv.y);}return{index:primitiveVertexIndex,color:color,normal:normal,uv:uv};}function FindMatchingPrimitiveVertex(mesh,primitiveVertices,indices){function IsEqualColor(mesh,colorIndex,existingColor){if(existingColor===null&&colorIndex===null){return true;}let color=GetColorOrDefault(mesh,colorIndex,true);return RGBColorIsEqual(existingColor,color);}function IsEqualNormal(mesh,normalIndex,existingNormal){let normal=mesh.GetNormal(normalIndex);return CoordIsEqual3D(existingNormal,normal);}function IsEqualUV(mesh,uvIndex,existingUv){if(existingUv===null&&uvIndex===null){return true;}let uv=GetUVOrDefault(mesh,uvIndex,true);return CoordIsEqual2D(existingUv,uv);}for(let i=0;i<primitiveVertices.length;i++){let primitiveVertex=primitiveVertices[i];let equalColor=IsEqualColor(mesh,indices.color,primitiveVertex.color);let equalNormal=IsEqualNormal(mesh,indices.normal,primitiveVertex.normal);let equalUv=IsEqualUV(mesh,indices.uv,primitiveVertex.uv);if(equalColor&&equalNormal&&equalUv){return primitiveVertex;}}return null;}if(meshVertexToPrimitiveVertices.has(indices.vertex)){let primitiveVertices=meshVertexToPrimitiveVertices.get(indices.vertex);let existingPrimitiveVertex=FindMatchingPrimitiveVertex(mesh,primitiveVertices,indices);if(existingPrimitiveVertex!==null){primitiveBuffer.indices.push(existingPrimitiveVertex.index);}else{let primitiveVertex=AddVertex(mesh,indices,primitiveBuffer);primitiveVertices.push(primitiveVertex);}}else{let primitiveVertex=AddVertex(mesh,indices,primitiveBuffer);meshVertexToPrimitiveVertices.set(indices.vertex,[primitiveVertex]);}}let meshBuffer=new MeshBuffer;let triangleCount=mesh.TriangleCount();if(triangleCount===0){return null;}let triangleIndices=[];for(let i=0;i<triangleCount;i++){triangleIndices.push(i);}triangleIndices.sort((a,b)=>{let aTriangle=mesh.GetTriangle(a);let bTriangle=mesh.GetTriangle(b);return aTriangle.mat-bTriangle.mat;});let primitiveBuffer=null;let meshVertexToPrimitiveVertices=null;for(let i=0;i<triangleIndices.length;i++){let triangleIndex=triangleIndices[i];let triangle=mesh.GetTriangle(triangleIndex);if(primitiveBuffer===null||primitiveBuffer.material!==triangle.mat){primitiveBuffer=new MeshPrimitiveBuffer;primitiveBuffer.material=triangle.mat;meshVertexToPrimitiveVertices=new Map;meshBuffer.primitives.push(primitiveBuffer);}let v0Indices={vertex:triangle.v0,color:triangle.c0,normal:triangle.n0,uv:triangle.u0};let v1Indices={vertex:triangle.v1,color:triangle.c1,normal:triangle.n1,uv:triangle.u1};let v2Indices={vertex:triangle.v2,color:triangle.c2,normal:triangle.n2,uv:triangle.u2};AddVertexToPrimitiveBuffer(mesh,v0Indices,primitiveBuffer,meshVertexToPrimitiveVertices);AddVertexToPrimitiveBuffer(mesh,v1Indices,primitiveBuffer,meshVertexToPrimitiveVertices);AddVertexToPrimitiveBuffer(mesh,v2Indices,primitiveBuffer,meshVertexToPrimitiveVertices);}return meshBuffer;}function ArrayBufferToUtf8String(buffer){let decoder=new TextDecoder(\"utf-8\");return decoder.decode(buffer);}function ArrayBufferToAsciiString(buffer){let text=\"\";let bufferView=new Uint8Array(buffer);for(let i=0;i<bufferView.byteLength;i++){text+=String.fromCharCode(bufferView[i]);}return text;}function AsciiStringToArrayBuffer(str){let buffer=new ArrayBuffer(str.length);let bufferView=new Uint8Array(buffer);for(let i=0;i<str.length;i++){bufferView[i]=str.charCodeAt(i);}return buffer;}function Utf8StringToArrayBuffer(str){let encoder=new TextEncoder;let uint8Array=encoder.encode(str);return uint8Array.buffer;}function Base64DataURIToArrayBuffer(uri){let dataPrefix=\"data:\";if(!uri.startsWith(dataPrefix)){return null;}let mimeSeparator=uri.indexOf(\";\");if(mimeSeparator===-1){return null;}let bufferSeparator=uri.indexOf(\",\");if(bufferSeparator===-1){return null;}let mimeType=uri.substring(dataPrefix.length,dataPrefix.length+mimeSeparator-5);let base64String=atob(uri.substring(bufferSeparator+1));let buffer=new ArrayBuffer(base64String.length);let bufferView=new Uint8Array(buffer);for(let i=0;i<base64String.length;i++){bufferView[i]=base64String.charCodeAt(i);}return{mimeType:mimeType,buffer:buffer};}function GetFileExtensionFromMimeType(mimeType){if(mimeType===undefined||mimeType===null){return\"\";}let mimeParts=mimeType.split(\"/\");if(mimeParts.length===0){return\"\";}return mimeParts[mimeParts.length-1];}function CreateObjectUrl(content){let blob=new Blob([content]);let url=URL.createObjectURL(blob);return url;}function CreateObjectUrlWithMimeType(content,mimeType){let blob=new Blob([content],{type:mimeType});let url=URL.createObjectURL(blob);return url;}function RevokeObjectUrl(url){URL.revokeObjectURL(url);}class ExportedFile{GetName(){return this.name;}SetName(name){this.name=name;}GetTextContent(){let text=ArrayBufferToUtf8String(this.content);return text;}GetBufferContent(){return this.content;}SetTextContent(content){let buffer=Utf8StringToArrayBuffer(content);this.content=buffer;}SetBufferContent(content){this.content=content;}constructor(name){this.name=name;this.content=null;}}class ExporterBase{CanExport(format,extension){return false;}Export(exporterModel,format,onFinish){let files=[];this.ExportContent(exporterModel,format,files,()=>{onFinish(files);});}ExportContent(exporterModel,format,files,onFinish){}GetExportedMaterialName(originalName){return this.GetExportedName(originalName,Loc(\"Material\"));}GetExportedMeshName(originalName){return this.GetExportedName(originalName,Loc(\"Mesh\"));}GetExportedName(originalName,defaultName){if(originalName.length===0){return defaultName;}return originalName;}constructor(){}}class Exporter3dm extends ExporterBase{CanExport(format,extension){return format===FileFormat.Binary&&extension===\"3dm\";}ExportContent(exporterModel,format,files,onFinish){if(this.rhino===null){LoadExternalLibrary(\"rhino3dm\").then(()=>{rhino3dm().then(rhino=>{this.rhino=rhino;this.ExportRhinoContent(exporterModel,files,onFinish);});}).catch(()=>{onFinish();});}else{this.ExportRhinoContent(exporterModel,files,onFinish);}}ExportRhinoContent(exporterModel,files,onFinish){function ColorToRhinoColor(color){return{r:color.r,g:color.g,b:color.b,a:255};}let rhinoFile=new ExportedFile(\"model.3dm\");files.push(rhinoFile);let rhinoDoc=new this.rhino.File3dm;exporterModel.EnumerateTransformedMeshInstances(mesh=>{let meshBuffer=ConvertMeshToMeshBuffer(mesh);for(let primitiveIndex=0;primitiveIndex<meshBuffer.PrimitiveCount();primitiveIndex++){let primitive=meshBuffer.GetPrimitive(primitiveIndex);let threeJson={data:{attributes:{position:{itemSize:3,type:\"Float32Array\",array:primitive.vertices},normal:{itemSize:3,type:\"Float32Array\",array:primitive.normals}},index:{type:\"Uint16Array\",array:primitive.indices}}};let material=exporterModel.GetMaterial(primitive.material);let rhinoMaterial=new this.rhino.Material;rhinoMaterial.name=this.GetExportedMaterialName(material.name);if(material.type===MaterialType.Phong){rhinoMaterial.ambientColor=ColorToRhinoColor(material.ambient);rhinoMaterial.specularColor=ColorToRhinoColor(material.specular);}rhinoMaterial.diffuseColor=ColorToRhinoColor(material.color);rhinoMaterial.transparency=1-material.opacity;let rhinoMaterialIndex=rhinoDoc.materials().count;rhinoDoc.materials().add(rhinoMaterial);let rhinoMesh=new this.rhino.Mesh.createFromThreejsJSON(threeJson);let rhinoAttributes=new this.rhino.ObjectAttributes;rhinoAttributes.name=this.GetExportedMeshName(mesh.GetName());rhinoAttributes.materialSource=this.rhino.ObjectMaterialSource.MaterialFromObject;rhinoAttributes.materialIndex=rhinoMaterialIndex;rhinoDoc.objects().add(rhinoMesh,rhinoAttributes);}});let writeOptions=new this.rhino.File3dmWriteOptions;writeOptions.version=6;let rhinoDocBuffer=rhinoDoc.toByteArrayOptions(writeOptions);rhinoFile.SetBufferContent(rhinoDocBuffer);onFinish();}constructor(){super();this.rhino=null;}}const PropertyType={Text:1,Integer:2,Number:3,Boolean:4,Percent:5,Color:6};class Property{Clone(){const clonable=this.type===PropertyType.Color;if(clonable){return new Property(this.type,this.name,this.value.Clone());}else{return new Property(this.type,this.name,this.value);}}constructor(type,name,value){this.type=type;this.name=name;this.value=value;}}class PropertyGroup{PropertyCount(){return this.properties.length;}AddProperty(property){this.properties.push(property);}GetProperty(index){return this.properties[index];}Clone(){let cloned=new PropertyGroup(this.name);for(let property of this.properties){cloned.AddProperty(property.Clone());}return cloned;}constructor(name){this.name=name;this.properties=[];}}function PropertyToString(property){if(property.type===PropertyType.Text){return EscapeHtmlChars(property.value);}else if(property.type===PropertyType.Integer){return property.value.toLocaleString();}else if(property.type===PropertyType.Number){return property.value.toLocaleString(undefined,{minimumFractionDigits:2,maximumFractionDigits:2});}else if(property.type===PropertyType.Boolean){return property.value?Loc(\"True\"):Loc(\"False\");}else if(property.type===PropertyType.Percent){return parseInt(property.value*100,10).toString()+\"%\";}else if(property.type===PropertyType.Color){return\"#\"+RGBColorToHexString(property.value);}return null;}function GenerateGuid(){// https://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid\nlet template=\"xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx\";return template.replace(/[xy]/g,c=>{let r=Math.random()*16|0;let v=c===\"x\"?r:r&3|8;return v.toString(16);});}class ExporterBim extends ExporterBase{CanExport(format,extension){return format===FileFormat.Text&&extension===\"bim\";}ExportContent(exporterModel,format,files,onFinish){let bimContent={schema_version:\"1.1.0\",meshes:[],elements:[],info:{}};this.ExportProperties(exporterModel.GetModel(),bimContent.info);let meshId=0;exporterModel.EnumerateTransformedMeshInstances(mesh=>{let bimMesh={mesh_id:meshId,coordinates:[],indices:[]};mesh.EnumerateVertices(vertex=>{bimMesh.coordinates.push(vertex.x,vertex.y,vertex.z);});mesh.EnumerateTriangleVertexIndices((v0,v1,v2)=>{bimMesh.indices.push(v0,v1,v2);});let bimElement={mesh_id:meshId,type:\"Other\",color:{r:200,g:200,b:200,a:255},vector:{x:0,y:0,z:0},rotation:{qx:0,qy:0,qz:0,qw:1},guid:GenerateGuid(),info:{}};let defaultColor=null;let hasOnlyOneColor=true;let faceColors=[];for(let i=0;i<mesh.TriangleCount();i++){let triangle=mesh.GetTriangle(i);let material=exporterModel.GetMaterial(triangle.mat);let faceColor={r:Math.round(material.color.r),g:Math.round(material.color.g),b:Math.round(material.color.b),a:ColorComponentFromFloat(material.opacity)};faceColors.push(faceColor.r,faceColor.g,faceColor.b,faceColor.a);if(hasOnlyOneColor){if(defaultColor===null){defaultColor=faceColor;}else{if(defaultColor.r!==faceColor.r||defaultColor.g!==faceColor.g||defaultColor.b!==faceColor.b||defaultColor.a!==faceColor.a){hasOnlyOneColor=false;defaultColor=null;}}}}if(hasOnlyOneColor){bimElement.color=defaultColor;}else{bimElement.face_colors=faceColors;}bimElement.info[\"Name\"]=mesh.GetName();this.ExportProperties(mesh,bimElement.info);bimContent.meshes.push(bimMesh);bimContent.elements.push(bimElement);meshId+=1;});let bimFile=new ExportedFile(\"model.bim\");bimFile.SetTextContent(JSON.stringify(bimContent,null,4));files.push(bimFile);onFinish();}ExportProperties(element,targetObject){for(let groupIndex=0;groupIndex<element.PropertyGroupCount();groupIndex++){let group=element.GetPropertyGroup(groupIndex);for(let propertyIndex=0;propertyIndex<group.PropertyCount();propertyIndex++){let property=group.GetProperty(propertyIndex);targetObject[property.name]=PropertyToString(property);}}}constructor(){super();}}class BinaryWriter{GetPosition(){return this.position;}SetPosition(position){this.position=position;}End(){return this.position>=this.arrayBuffer.byteLength;}GetBuffer(){return this.arrayBuffer;}WriteArrayBuffer(arrayBuffer){let bufferView=new Uint8Array(arrayBuffer);let thisBufferView=new Uint8Array(this.arrayBuffer);thisBufferView.set(bufferView,this.position);this.position+=arrayBuffer.byteLength;}WriteBoolean8(val){this.dataView.setInt8(this.position,val?1:0);this.position=this.position+1;}WriteCharacter8(val){this.dataView.setInt8(this.position,val);this.position=this.position+1;}WriteUnsignedCharacter8(val){this.dataView.setUint8(this.position,val);this.position=this.position+1;}WriteInteger16(val){this.dataView.setInt16(this.position,val,this.isLittleEndian);this.position=this.position+2;}WriteUnsignedInteger16(val){this.dataView.setUint16(this.position,val,this.isLittleEndian);this.position=this.position+2;}WriteInteger32(val){this.dataView.setInt32(this.position,val,this.isLittleEndian);this.position=this.position+4;}WriteUnsignedInteger32(val){this.dataView.setUint32(this.position,val,this.isLittleEndian);this.position=this.position+4;}WriteFloat32(val){this.dataView.setFloat32(this.position,val,this.isLittleEndian);this.position=this.position+4;}WriteDouble64(val){this.dataView.setFloat64(this.position,val,this.isLittleEndian);this.position=this.position+8;}constructor(byteLength,isLittleEndian){this.arrayBuffer=new ArrayBuffer(byteLength);this.dataView=new DataView(this.arrayBuffer);this.isLittleEndian=isLittleEndian;this.position=0;}}class Coord4D{Clone(){return new Coord4D(this.x,this.y,this.z,this.w);}constructor(x,y,z,w){this.x=x;this.y=y;this.z=z;this.w=w;}}class Quaternion{constructor(x,y,z,w){this.x=x;this.y=y;this.z=z;this.w=w;}}function QuaternionIsEqual(a,b){return IsEqual(a.x,b.x)&&IsEqual(a.y,b.y)&&IsEqual(a.z,b.z)&&IsEqual(a.w,b.w);}function ArrayToQuaternion(arr){return new Quaternion(arr[0],arr[1],arr[2],arr[3]);}function QuaternionFromAxisAngle(axis,angle){const a=angle/2;const s=Math.sin(a);return new Quaternion(axis.x*s,axis.y*s,axis.z*s,Math.cos(a));}function QuaternionFromXYZ(x,y,z,mode){const c1=Math.cos(x/2);const c2=Math.cos(y/2);const c3=Math.cos(z/2);const s1=Math.sin(x/2);const s2=Math.sin(y/2);const s3=Math.sin(z/2);let quaternion=new Quaternion(0,0,0,1);if(mode===\"XYZ\"){quaternion.x=s1*c2*c3+c1*s2*s3;quaternion.y=c1*s2*c3-s1*c2*s3;quaternion.z=c1*c2*s3+s1*s2*c3;quaternion.w=c1*c2*c3-s1*s2*s3;}else if(mode===\"YXZ\"){quaternion.x=s1*c2*c3+c1*s2*s3;quaternion.y=c1*s2*c3-s1*c2*s3;quaternion.z=c1*c2*s3-s1*s2*c3;quaternion.w=c1*c2*c3+s1*s2*s3;}else if(mode===\"ZXY\"){quaternion.x=s1*c2*c3-c1*s2*s3;quaternion.y=c1*s2*c3+s1*c2*s3;quaternion.z=c1*c2*s3+s1*s2*c3;quaternion.w=c1*c2*c3-s1*s2*s3;}else if(mode===\"ZYX\"){quaternion.x=s1*c2*c3-c1*s2*s3;quaternion.y=c1*s2*c3+s1*c2*s3;quaternion.z=c1*c2*s3-s1*s2*c3;quaternion.w=c1*c2*c3+s1*s2*s3;}else if(mode===\"YZX\"){quaternion.x=s1*c2*c3+c1*s2*s3;quaternion.y=c1*s2*c3+s1*c2*s3;quaternion.z=c1*c2*s3-s1*s2*c3;quaternion.w=c1*c2*c3-s1*s2*s3;}else if(mode===\"XZY\"){quaternion.x=s1*c2*c3-c1*s2*s3;quaternion.y=c1*s2*c3-s1*c2*s3;quaternion.z=c1*c2*s3+s1*s2*c3;quaternion.w=c1*c2*c3+s1*s2*s3;}else{return null;}return quaternion;}class Matrix{IsValid(){return this.matrix!==null;}Set(matrix){this.matrix=matrix;return this;}Get(){return this.matrix;}Clone(){let result=[this.matrix[0],this.matrix[1],this.matrix[2],this.matrix[3],this.matrix[4],this.matrix[5],this.matrix[6],this.matrix[7],this.matrix[8],this.matrix[9],this.matrix[10],this.matrix[11],this.matrix[12],this.matrix[13],this.matrix[14],this.matrix[15]];return new Matrix(result);}CreateIdentity(){this.matrix=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1];return this;}IsIdentity(){let identity=new Matrix().CreateIdentity().Get();for(let i=0;i<16;i++){if(!IsEqual(this.matrix[i],identity[i])){return false;}}return true;}CreateTranslation(x,y,z){this.matrix=[1,0,0,0,0,1,0,0,0,0,1,0,x,y,z,1];return this;}CreateRotation(x,y,z,w){let x2=x+x;let y2=y+y;let z2=z+z;let xx=x*x2;let xy=x*y2;let xz=x*z2;let yy=y*y2;let yz=y*z2;let zz=z*z2;let wx=w*x2;let wy=w*y2;let wz=w*z2;this.matrix=[1-(yy+zz),xy+wz,xz-wy,0,xy-wz,1-(xx+zz),yz+wx,0,xz+wy,yz-wx,1-(xx+yy),0,0,0,0,1];return this;}CreateRotationAxisAngle(axis,angle){let quaternion=QuaternionFromAxisAngle(axis,angle);return this.CreateRotation(quaternion.x,quaternion.y,quaternion.z,quaternion.w);}CreateScale(x,y,z){this.matrix=[x,0,0,0,0,y,0,0,0,0,z,0,0,0,0,1];return this;}ComposeTRS(translation,rotation,scale){let tx=translation.x;let ty=translation.y;let tz=translation.z;let qx=rotation.x;let qy=rotation.y;let qz=rotation.z;let qw=rotation.w;let sx=scale.x;let sy=scale.y;let sz=scale.z;let x2=qx+qx;let y2=qy+qy;let z2=qz+qz;let xx=qx*x2;let xy=qx*y2;let xz=qx*z2;let yy=qy*y2;let yz=qy*z2;let zz=qz*z2;let wx=qw*x2;let wy=qw*y2;let wz=qw*z2;this.matrix=[(1-(yy+zz))*sx,(xy+wz)*sx,(xz-wy)*sx,0,(xy-wz)*sy,(1-(xx+zz))*sy,(yz+wx)*sy,0,(xz+wy)*sz,(yz-wx)*sz,(1-(xx+yy))*sz,0,tx,ty,tz,1];return this;}DecomposeTRS(){let translation=new Coord3D(this.matrix[12],this.matrix[13],this.matrix[14]);let sx=VectorLength3D(this.matrix[0],this.matrix[1],this.matrix[2]);let sy=VectorLength3D(this.matrix[4],this.matrix[5],this.matrix[6]);let sz=VectorLength3D(this.matrix[8],this.matrix[9],this.matrix[10]);let determinant=this.Determinant();if(IsNegative(determinant)){sx*=-1;}let scale=new Coord3D(sx,sy,sz);let m00=this.matrix[0]/sx;let m01=this.matrix[4]/sy;let m02=this.matrix[8]/sz;let m10=this.matrix[1]/sx;let m11=this.matrix[5]/sy;let m12=this.matrix[9]/sz;let m20=this.matrix[2]/sx;let m21=this.matrix[6]/sy;let m22=this.matrix[10]/sz;// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\nlet rotation=null;let tr=m00+m11+m22;if(tr>0){let s=Math.sqrt(tr+1)*2;rotation=new Quaternion((m21-m12)/s,(m02-m20)/s,(m10-m01)/s,.25*s);}else if(m00>m11&&m00>m22){let s=Math.sqrt(1+m00-m11-m22)*2;rotation=new Quaternion(.25*s,(m01+m10)/s,(m02+m20)/s,(m21-m12)/s);}else if(m11>m22){let s=Math.sqrt(1+m11-m00-m22)*2;rotation=new Quaternion((m01+m10)/s,.25*s,(m12+m21)/s,(m02-m20)/s);}else{let s=Math.sqrt(1+m22-m00-m11)*2;rotation=new Quaternion((m02+m20)/s,(m12+m21)/s,.25*s,(m10-m01)/s);}return{translation:translation,rotation:rotation,scale:scale};}Determinant(){let a00=this.matrix[0];let a01=this.matrix[1];let a02=this.matrix[2];let a03=this.matrix[3];let a10=this.matrix[4];let a11=this.matrix[5];let a12=this.matrix[6];let a13=this.matrix[7];let a20=this.matrix[8];let a21=this.matrix[9];let a22=this.matrix[10];let a23=this.matrix[11];let a30=this.matrix[12];let a31=this.matrix[13];let a32=this.matrix[14];let a33=this.matrix[15];let b00=a00*a11-a01*a10;let b01=a00*a12-a02*a10;let b02=a00*a13-a03*a10;let b03=a01*a12-a02*a11;let b04=a01*a13-a03*a11;let b05=a02*a13-a03*a12;let b06=a20*a31-a21*a30;let b07=a20*a32-a22*a30;let b08=a20*a33-a23*a30;let b09=a21*a32-a22*a31;let b10=a21*a33-a23*a31;let b11=a22*a33-a23*a32;let determinant=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;return determinant;}Invert(){let a00=this.matrix[0];let a01=this.matrix[1];let a02=this.matrix[2];let a03=this.matrix[3];let a10=this.matrix[4];let a11=this.matrix[5];let a12=this.matrix[6];let a13=this.matrix[7];let a20=this.matrix[8];let a21=this.matrix[9];let a22=this.matrix[10];let a23=this.matrix[11];let a30=this.matrix[12];let a31=this.matrix[13];let a32=this.matrix[14];let a33=this.matrix[15];let b00=a00*a11-a01*a10;let b01=a00*a12-a02*a10;let b02=a00*a13-a03*a10;let b03=a01*a12-a02*a11;let b04=a01*a13-a03*a11;let b05=a02*a13-a03*a12;let b06=a20*a31-a21*a30;let b07=a20*a32-a22*a30;let b08=a20*a33-a23*a30;let b09=a21*a32-a22*a31;let b10=a21*a33-a23*a31;let b11=a22*a33-a23*a32;let determinant=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;if(IsEqual(determinant,0)){return null;}let result=[(a11*b11-a12*b10+a13*b09)/determinant,(a02*b10-a01*b11-a03*b09)/determinant,(a31*b05-a32*b04+a33*b03)/determinant,(a22*b04-a21*b05-a23*b03)/determinant,(a12*b08-a10*b11-a13*b07)/determinant,(a00*b11-a02*b08+a03*b07)/determinant,(a32*b02-a30*b05-a33*b01)/determinant,(a20*b05-a22*b02+a23*b01)/determinant,(a10*b10-a11*b08+a13*b06)/determinant,(a01*b08-a00*b10-a03*b06)/determinant,(a30*b04-a31*b02+a33*b00)/determinant,(a21*b02-a20*b04-a23*b00)/determinant,(a11*b07-a10*b09-a12*b06)/determinant,(a00*b09-a01*b07+a02*b06)/determinant,(a31*b01-a30*b03-a32*b00)/determinant,(a20*b03-a21*b01+a22*b00)/determinant];return new Matrix(result);}Transpose(){let result=[this.matrix[0],this.matrix[4],this.matrix[8],this.matrix[12],this.matrix[1],this.matrix[5],this.matrix[9],this.matrix[13],this.matrix[2],this.matrix[6],this.matrix[10],this.matrix[14],this.matrix[3],this.matrix[7],this.matrix[11],this.matrix[15]];return new Matrix(result);}InvertTranspose(){let result=this.Invert();if(result===null){return null;}return result.Transpose();}MultiplyVector(vector){let a00=vector.x;let a01=vector.y;let a02=vector.z;let a03=vector.w;let b00=this.matrix[0];let b01=this.matrix[1];let b02=this.matrix[2];let b03=this.matrix[3];let b10=this.matrix[4];let b11=this.matrix[5];let b12=this.matrix[6];let b13=this.matrix[7];let b20=this.matrix[8];let b21=this.matrix[9];let b22=this.matrix[10];let b23=this.matrix[11];let b30=this.matrix[12];let b31=this.matrix[13];let b32=this.matrix[14];let b33=this.matrix[15];let result=new Coord4D(a00*b00+a01*b10+a02*b20+a03*b30,a00*b01+a01*b11+a02*b21+a03*b31,a00*b02+a01*b12+a02*b22+a03*b32,a00*b03+a01*b13+a02*b23+a03*b33);return result;}MultiplyMatrix(matrix){let a00=this.matrix[0];let a01=this.matrix[1];let a02=this.matrix[2];let a03=this.matrix[3];let a10=this.matrix[4];let a11=this.matrix[5];let a12=this.matrix[6];let a13=this.matrix[7];let a20=this.matrix[8];let a21=this.matrix[9];let a22=this.matrix[10];let a23=this.matrix[11];let a30=this.matrix[12];let a31=this.matrix[13];let a32=this.matrix[14];let a33=this.matrix[15];let b00=matrix.matrix[0];let b01=matrix.matrix[1];let b02=matrix.matrix[2];let b03=matrix.matrix[3];let b10=matrix.matrix[4];let b11=matrix.matrix[5];let b12=matrix.matrix[6];let b13=matrix.matrix[7];let b20=matrix.matrix[8];let b21=matrix.matrix[9];let b22=matrix.matrix[10];let b23=matrix.matrix[11];let b30=matrix.matrix[12];let b31=matrix.matrix[13];let b32=matrix.matrix[14];let b33=matrix.matrix[15];let result=[a00*b00+a01*b10+a02*b20+a03*b30,a00*b01+a01*b11+a02*b21+a03*b31,a00*b02+a01*b12+a02*b22+a03*b32,a00*b03+a01*b13+a02*b23+a03*b33,a10*b00+a11*b10+a12*b20+a13*b30,a10*b01+a11*b11+a12*b21+a13*b31,a10*b02+a11*b12+a12*b22+a13*b32,a10*b03+a11*b13+a12*b23+a13*b33,a20*b00+a21*b10+a22*b20+a23*b30,a20*b01+a21*b11+a22*b21+a23*b31,a20*b02+a21*b12+a22*b22+a23*b32,a20*b03+a21*b13+a22*b23+a23*b33,a30*b00+a31*b10+a32*b20+a33*b30,a30*b01+a31*b11+a32*b21+a33*b31,a30*b02+a31*b12+a32*b22+a33*b32,a30*b03+a31*b13+a32*b23+a33*b33];return new Matrix(result);}constructor(matrix){this.matrix=null;if(matrix!==undefined&&matrix!==null){this.matrix=matrix;}}}function MatrixIsEqual(a,b){const aMatrix=a.Get();const bMatrix=b.Get();for(let i=0;i<16;i++){if(!IsEqual(aMatrix[i],bMatrix[i])){return false;}}return true;}class Transformation{SetMatrix(matrix){this.matrix=matrix;return this;}GetMatrix(){return this.matrix;}IsIdentity(){return this.matrix.IsIdentity();}AppendMatrix(matrix){this.matrix=this.matrix.MultiplyMatrix(matrix);return this;}Append(transformation){this.AppendMatrix(transformation.GetMatrix());return this;}TransformCoord3D(coord){let coord4D=new Coord4D(coord.x,coord.y,coord.z,1);let resultCoord4D=this.matrix.MultiplyVector(coord4D);let result=new Coord3D(resultCoord4D.x,resultCoord4D.y,resultCoord4D.z);return result;}Clone(){const clonedMatrix=this.matrix.Clone();return new Transformation(clonedMatrix);}constructor(matrix){if(matrix!==undefined&&matrix!==null){this.matrix=matrix;}else{this.matrix=new Matrix;this.matrix.CreateIdentity();}}}function TransformationIsEqual(a,b){return MatrixIsEqual(a.GetMatrix(),b.GetMatrix());}function IsEmptyMesh(mesh){return mesh.LineCount()===0&&mesh.TriangleCount()===0;}function CalculateTriangleNormal(v0,v1,v2){let v=SubCoord3D(v1,v0);let w=SubCoord3D(v2,v0);let normal=CrossVector3D(v,w);normal.Normalize();return normal;}function TransformMesh(mesh,transformation){if(transformation.IsIdentity()){return;}for(let i=0;i<mesh.VertexCount();i++){let vertex=mesh.GetVertex(i);let transformed=transformation.TransformCoord3D(vertex);vertex.x=transformed.x;vertex.y=transformed.y;vertex.z=transformed.z;}if(mesh.NormalCount()>0){let normalMatrix=transformation.GetMatrix().InvertTranspose();if(normalMatrix!==null){let normalTransformation=new Transformation(normalMatrix);for(let i=0;i<mesh.NormalCount();i++){let normal=mesh.GetNormal(i);let transformed=normalTransformation.TransformCoord3D(normal);normal.x=transformed.x;normal.y=transformed.y;normal.z=transformed.z;}}}}function FlipMeshTrianglesOrientation(mesh){for(let i=0;i<mesh.TriangleCount();i++){let triangle=mesh.GetTriangle(i);let tmp=triangle.v1;triangle.v1=triangle.v2;triangle.v2=tmp;}}class Object3D{VertexCount(){return 0;}VertexColorCount(){return 0;}NormalCount(){return 0;}TextureUVCount(){return 0;}LineCount(){return 0;}LineSegmentCount(){return 0;}TriangleCount(){return 0;}EnumerateVertices(onVertex){}EnumerateTriangleVertexIndices(onTriangleVertexIndices){}EnumerateTriangleVertices(onTriangleVertices){}constructor(){}}class ModelObject3D extends Object3D{GetName(){return this.name;}SetName(name){this.name=name;}PropertyGroupCount(){return this.propertyGroups.length;}AddPropertyGroup(propertyGroup){this.propertyGroups.push(propertyGroup);return this.propertyGroups.length-1;}GetPropertyGroup(index){return this.propertyGroups[index];}CloneProperties(target){for(let propertyGroup of this.propertyGroups){target.AddPropertyGroup(propertyGroup.Clone());}}constructor(){super();this.name=\"\";this.propertyGroups=[];}}class MeshInstanceId{IsEqual(rhs){return this.nodeId===rhs.nodeId&&this.meshIndex===rhs.meshIndex;}GetKey(){return this.nodeId.toString()+\":\"+this.meshIndex.toString();}constructor(nodeId,meshIndex){this.nodeId=nodeId;this.meshIndex=meshIndex;}}class MeshInstance extends ModelObject3D{GetId(){return this.id;}GetTransformation(){return this.node.GetWorldTransformation();}GetMesh(){return this.mesh;}VertexCount(){return this.mesh.VertexCount();}VertexColorCount(){return this.mesh.VertexColorCount();}NormalCount(){return this.mesh.NormalCount();}TextureUVCount(){return this.mesh.TextureUVCount();}LineCount(){return this.mesh.LineCount();}LineSegmentCount(){return this.mesh.LineSegmentCount();}TriangleCount(){return this.mesh.TriangleCount();}EnumerateVertices(onVertex){let transformation=this.node.GetWorldTransformation();if(transformation.IsIdentity()){this.mesh.EnumerateVertices(onVertex);}else{this.mesh.EnumerateVertices(vertex=>{const transformed=transformation.TransformCoord3D(vertex);onVertex(transformed);});}}EnumerateTriangleVertexIndices(onTriangleVertexIndices){this.mesh.EnumerateTriangleVertexIndices(onTriangleVertexIndices);}EnumerateTriangleVertices(onTriangleVertices){let transformation=this.node.GetWorldTransformation();if(transformation.IsIdentity()){this.mesh.EnumerateTriangleVertices(onTriangleVertices);}else{this.mesh.EnumerateTriangleVertices((v0,v1,v2)=>{const v0Transformed=transformation.TransformCoord3D(v0);const v1Transformed=transformation.TransformCoord3D(v1);const v2Transformed=transformation.TransformCoord3D(v2);onTriangleVertices(v0Transformed,v1Transformed,v2Transformed);});}}PropertyGroupCount(){return this.mesh.PropertyGroupCount();}AddPropertyGroup(propertyGroup){return this.mesh.AddPropertyGroup(propertyGroup);}GetPropertyGroup(index){return this.mesh.GetPropertyGroup(index);}GetTransformedMesh(){let transformation=this.node.GetWorldTransformation();let transformed=this.mesh.Clone();TransformMesh(transformed,transformation);return transformed;}constructor(id,node,mesh){super();this.id=id;this.node=node;this.mesh=mesh;}}const GltfComponentType$1={UNSIGNED_INT:5125,FLOAT:5126};const GltfBufferType={ARRAY_BUFFER:34962,ELEMENT_ARRAY_BUFFER:34963};class ExporterGltf extends ExporterBase{CanExport(format,extension){return format===FileFormat.Text&&extension===\"gltf\"||format===FileFormat.Binary&&extension===\"glb\";}ExportContent(exporterModel,format,files,onFinish){if(format===FileFormat.Text){this.ExportAsciiContent(exporterModel,files);}else if(format===FileFormat.Binary){this.ExportBinaryContent(exporterModel,files);}onFinish();}ExportAsciiContent(exporterModel,files){let gltfFile=new ExportedFile(\"model.gltf\");let binFile=new ExportedFile(\"model.bin\");files.push(gltfFile);files.push(binFile);let meshDataArr=this.GetMeshData(exporterModel);let mainBuffer=this.GetMainBuffer(meshDataArr);let mainJson=this.GetMainJson(exporterModel,meshDataArr);mainJson.buffers.push({uri:binFile.GetName(),byteLength:mainBuffer.byteLength});let fileNameToIndex=new Map;this.ExportMaterials(exporterModel,mainJson,texture=>{let fileName=GetFileName(texture.name);if(fileNameToIndex.has(fileName)){return fileNameToIndex.get(fileName);}else{let textureFile=new ExportedFile(fileName);textureFile.SetBufferContent(texture.buffer);files.push(textureFile);let textureIndex=mainJson.textures.length;fileNameToIndex.set(fileName,textureIndex);mainJson.images.push({uri:fileName});mainJson.textures.push({source:textureIndex});return textureIndex;}});gltfFile.SetTextContent(JSON.stringify(mainJson,null,4));binFile.SetBufferContent(mainBuffer);}ExportBinaryContent(exporterModel,files){function AlignToBoundary(size){let remainder=size%4;if(remainder===0){return size;}return size+(4-remainder);}function WriteCharacters(writer,char,count){for(let i=0;i<count;i++){writer.WriteUnsignedCharacter8(char);}}let glbFile=new ExportedFile(\"model.glb\");files.push(glbFile);let meshDataArr=this.GetMeshData(exporterModel);let mainBuffer=this.GetMainBuffer(meshDataArr);let mainJson=this.GetMainJson(exporterModel,meshDataArr);let textureBuffers=[];let textureOffset=mainBuffer.byteLength;let fileNameToIndex=new Map;this.ExportMaterials(exporterModel,mainJson,texture=>{let fileName=GetFileName(texture.name);let extension=GetFileExtension(texture.name);if(fileNameToIndex.has(fileName)){return fileNameToIndex.get(fileName);}else{let bufferViewIndex=mainJson.bufferViews.length;let textureIndex=mainJson.textures.length;fileNameToIndex.set(fileName,textureIndex);let textureBuffer=texture.buffer;textureBuffers.push(textureBuffer);mainJson.bufferViews.push({buffer:0,byteOffset:textureOffset,byteLength:textureBuffer.byteLength});textureOffset+=textureBuffer.byteLength;mainJson.images.push({bufferView:bufferViewIndex,mimeType:\"image/\"+extension});mainJson.textures.push({source:textureIndex});return textureIndex;}});let mainBinaryBufferLength=mainBuffer.byteLength;for(let i=0;i<textureBuffers.length;i++){let textureBuffer=textureBuffers[i];mainBinaryBufferLength+=textureBuffer.byteLength;}let mainBinaryBufferAlignedLength=AlignToBoundary(mainBinaryBufferLength);mainJson.buffers.push({byteLength:mainBinaryBufferAlignedLength});let mainJsonString=JSON.stringify(mainJson);let mainJsonBuffer=Utf8StringToArrayBuffer(mainJsonString);let mainJsonBufferLength=mainJsonBuffer.byteLength;let mainJsonBufferAlignedLength=AlignToBoundary(mainJsonBufferLength);let glbSize=12+8+mainJsonBufferAlignedLength+8+mainBinaryBufferAlignedLength;let glbWriter=new BinaryWriter(glbSize,true);glbWriter.WriteUnsignedInteger32(1179937895);glbWriter.WriteUnsignedInteger32(2);glbWriter.WriteUnsignedInteger32(glbSize);glbWriter.WriteUnsignedInteger32(mainJsonBufferAlignedLength);glbWriter.WriteUnsignedInteger32(1313821514);glbWriter.WriteArrayBuffer(mainJsonBuffer);WriteCharacters(glbWriter,32,mainJsonBufferAlignedLength-mainJsonBufferLength);glbWriter.WriteUnsignedInteger32(mainBinaryBufferAlignedLength);glbWriter.WriteUnsignedInteger32(5130562);glbWriter.WriteArrayBuffer(mainBuffer);for(let i=0;i<textureBuffers.length;i++){let textureBuffer=textureBuffers[i];glbWriter.WriteArrayBuffer(textureBuffer);}WriteCharacters(glbWriter,0,mainBinaryBufferAlignedLength-mainBinaryBufferLength);glbFile.SetBufferContent(glbWriter.GetBuffer());}GetMeshData(exporterModel){let meshDataArr=[];exporterModel.EnumerateMeshes(mesh=>{let buffer=ConvertMeshToMeshBuffer(mesh);meshDataArr.push({name:mesh.GetName(),buffer:buffer,offsets:[],sizes:[]});});return meshDataArr;}GetMainBuffer(meshDataArr){let mainBufferSize=0;for(let meshData of meshDataArr){mainBufferSize+=meshData.buffer.GetByteLength(this.components.index.size,this.components.number.size);}let writer=new BinaryWriter(mainBufferSize,true);for(let meshData of meshDataArr){for(let primitiveIndex=0;primitiveIndex<meshData.buffer.PrimitiveCount();primitiveIndex++){let primitive=meshData.buffer.GetPrimitive(primitiveIndex);let offset=writer.GetPosition();for(let i=0;i<primitive.indices.length;i++){writer.WriteUnsignedInteger32(primitive.indices[i]);}for(let i=0;i<primitive.vertices.length;i++){writer.WriteFloat32(primitive.vertices[i]);}for(let i=0;i<primitive.colors.length;i++){writer.WriteFloat32(SRGBToLinear(primitive.colors[i]));}for(let i=0;i<primitive.normals.length;i++){writer.WriteFloat32(primitive.normals[i]);}for(let i=0;i<primitive.uvs.length;i++){let texCoord=primitive.uvs[i];if(i%2===1){texCoord*=-1;}writer.WriteFloat32(texCoord);}meshData.offsets.push(offset);meshData.sizes.push(writer.GetPosition()-offset);}}return writer.GetBuffer();}GetMainJson(exporterModel,meshDataArr){class BufferViewCreator{AddBufferView(byteLength,target){let bufferView={buffer:0,byteOffset:this.byteOffset,byteLength:byteLength,target:target};this.mainJson.bufferViews.push(bufferView);this.byteOffset+=byteLength;return this.mainJson.bufferViews.length-1;}constructor(mainJson,byteOffset){this.mainJson=mainJson;this.byteOffset=byteOffset;}}function NodeHasVisibleChildren(model,node){for(let meshIndex of node.GetMeshIndices()){let meshInstanceId=new MeshInstanceId(node.GetId(),meshIndex);if(model.IsMeshInstanceVisible(meshInstanceId)){return true;}}for(let childNode of node.GetChildNodes()){if(NodeHasVisibleChildren(model,childNode)){return true;}}return false;}function AddNode(model,jsonParent,jsonNodes,node){if(node.IsMeshNode()){for(let meshIndex of node.GetMeshIndices()){AddMeshNode(model,jsonParent,jsonNodes,node,meshIndex,true);}}else if(NodeHasVisibleChildren(model,node)){let nodeJson={};let nodeName=node.GetName();if(nodeName.length>0){nodeJson.name=nodeName;}let transformation=node.GetTransformation();if(!transformation.IsIdentity()){nodeJson.matrix=node.GetTransformation().GetMatrix().Get();}jsonNodes.push(nodeJson);jsonParent.push(jsonNodes.length-1);nodeJson.children=[];AddChildNodes(model,nodeJson.children,jsonNodes,node);}}function AddMeshNode(model,jsonParent,jsonNodes,node,meshIndex,isStandaloneNode){let meshInstanceId=new MeshInstanceId(node.GetId(),meshIndex);if(!model.IsMeshInstanceVisible(meshInstanceId)){return;}let nodeJson={mesh:model.MapMeshIndex(meshIndex)};if(isStandaloneNode){let transformation=node.GetTransformation();if(!transformation.IsIdentity()){nodeJson.matrix=node.GetTransformation().GetMatrix().Get();}}jsonNodes.push(nodeJson);jsonParent.push(jsonNodes.length-1);}function AddChildNodes(model,jsonParent,jsonNodes,node){for(let childNode of node.GetChildNodes()){AddNode(model,jsonParent,jsonNodes,childNode);}for(let meshIndex of node.GetMeshIndices()){AddMeshNode(model,jsonParent,jsonNodes,node,meshIndex,false);}}let mainJson={asset:{generator:\"https://3dviewer.net\",version:\"2.0\"},scene:0,scenes:[{nodes:[]}],nodes:[],materials:[],meshes:[],buffers:[],bufferViews:[],accessors:[]};let rootNode=exporterModel.GetModel().GetRootNode();AddChildNodes(exporterModel,mainJson.scenes[0].nodes,mainJson.nodes,rootNode);for(let meshData of meshDataArr){let jsonMesh={name:this.GetExportedMeshName(meshData.name),primitives:[]};let primitives=meshData.buffer.primitives;for(let primitiveIndex=0;primitiveIndex<primitives.length;primitiveIndex++){let primitive=primitives[primitiveIndex];let bufferViewCreator=new BufferViewCreator(mainJson,meshData.offsets[primitiveIndex]);let indicesBufferView=bufferViewCreator.AddBufferView(primitive.indices.length*this.components.index.size,GltfBufferType.ELEMENT_ARRAY_BUFFER);let verticesBufferView=bufferViewCreator.AddBufferView(primitive.vertices.length*this.components.number.size,GltfBufferType.ARRAY_BUFFER);let colorsBufferView=null;if(primitive.colors.length>0){colorsBufferView=bufferViewCreator.AddBufferView(primitive.colors.length*this.components.number.size,GltfBufferType.ARRAY_BUFFER);}let normalsBufferView=bufferViewCreator.AddBufferView(primitive.normals.length*this.components.number.size,GltfBufferType.ARRAY_BUFFER);let uvsBufferView=null;if(primitive.uvs.length>0){uvsBufferView=bufferViewCreator.AddBufferView(primitive.uvs.length*this.components.number.size,GltfBufferType.ARRAY_BUFFER);}let jsonPrimitive={attributes:{},mode:4,material:primitive.material};let bounds=primitive.GetBounds();mainJson.accessors.push({bufferView:indicesBufferView,byteOffset:0,componentType:this.components.index.type,count:primitive.indices.length,type:\"SCALAR\"});jsonPrimitive.indices=mainJson.accessors.length-1;mainJson.accessors.push({bufferView:verticesBufferView,byteOffset:0,componentType:this.components.number.type,count:primitive.vertices.length/3,min:bounds.min,max:bounds.max,type:\"VEC3\"});jsonPrimitive.attributes.POSITION=mainJson.accessors.length-1;if(colorsBufferView!==null){mainJson.accessors.push({bufferView:colorsBufferView,byteOffset:0,componentType:this.components.number.type,count:primitive.colors.length/3,type:\"VEC3\"});jsonPrimitive.attributes.COLOR_0=mainJson.accessors.length-1;}mainJson.accessors.push({bufferView:normalsBufferView,byteOffset:0,componentType:this.components.number.type,count:primitive.normals.length/3,type:\"VEC3\"});jsonPrimitive.attributes.NORMAL=mainJson.accessors.length-1;if(uvsBufferView!==null){mainJson.accessors.push({bufferView:uvsBufferView,byteOffset:0,componentType:this.components.number.type,count:primitive.uvs.length/2,type:\"VEC2\"});jsonPrimitive.attributes.TEXCOORD_0=mainJson.accessors.length-1;}jsonMesh.primitives.push(jsonPrimitive);}mainJson.meshes.push(jsonMesh);}return mainJson;}ExportMaterials(exporterModel,mainJson,addTexture){function ExportMaterial(obj,mainJson,material,addTexture){function ColorToRGBA(color,opacity){return[SRGBToLinear(color.r/255),SRGBToLinear(color.g/255),SRGBToLinear(color.b/255),opacity];}function ColorToRGB(color){return[SRGBToLinear(color.r/255),SRGBToLinear(color.g/255),SRGBToLinear(color.b/255)];}function GetTextureParams(mainJson,texture,addTexture){if(texture===null||!texture.IsValid()){return null;}if(mainJson.images===undefined){mainJson.images=[];}if(mainJson.textures===undefined){mainJson.textures=[];}let textureIndex=addTexture(texture);let textureParams={index:textureIndex};if(texture.HasTransformation()){let extensionName=\"KHR_texture_transform\";if(mainJson.extensionsUsed===undefined){mainJson.extensionsUsed=[];}if(mainJson.extensionsUsed.indexOf(extensionName)===-1){mainJson.extensionsUsed.push(extensionName);}textureParams.extensions={KHR_texture_transform:{offset:[texture.offset.x,-texture.offset.y],scale:[texture.scale.x,texture.scale.y],rotation:-texture.rotation}};}return textureParams;}let jsonMaterial={name:obj.GetExportedMaterialName(material.name),pbrMetallicRoughness:{baseColorFactor:ColorToRGBA(material.color,material.opacity)},emissiveFactor:ColorToRGB(material.emissive),doubleSided:true,alphaMode:\"OPAQUE\"};if(material.transparent){// TODO: mask, alphaCutoff?\njsonMaterial.alphaMode=\"BLEND\";}let baseColorTexture=GetTextureParams(mainJson,material.diffuseMap,addTexture);if(baseColorTexture!==null){if(!material.multiplyDiffuseMap){jsonMaterial.pbrMetallicRoughness.baseColorFactor=ColorToRGBA(new RGBColor(255,255,255),material.opacity);}jsonMaterial.pbrMetallicRoughness.baseColorTexture=baseColorTexture;}if(material.type===MaterialType.Physical){let metallicTexture=GetTextureParams(mainJson,material.metalnessMap,addTexture);if(metallicTexture!==null){jsonMaterial.pbrMetallicRoughness.metallicRoughnessTexture=metallicTexture;}else{jsonMaterial.pbrMetallicRoughness.metallicFactor=material.metalness;jsonMaterial.pbrMetallicRoughness.roughnessFactor=material.roughness;}}let normalTexture=GetTextureParams(mainJson,material.normalMap,addTexture);if(normalTexture!==null){jsonMaterial.normalTexture=normalTexture;}let emissiveTexture=GetTextureParams(mainJson,material.emissiveMap,addTexture);if(emissiveTexture!==null){jsonMaterial.emissiveTexture=emissiveTexture;}mainJson.materials.push(jsonMaterial);}for(let materialIndex=0;materialIndex<exporterModel.MaterialCount();materialIndex++){let material=exporterModel.GetMaterial(materialIndex);ExportMaterial(this,mainJson,material,addTexture);}}constructor(){super();this.components={index:{type:GltfComponentType$1.UNSIGNED_INT,size:4},number:{type:GltfComponentType$1.FLOAT,size:4}};}}class ExporterSettings{constructor(settings){this.transformation=new Transformation;this.isMeshVisible=meshInstanceId=>{return true;};CopyObjectAttributes(settings,this);}}class ExporterModel{GetModel(){return this.model;}MaterialCount(){return this.model.MaterialCount();}GetMaterial(index){return this.model.GetMaterial(index);}VertexCount(){let vertexCount=0;this.EnumerateMeshInstances(meshInstance=>{vertexCount+=meshInstance.VertexCount();});return vertexCount;}TriangleCount(){let triangleCount=0;this.EnumerateMeshInstances(meshInstance=>{triangleCount+=meshInstance.TriangleCount();});return triangleCount;}MeshCount(){let meshCount=0;this.EnumerateMeshes(mesh=>{meshCount+=1;});return meshCount;}EnumerateMeshes(onMesh){this.FillVisibleMeshCache();for(let meshIndex=0;meshIndex<this.model.MeshCount();meshIndex++){if(this.visibleMeshes.has(meshIndex)){let mesh=this.model.GetMesh(meshIndex);onMesh(mesh);}}}MapMeshIndex(meshIndex){this.FillVisibleMeshCache();return this.meshToVisibleMeshIndex.get(meshIndex);}IsMeshInstanceVisible(meshInstanceId){return this.settings.isMeshVisible(meshInstanceId);}MeshInstanceCount(){let meshInstanceCount=0;this.EnumerateMeshInstances(meshInstance=>{meshInstanceCount+=1;});return meshInstanceCount;}EnumerateMeshInstances(onMeshInstance){this.model.EnumerateMeshInstances(meshInstance=>{if(this.settings.isMeshVisible(meshInstance.GetId())){onMeshInstance(meshInstance);}});}EnumerateTransformedMeshInstances(onMesh){this.EnumerateMeshInstances(meshInstance=>{let transformation=meshInstance.GetTransformation();if(!this.settings.transformation.IsIdentity()){transformation.Append(this.settings.transformation);}let mesh=meshInstance.GetMesh();let transformed=mesh.Clone();if(!transformation.IsIdentity()){TransformMesh(transformed,transformation);}onMesh(transformed);});}EnumerateVerticesAndTriangles(callbacks){let transformedMeshes=[];this.EnumerateTransformedMeshInstances(mesh=>{transformedMeshes.push(mesh);});for(let mesh of transformedMeshes){mesh.EnumerateVertices(vertex=>{callbacks.onVertex(vertex.x,vertex.y,vertex.z);});}let vertexOffset=0;for(let mesh of transformedMeshes){mesh.EnumerateTriangleVertexIndices((v0,v1,v2)=>{callbacks.onTriangle(v0+vertexOffset,v1+vertexOffset,v2+vertexOffset);});vertexOffset+=mesh.VertexCount();}}EnumerateTrianglesWithNormals(onTriangle){this.EnumerateTransformedMeshInstances(mesh=>{mesh.EnumerateTriangleVertices((v0,v1,v2)=>{let normal=CalculateTriangleNormal(v0,v1,v2);onTriangle(v0,v1,v2,normal);});});}FillVisibleMeshCache(){if(this.visibleMeshes!==null&&this.meshToVisibleMeshIndex!==null){return;}this.visibleMeshes=new Set;this.model.EnumerateMeshInstances(meshInstance=>{let meshInstanceId=meshInstance.GetId();if(this.settings.isMeshVisible(meshInstanceId)){this.visibleMeshes.add(meshInstanceId.meshIndex);}});this.meshToVisibleMeshIndex=new Map;let visibleMeshIndex=0;for(let meshIndex=0;meshIndex<this.model.MeshCount();meshIndex++){if(this.visibleMeshes.has(meshIndex)){this.meshToVisibleMeshIndex.set(meshIndex,visibleMeshIndex);visibleMeshIndex+=1;}}}constructor(model,settings){this.model=model;this.settings=settings||new ExporterSettings;this.visibleMeshes=null;this.meshToVisibleMeshIndex=null;}}class TextWriter{GetText(){return this.text;}Indent(diff){this.indentation+=diff;}WriteArrayLine(arr){this.WriteLine(arr.join(\" \"));}WriteLine(str){this.WriteIndentation();this.Write(str+\"\\n\");}WriteIndentation(){for(let i=0;i<this.indentation;i++){this.Write(\"  \");}}Write(str){this.text+=str;}constructor(){this.text=\"\";this.indentation=0;}}class ExporterObj extends ExporterBase{CanExport(format,extension){return format===FileFormat.Text&&extension===\"obj\";}ExportContent(exporterModel,format,files,onFinish){function WriteTexture(mtlWriter,keyword,texture,files){if(texture===null||!texture.IsValid()){return;}let fileName=GetFileName(texture.name);mtlWriter.WriteArrayLine([keyword,fileName]);let fileIndex=files.findIndex(file=>{return file.GetName()===fileName;});if(fileIndex===-1){let textureFile=new ExportedFile(fileName);textureFile.SetBufferContent(texture.buffer);files.push(textureFile);}}let mtlFile=new ExportedFile(\"model.mtl\");let objFile=new ExportedFile(\"model.obj\");files.push(mtlFile);files.push(objFile);let mtlWriter=new TextWriter;mtlWriter.WriteLine(this.GetHeaderText());for(let materialIndex=0;materialIndex<exporterModel.MaterialCount();materialIndex++){let material=exporterModel.GetMaterial(materialIndex);mtlWriter.WriteArrayLine([\"newmtl\",this.GetExportedMaterialName(material.name)]);mtlWriter.WriteArrayLine([\"Kd\",material.color.r/255,material.color.g/255,material.color.b/255]);mtlWriter.WriteArrayLine([\"d\",material.opacity]);if(material.type===MaterialType.Phong){mtlWriter.WriteArrayLine([\"Ka\",material.ambient.r/255,material.ambient.g/255,material.ambient.b/255]);mtlWriter.WriteArrayLine([\"Ks\",material.specular.r/255,material.specular.g/255,material.specular.b/255]);mtlWriter.WriteArrayLine([\"Ns\",material.shininess*1e3]);}WriteTexture(mtlWriter,\"map_Kd\",material.diffuseMap,files);if(material.type===MaterialType.Phong){WriteTexture(mtlWriter,\"map_Ks\",material.specularMap,files);}WriteTexture(mtlWriter,\"bump\",material.bumpMap,files);}mtlFile.SetTextContent(mtlWriter.GetText());let objWriter=new TextWriter;objWriter.WriteLine(this.GetHeaderText());objWriter.WriteArrayLine([\"mtllib\",mtlFile.GetName()]);let vertexOffset=0;let normalOffset=0;let uvOffset=0;let usedMaterialName=null;exporterModel.EnumerateTransformedMeshInstances(mesh=>{objWriter.WriteArrayLine([\"g\",this.GetExportedMeshName(mesh.GetName())]);for(let vertexIndex=0;vertexIndex<mesh.VertexCount();vertexIndex++){let vertex=mesh.GetVertex(vertexIndex);objWriter.WriteArrayLine([\"v\",vertex.x,vertex.y,vertex.z]);}for(let normalIndex=0;normalIndex<mesh.NormalCount();normalIndex++){let normal=mesh.GetNormal(normalIndex);objWriter.WriteArrayLine([\"vn\",normal.x,normal.y,normal.z]);}for(let textureUVIndex=0;textureUVIndex<mesh.TextureUVCount();textureUVIndex++){let uv=mesh.GetTextureUV(textureUVIndex);objWriter.WriteArrayLine([\"vt\",uv.x,uv.y]);}for(let triangleIndex=0;triangleIndex<mesh.TriangleCount();triangleIndex++){let triangle=mesh.GetTriangle(triangleIndex);let v0=triangle.v0+vertexOffset+1;let v1=triangle.v1+vertexOffset+1;let v2=triangle.v2+vertexOffset+1;let n0=triangle.n0+normalOffset+1;let n1=triangle.n1+normalOffset+1;let n2=triangle.n2+normalOffset+1;let u0=\"\";let u1=\"\";let u2=\"\";if(triangle.HasTextureUVs()){u0=triangle.u0+uvOffset+1;u1=triangle.u1+uvOffset+1;u2=triangle.u2+uvOffset+1;}if(triangle.mat!==null){let material=exporterModel.GetMaterial(triangle.mat);let materialName=this.GetExportedMaterialName(material.name);if(materialName!==usedMaterialName){objWriter.WriteArrayLine([\"usemtl\",materialName]);usedMaterialName=materialName;}}objWriter.WriteArrayLine([\"f\",[v0,u0,n0].join(\"/\"),[v1,u1,n1].join(\"/\"),[v2,u2,n2].join(\"/\")]);}for(let lineIndex=0;lineIndex<mesh.LineCount();lineIndex++){let line=mesh.GetLine(lineIndex);let vertexIndices=[];for(let vertexIndex=0;vertexIndex<line.vertices.length;vertexIndex++){vertexIndices.push(line.vertices[vertexIndex]+vertexOffset+1);}if(line.mat!==null){let material=exporterModel.GetMaterial(line.mat);let materialName=this.GetExportedMaterialName(material.name);if(materialName!==usedMaterialName){objWriter.WriteArrayLine([\"usemtl\",materialName]);usedMaterialName=materialName;}}objWriter.WriteArrayLine([\"l\",vertexIndices.join(\" \")]);}vertexOffset+=mesh.VertexCount();normalOffset+=mesh.NormalCount();uvOffset+=mesh.TextureUVCount();});objFile.SetTextContent(objWriter.GetText());onFinish();}GetHeaderText(){return\"# exported by https://3dviewer.net\";}constructor(){super();}}class ExporterOff extends ExporterBase{CanExport(format,extension){return format===FileFormat.Text&&extension===\"off\";}ExportContent(exporterModel,format,files,onFinish){let offFile=new ExportedFile(\"model.off\");files.push(offFile);let offWriter=new TextWriter;offWriter.WriteLine(\"OFF\");offWriter.WriteArrayLine([exporterModel.VertexCount(),exporterModel.TriangleCount(),0]);exporterModel.EnumerateVerticesAndTriangles({onVertex:function(x,y,z){offWriter.WriteArrayLine([x,y,z]);},onTriangle:function(v0,v1,v2){offWriter.WriteArrayLine([3,v0,v1,v2]);}});offFile.SetTextContent(offWriter.GetText());onFinish();}constructor(){super();}}class ExporterPly extends ExporterBase{CanExport(format,extension){return(format===FileFormat.Text||format===FileFormat.Binary)&&extension===\"ply\";}ExportContent(exporterModel,format,files,onFinish){if(format===FileFormat.Text){this.ExportText(exporterModel,files);}else{this.ExportBinary(exporterModel,files);}onFinish();}ExportText(exporterModel,files){let plyFile=new ExportedFile(\"model.ply\");files.push(plyFile);let plyWriter=new TextWriter;let vertexCount=exporterModel.VertexCount();let triangleCount=exporterModel.TriangleCount();let headerText=this.GetHeaderText(\"ascii\",vertexCount,triangleCount);plyWriter.Write(headerText);exporterModel.EnumerateVerticesAndTriangles({onVertex:function(x,y,z){plyWriter.WriteArrayLine([x,y,z]);},onTriangle:function(v0,v1,v2){plyWriter.WriteArrayLine([3,v0,v1,v2]);}});plyFile.SetTextContent(plyWriter.GetText());}ExportBinary(exporterModel,files){let plyFile=new ExportedFile(\"model.ply\");files.push(plyFile);let vertexCount=exporterModel.VertexCount();let triangleCount=exporterModel.TriangleCount();let headerText=this.GetHeaderText(\"binary_little_endian\",vertexCount,triangleCount);let fullByteLength=headerText.length+vertexCount*3*4+triangleCount*(1+3*4);let plyWriter=new BinaryWriter(fullByteLength,true);for(let i=0;i<headerText.length;i++){plyWriter.WriteUnsignedCharacter8(headerText.charCodeAt(i));}exporterModel.EnumerateVerticesAndTriangles({onVertex:function(x,y,z){plyWriter.WriteFloat32(x);plyWriter.WriteFloat32(y);plyWriter.WriteFloat32(z);},onTriangle:function(v0,v1,v2){plyWriter.WriteUnsignedCharacter8(3);plyWriter.WriteInteger32(v0);plyWriter.WriteInteger32(v1);plyWriter.WriteInteger32(v2);}});plyFile.SetBufferContent(plyWriter.GetBuffer());}GetHeaderText(format,vertexCount,triangleCount){let headerWriter=new TextWriter;headerWriter.WriteLine(\"ply\");headerWriter.WriteLine(\"format \"+format+\" 1.0\");headerWriter.WriteLine(\"element vertex \"+vertexCount);headerWriter.WriteLine(\"property float x\");headerWriter.WriteLine(\"property float y\");headerWriter.WriteLine(\"property float z\");headerWriter.WriteLine(\"element face \"+triangleCount);headerWriter.WriteLine(\"property list uchar int vertex_index\");headerWriter.WriteLine(\"end_header\");return headerWriter.GetText();}constructor(){super();}}class ExporterStl extends ExporterBase{CanExport(format,extension){return(format===FileFormat.Text||format===FileFormat.Binary)&&extension===\"stl\";}ExportContent(exporterModel,format,files,onFinish){if(format===FileFormat.Text){this.ExportText(exporterModel,files);}else{this.ExportBinary(exporterModel,files);}onFinish();}ExportText(exporterModel,files){let stlFile=new ExportedFile(\"model.stl\");files.push(stlFile);let stlWriter=new TextWriter;stlWriter.WriteLine(\"solid Model\");exporterModel.EnumerateTrianglesWithNormals((v0,v1,v2,normal)=>{stlWriter.WriteArrayLine([\"facet\",\"normal\",normal.x,normal.y,normal.z]);stlWriter.Indent(1);stlWriter.WriteLine(\"outer loop\");stlWriter.Indent(1);stlWriter.WriteArrayLine([\"vertex\",v0.x,v0.y,v0.z]);stlWriter.WriteArrayLine([\"vertex\",v1.x,v1.y,v1.z]);stlWriter.WriteArrayLine([\"vertex\",v2.x,v2.y,v2.z]);stlWriter.Indent(-1);stlWriter.WriteLine(\"endloop\");stlWriter.Indent(-1);stlWriter.WriteLine(\"endfacet\");});stlWriter.WriteLine(\"endsolid Model\");stlFile.SetTextContent(stlWriter.GetText());}ExportBinary(exporterModel,files){let stlFile=new ExportedFile(\"model.stl\");files.push(stlFile);let triangleCount=exporterModel.TriangleCount();let headerSize=80;let fullByteLength=headerSize+4+triangleCount*50;let stlWriter=new BinaryWriter(fullByteLength,true);for(let i=0;i<headerSize;i++){stlWriter.WriteUnsignedCharacter8(0);}stlWriter.WriteUnsignedInteger32(triangleCount);exporterModel.EnumerateTrianglesWithNormals((v0,v1,v2,normal)=>{stlWriter.WriteFloat32(normal.x);stlWriter.WriteFloat32(normal.y);stlWriter.WriteFloat32(normal.z);stlWriter.WriteFloat32(v0.x);stlWriter.WriteFloat32(v0.y);stlWriter.WriteFloat32(v0.z);stlWriter.WriteFloat32(v1.x);stlWriter.WriteFloat32(v1.y);stlWriter.WriteFloat32(v1.z);stlWriter.WriteFloat32(v2.x);stlWriter.WriteFloat32(v2.y);stlWriter.WriteFloat32(v2.z);stlWriter.WriteUnsignedInteger16(0);});stlFile.SetBufferContent(stlWriter.GetBuffer());}constructor(){super();}}class Exporter{AddExporter(exporter){this.exporters.push(exporter);}Export(model,settings,format,extension,callbacks){let exporter=null;for(let i=0;i<this.exporters.length;i++){let currentExporter=this.exporters[i];if(currentExporter.CanExport(format,extension)){exporter=currentExporter;break;}}if(exporter===null){callbacks.onError();return;}let exporterModel=new ExporterModel(model,settings);exporter.Export(exporterModel,format,files=>{if(files.length===0){callbacks.onError();}else{callbacks.onSuccess(files);}});}constructor(){this.exporters=[new ExporterObj,new ExporterStl,new ExporterPly,new ExporterOff,new ExporterGltf,new Exporter3dm,new ExporterBim];}}class Box3D{GetMin(){return this.min;}GetMax(){return this.max;}GetCenter(){return new Coord3D((this.min.x+this.max.x)/2,(this.min.y+this.max.y)/2,(this.min.z+this.max.z)/2);}constructor(min,max){this.min=min;this.max=max;}}class BoundingBoxCalculator3D{GetBox(){if(!this.isValid){return null;}return this.box;}AddPoint(point){this.box.min.x=Math.min(this.box.min.x,point.x);this.box.min.y=Math.min(this.box.min.y,point.y);this.box.min.z=Math.min(this.box.min.z,point.z);this.box.max.x=Math.max(this.box.max.x,point.x);this.box.max.y=Math.max(this.box.max.y,point.y);this.box.max.z=Math.max(this.box.max.z,point.z);this.isValid=true;}constructor(){this.box=new Box3D(new Coord3D(Infinity,Infinity,Infinity),new Coord3D(-Infinity,-Infinity,-Infinity));this.isValid=false;}}class Segment2D{Clone(){return new Segment2D(this.beg,this.end);}constructor(beg,end){this.beg=beg;this.end=end;}}function ProjectPointToSegment2D(segment,point){let begToEndVec=SubCoord2D(segment.end,segment.beg);let begToPointVec=SubCoord2D(point,segment.beg);let nom=DotVector2D(begToEndVec,begToPointVec);let denom=DotVector2D(begToEndVec,begToEndVec);if(IsZero(denom)){return segment.beg.Clone();}let t=nom/denom;t=Math.max(0,Math.min(1,t));return new Coord2D(segment.beg.x+t*begToEndVec.x,segment.beg.y+t*begToEndVec.y);}function SegmentPointDistance2D(segment,point){let projected=ProjectPointToSegment2D(segment,point);return CoordDistance2D(projected,point);}class OctreeNode{AddPoint(point,data,options){let node=this.FindNodeForPoint(point);if(node===null){return false;}if(node.FindPointDirectly(point)!==null){return false;}if(node.pointItems.length<options.maxPointsPerNode||node.level>=options.maxTreeDepth){node.AddPointDirectly(point,data);return true;}else{node.CreateChildNodes();let oldPointItems=node.pointItems;node.pointItems=[];for(let i=0;i<oldPointItems.length;i++){let pointItem=oldPointItems[i];if(!node.AddPoint(pointItem.point,pointItem.data,options)){return false;}}return node.AddPoint(point,data,options);}}FindPoint(point){let node=this.FindNodeForPoint(point);if(node===null){return null;}return node.FindPointDirectly(point);}AddPointDirectly(point,data){this.pointItems.push({point:point,data:data});}FindPointDirectly(point){for(let i=0;i<this.pointItems.length;i++){let pointItem=this.pointItems[i];if(CoordIsEqual3D(point,pointItem.point)){return pointItem.data;}}return null;}FindNodeForPoint(point){if(!this.IsPointInBounds(point)){return null;}if(this.childNodes.length===0){return this;}for(let i=0;i<this.childNodes.length;i++){let childNode=this.childNodes[i];let foundNode=childNode.FindNodeForPoint(point);if(foundNode!==null){return foundNode;}}return null;}CreateChildNodes(){function AddChildNode(node,minX,minY,minZ,sizeX,sizeY,sizeZ){let box=new Box3D(new Coord3D(minX,minY,minZ),new Coord3D(minX+sizeX,minY+sizeY,minZ+sizeZ));node.childNodes.push(new OctreeNode(box,node.level+1));}let min=this.boundingBox.min;let center=this.boundingBox.GetCenter();let sizeX=(this.boundingBox.max.x-this.boundingBox.min.x)/2;let sizeY=(this.boundingBox.max.y-this.boundingBox.min.y)/2;let sizeZ=(this.boundingBox.max.z-this.boundingBox.min.z)/2;AddChildNode(this,min.x,min.y,min.z,sizeX,sizeY,sizeZ);AddChildNode(this,center.x,min.y,min.z,sizeX,sizeY,sizeZ);AddChildNode(this,min.x,center.y,min.z,sizeX,sizeY,sizeZ);AddChildNode(this,center.x,center.y,min.z,sizeX,sizeY,sizeZ);AddChildNode(this,min.x,min.y,center.z,sizeX,sizeY,sizeZ);AddChildNode(this,center.x,min.y,center.z,sizeX,sizeY,sizeZ);AddChildNode(this,min.x,center.y,center.z,sizeX,sizeY,sizeZ);AddChildNode(this,center.x,center.y,center.z,sizeX,sizeY,sizeZ);}IsPointInBounds(point){let isEqual=IsGreaterOrEqual(point.x,this.boundingBox.min.x)&&IsGreaterOrEqual(point.y,this.boundingBox.min.y)&&IsGreaterOrEqual(point.z,this.boundingBox.min.z)&&IsLowerOrEqual(point.x,this.boundingBox.max.x)&&IsLowerOrEqual(point.y,this.boundingBox.max.y)&&IsLowerOrEqual(point.z,this.boundingBox.max.z);return isEqual;}constructor(boundingBox,level){this.boundingBox=boundingBox;this.level=level;this.pointItems=[];this.childNodes=[];}}class Octree{AddPoint(point,data){return this.rootNode.AddPoint(point,data,this.options);}FindPoint(point){return this.rootNode.FindPoint(point);}constructor(boundingBox,options){this.options={maxPointsPerNode:10,maxTreeDepth:10};if(options!==undefined){if(options.maxPointsPerNode!==undefined){this.options.maxPointsPerNode=options.maxPointsPerNode;}if(options.maxTreeDepth!==undefined){this.options.maxTreeDepth=options.maxTreeDepth;}}this.rootNode=new OctreeNode(boundingBox,0);}}function BezierTweenFunction(distance,index,count){let t=index/count;return distance*(t*t*(3-2*t));}function LinearTweenFunction(distance,index,count){return index*distance/count;}function ParabolicTweenFunction(distance,index,count){let t=index/count;let t2=t*t;return distance*(t2/(2*(t2-t)+1));}function TweenCoord3D(a,b,count,tweenFunc){let dir=SubCoord3D(b,a).Normalize();let distance=CoordDistance3D(a,b);let result=[];for(let i=0;i<count;i++){let step=tweenFunc(distance,i,count-1);result.push(a.Clone().Offset(dir,step));}return result;}/**\n * File representation class for importers.\n */class InputFile{/**\n     * @param {string} name Name of the file.\n     * @param {FileSource} source Source of the file.\n     * @param {string|File} data If the file source is url, this must be the url string. If the file source\n     * is file, this must be a {@link File} object.\n     */constructor(name,source,data){this.name=name;this.source=source;this.data=data;}}function InputFilesFromUrls(urls){let inputFiles=[];for(let url of urls){let fileName=GetFileName(url);inputFiles.push(new InputFile(fileName,FileSource.Url,url));}return inputFiles;}function InputFilesFromFileObjects(fileObjects){let inputFiles=[];for(let fileObject of fileObjects){let fileName=GetFileName(fileObject.name);inputFiles.push(new InputFile(fileName,FileSource.File,fileObject));}return inputFiles;}class ImporterFile{SetContent(content){this.content=content;}constructor(name,source,data){this.name=GetFileName(name);this.extension=GetFileExtension(name);this.source=source;this.data=data;this.content=null;}}class ImporterFileList{FillFromInputFiles(inputFiles){this.files=[];for(let inputFile of inputFiles){let file=new ImporterFile(inputFile.name,inputFile.source,inputFile.data);this.files.push(file);}}ExtendFromFileList(fileList){let files=fileList.GetFiles();for(let i=0;i<files.length;i++){let file=files[i];if(!this.ContainsFileByPath(file.name)){this.files.push(file);}}}GetFiles(){return this.files;}GetContent(callbacks){RunTasks(this.files.length,{runTask:(index,onTaskComplete)=>{callbacks.onFileListProgress(index,this.files.length);this.GetFileContent(this.files[index],{onReady:onTaskComplete,onProgress:callbacks.onFileLoadProgress});},onReady:callbacks.onReady});}ContainsFileByPath(filePath){return this.FindFileByPath(filePath)!==null;}FindFileByPath(filePath){let fileName=GetFileName(filePath).toLowerCase();for(let fileIndex=0;fileIndex<this.files.length;fileIndex++){let file=this.files[fileIndex];if(file.name.toLowerCase()===fileName){return file;}}return null;}IsOnlyUrlSource(){if(this.files.length===0){return false;}for(let i=0;i<this.files.length;i++){let file=this.files[i];if(file.source!==FileSource.Url&&file.source!==FileSource.Decompressed){return false;}}return true;}AddFile(file){this.files.push(file);}GetFileContent(file,callbacks){if(file.content!==null){callbacks.onReady();return;}let loaderPromise=null;if(file.source===FileSource.Url){loaderPromise=RequestUrl(file.data,callbacks.onProgress);}else if(file.source===FileSource.File){loaderPromise=ReadFile(file.data,callbacks.onProgress);}else{callbacks.onReady();return;}loaderPromise.then(content=>{file.SetContent(content);}).catch(()=>{}).finally(()=>{callbacks.onReady();});}constructor(){this.files=[];}}class NodeIdGenerator{GenerateId(){const id=this.nextId;this.nextId+=1;return id;}constructor(){this.nextId=0;}}class Node{IsEmpty(){return this.childNodes.length===0&&this.meshIndices.length===0;}IsMeshNode(){return this.childNodes.length===0&&this.meshIndices.length===1;}GetId(){return this.id;}GetName(){return this.name;}SetName(name){this.name=name;}HasParent(){return this.parent!==null;}GetParent(){return this.parent;}GetTransformation(){return this.transformation;}GetWorldTransformation(){let transformation=this.transformation.Clone();let parent=this.parent;while(parent!==null){transformation.Append(parent.transformation);parent=parent.parent;}return transformation;}SetTransformation(transformation){this.transformation=transformation;}AddChildNode(node){node.parent=this;node.idGenerator=this.idGenerator;node.id=node.idGenerator.GenerateId();this.childNodes.push(node);return this.childNodes.length-1;}RemoveChildNode(node){node.parent=null;let index=this.childNodes.indexOf(node);this.childNodes.splice(index,1);}GetChildNodes(){return this.childNodes;}ChildNodeCount(){return this.childNodes.length;}GetChildNode(index){return this.childNodes[index];}AddMeshIndex(index){this.meshIndices.push(index);return this.meshIndices.length-1;}MeshIndexCount(){return this.meshIndices.length;}GetMeshIndex(index){return this.meshIndices[index];}GetMeshIndices(){return this.meshIndices;}Enumerate(processor){processor(this);for(const childNode of this.childNodes){childNode.Enumerate(processor);}}EnumerateChildren(processor){for(const childNode of this.childNodes){processor(childNode);childNode.EnumerateChildren(processor);}}EnumerateMeshIndices(processor){for(const meshIndex of this.meshIndices){processor(meshIndex);}for(const childNode of this.childNodes){childNode.EnumerateMeshIndices(processor);}}constructor(){this.name=\"\";this.parent=null;this.transformation=new Transformation;this.childNodes=[];this.meshIndices=[];this.idGenerator=new NodeIdGenerator;this.id=this.idGenerator.GenerateId();}}const Unit={Unknown:0,Millimeter:1,Centimeter:2,Meter:3,Inch:4,Foot:5};class Model extends ModelObject3D{GetUnit(){return this.unit;}SetUnit(unit){this.unit=unit;}GetRootNode(){return this.root;}NodeCount(){let count=0;this.root.Enumerate(node=>{count+=1;});return count-1;}MaterialCount(){return this.materials.length;}MeshCount(){return this.meshes.length;}MeshInstanceCount(){let count=0;this.root.Enumerate(node=>{count+=node.MeshIndexCount();});return count;}VertexCount(){let count=0;this.EnumerateMeshInstances(meshInstance=>{count+=meshInstance.VertexCount();});return count;}VertexColorCount(){let count=0;this.EnumerateMeshInstances(meshInstance=>{count+=meshInstance.VertexColorCount();});return count;}NormalCount(){let count=0;this.EnumerateMeshInstances(meshInstance=>{count+=meshInstance.NormalCount();});return count;}TextureUVCount(){let count=0;this.EnumerateMeshInstances(meshInstance=>{count+=meshInstance.TextureUVCount();});return count;}LineCount(){let count=0;this.EnumerateMeshInstances(meshInstance=>{count+=meshInstance.LineCount();});return count;}LineSegmentCount(){let count=0;this.EnumerateMeshInstances(meshInstance=>{count+=meshInstance.LineSegmentCount();});return count;}TriangleCount(){let count=0;this.EnumerateMeshInstances(meshInstance=>{count+=meshInstance.TriangleCount();});return count;}AddMaterial(material){this.materials.push(material);return this.materials.length-1;}GetMaterial(index){return this.materials[index];}AddMesh(mesh){this.meshes.push(mesh);return this.meshes.length-1;}AddMeshToRootNode(mesh){const meshIndex=this.AddMesh(mesh);this.root.AddMeshIndex(meshIndex);return meshIndex;}RemoveMesh(index){this.meshes.splice(index,1);this.root.Enumerate(node=>{for(let i=0;i<node.meshIndices.length;i++){if(node.meshIndices[i]===index){node.meshIndices.splice(i,1);i-=1;}else if(node.meshIndices[i]>index){node.meshIndices[i]-=1;}}});}GetMesh(index){return this.meshes[index];}GetMeshInstance(instanceId){let foundNode=null;this.root.Enumerate(node=>{if(node.GetId()===instanceId.nodeId){foundNode=node;}});if(foundNode===null){return null;}const nodeMeshIndices=foundNode.GetMeshIndices();if(nodeMeshIndices.indexOf(instanceId.meshIndex)===-1){return null;}let foundMesh=this.GetMesh(instanceId.meshIndex);let id=new MeshInstanceId(foundNode.GetId(),instanceId.meshIndex);return new MeshInstance(id,foundNode,foundMesh);}EnumerateMeshes(onMesh){for(const mesh of this.meshes){onMesh(mesh);}}EnumerateMeshInstances(onMeshInstance){this.root.Enumerate(node=>{for(let meshIndex of node.GetMeshIndices()){let id=new MeshInstanceId(node.GetId(),meshIndex);let mesh=this.GetMesh(meshIndex);let meshInstance=new MeshInstance(id,node,mesh);onMeshInstance(meshInstance);}});}EnumerateTransformedMeshInstances(onMesh){this.EnumerateMeshInstances(meshInstance=>{const transformed=meshInstance.GetTransformedMesh();onMesh(transformed);});}EnumerateVertices(onVertex){this.EnumerateMeshInstances(meshInstance=>{meshInstance.EnumerateVertices(onVertex);});}EnumerateTriangleVertexIndices(onTriangleVertexIndices){this.EnumerateMeshInstances(meshInstance=>{meshInstance.EnumerateTriangleVertexIndices(onTriangleVertexIndices);});}EnumerateTriangleVertices(onTriangleVertices){this.EnumerateMeshInstances(meshInstance=>{meshInstance.EnumerateTriangleVertices(onTriangleVertices);});}constructor(){super();this.unit=Unit.Unknown;this.root=new Node;this.materials=[];this.meshes=[];}}class TopologyVertex{constructor(){this.edges=[];this.triangles=[];}}class TopologyEdge{constructor(vertex1,vertex2){this.vertex1=vertex1;this.vertex2=vertex2;this.triangles=[];}}class TopologyTriangleEdge{constructor(edge,reversed){this.edge=edge;this.reversed=reversed;}}class TopologyTriangle{constructor(){this.triEdge1=null;this.triEdge2=null;this.triEdge3=null;}}class Topology{AddVertex(){this.vertices.push(new TopologyVertex);return this.vertices.length-1;}AddTriangle(vertex1,vertex2,vertex3){function AddTriangleToVertex(vertices,vertexIndex,triangleIndex){let vertex=vertices[vertexIndex];vertex.triangles.push(triangleIndex);}function AddEdgeToVertex(vertices,triangleEdges,vertexIndex,triangleEdgeIndex){let vertex=vertices[vertexIndex];let triangleEdge=triangleEdges[triangleEdgeIndex];vertex.edges.push(triangleEdge.edge);}function AddTriangleToEdge(edges,triangleEdges,triangleEdgeIndex,triangleIndex){let triangleEdge=triangleEdges[triangleEdgeIndex];let edge=edges[triangleEdge.edge];edge.triangles.push(triangleIndex);}let triangleIndex=this.triangles.length;let triangle=new TopologyTriangle;triangle.triEdge1=this.AddTriangleEdge(vertex1,vertex2);triangle.triEdge2=this.AddTriangleEdge(vertex2,vertex3);triangle.triEdge3=this.AddTriangleEdge(vertex3,vertex1);AddTriangleToVertex(this.vertices,vertex1,triangleIndex);AddTriangleToVertex(this.vertices,vertex2,triangleIndex);AddTriangleToVertex(this.vertices,vertex3,triangleIndex);AddEdgeToVertex(this.vertices,this.triangleEdges,vertex1,triangle.triEdge1);AddEdgeToVertex(this.vertices,this.triangleEdges,vertex2,triangle.triEdge2);AddEdgeToVertex(this.vertices,this.triangleEdges,vertex3,triangle.triEdge3);AddTriangleToEdge(this.edges,this.triangleEdges,triangle.triEdge1,triangleIndex);AddTriangleToEdge(this.edges,this.triangleEdges,triangle.triEdge2,triangleIndex);AddTriangleToEdge(this.edges,this.triangleEdges,triangle.triEdge3,triangleIndex);this.triangles.push(triangle);}AddTriangleEdge(vertex1,vertex2){let startVertex=vertex1;let endVertex=vertex2;let reversed=false;if(vertex2<vertex1){startVertex=vertex2;endVertex=vertex1;reversed=true;}let edgeIndex=this.AddEdge(startVertex,endVertex);this.triangleEdges.push(new TopologyTriangleEdge(edgeIndex,reversed));return this.triangleEdges.length-1;}AddEdge(startVertex,endVertex){if(!this.edgeStartToEndVertexMap.has(startVertex)){this.edgeStartToEndVertexMap.set(startVertex,[]);}let endVertices=this.edgeStartToEndVertexMap.get(startVertex);for(let i=0;i<endVertices.length;i++){let endVertexItem=endVertices[i];if(endVertexItem.endVertex===endVertex){return endVertexItem.edgeIndex;}}let edgeIndex=this.edges.length;endVertices.push({endVertex:endVertex,edgeIndex:edgeIndex});this.edges.push(new TopologyEdge(startVertex,endVertex));return edgeIndex;}constructor(){this.vertices=[];this.edges=[];this.triangleEdges=[];this.triangles=[];this.edgeStartToEndVertexMap=new Map;}}function IsModelEmpty(model){let isEmpty=true;model.EnumerateMeshInstances(meshInstance=>{if(!IsEmptyMesh(meshInstance)){isEmpty=false;}});return isEmpty;}function GetBoundingBox(object3D){let calculator=new BoundingBoxCalculator3D;object3D.EnumerateVertices(vertex=>{calculator.AddPoint(vertex);});return calculator.GetBox();}function GetTopology(object3D){function GetVertexIndex(vertex,octree,topology){let index=octree.FindPoint(vertex);if(index===null){index=topology.AddVertex();octree.AddPoint(vertex,index);}return index;}let boundingBox=GetBoundingBox(object3D);let octree=new Octree(boundingBox);let topology=new Topology;object3D.EnumerateTriangleVertices((v0,v1,v2)=>{let v0Index=GetVertexIndex(v0,octree,topology);let v1Index=GetVertexIndex(v1,octree,topology);let v2Index=GetVertexIndex(v2,octree,topology);topology.AddTriangle(v0Index,v1Index,v2Index);});return topology;}function IsTwoManifold(object3D){function GetEdgeOrientationInTriangle(topology,triangleIndex,edgeIndex){const triangle=topology.triangles[triangleIndex];const triEdge1=topology.triangleEdges[triangle.triEdge1];const triEdge2=topology.triangleEdges[triangle.triEdge2];const triEdge3=topology.triangleEdges[triangle.triEdge3];if(triEdge1.edge===edgeIndex){return triEdge1.reversed;}if(triEdge2.edge===edgeIndex){return triEdge2.reversed;}if(triEdge3.edge===edgeIndex){return triEdge3.reversed;}return null;}if(object3D instanceof Model){let isTwoManifold=true;object3D.EnumerateMeshInstances(meshInstance=>{if(isTwoManifold){isTwoManifold=IsTwoManifold(meshInstance);}});return isTwoManifold;}else{const topology=GetTopology(object3D);for(let edgeIndex=0;edgeIndex<topology.edges.length;edgeIndex++){const edge=topology.edges[edgeIndex];if(edge.triangles.length!==2){return false;}let edgeOrientation1=GetEdgeOrientationInTriangle(topology,edge.triangles[0],edgeIndex);let edgeOrientation2=GetEdgeOrientationInTriangle(topology,edge.triangles[1],edgeIndex);if(edgeOrientation1===null||edgeOrientation2===null||edgeOrientation1===edgeOrientation2){return false;}}return true;}}function GetDefaultMaterials(model){let defaultMaterials=[];for(let i=0;i<model.MaterialCount();i++){let material=model.GetMaterial(i);if(material.source!==MaterialSource.Model&&!material.vertexColors){defaultMaterials.push(material);}}return defaultMaterials;}function ReplaceDefaultMaterialsColor(model,color,lineColor){for(let i=0;i<model.MaterialCount();i++){let material=model.GetMaterial(i);if(material.source===MaterialSource.DefaultFace){material.color=color;}else if(material.source===MaterialSource.DefaultLine){material.color=lineColor;}}}class Mesh extends ModelObject3D{VertexCount(){return this.vertices.length;}VertexColorCount(){return this.vertexColors.length;}NormalCount(){return this.normals.length;}TextureUVCount(){return this.uvs.length;}LineCount(){return this.lines.length;}LineSegmentCount(){let lineSegmentCount=0;for(let line of this.lines){lineSegmentCount+=line.SegmentCount();}return lineSegmentCount;}TriangleCount(){return this.triangles.length;}AddVertex(vertex){this.vertices.push(vertex);return this.vertices.length-1;}SetVertex(index,vertex){this.vertices[index]=vertex;}GetVertex(index){return this.vertices[index];}AddVertexColor(color){this.vertexColors.push(color);return this.vertexColors.length-1;}SetVertexColor(index,color){this.vertexColors[index]=color;}GetVertexColor(index){return this.vertexColors[index];}AddNormal(normal){this.normals.push(normal);return this.normals.length-1;}SetNormal(index,normal){this.normals[index]=normal;}GetNormal(index){return this.normals[index];}AddTextureUV(uv){this.uvs.push(uv);return this.uvs.length-1;}SetTextureUV(index,uv){this.uvs[index]=uv;}GetTextureUV(index){return this.uvs[index];}AddLine(line){this.lines.push(line);return this.lines.length-1;}GetLine(index){return this.lines[index];}AddTriangle(triangle){this.triangles.push(triangle);return this.triangles.length-1;}GetTriangle(index){return this.triangles[index];}EnumerateVertices(onVertex){for(const vertex of this.vertices){onVertex(vertex);}}EnumerateTriangleVertexIndices(onTriangleVertexIndices){for(const triangle of this.triangles){onTriangleVertexIndices(triangle.v0,triangle.v1,triangle.v2);}}EnumerateTriangleVertices(onTriangleVertices){for(const triangle of this.triangles){let v0=this.vertices[triangle.v0];let v1=this.vertices[triangle.v1];let v2=this.vertices[triangle.v2];onTriangleVertices(v0,v1,v2);}}Clone(){let cloned=new Mesh;cloned.SetName(this.GetName());this.CloneProperties(cloned);for(let i=0;i<this.VertexCount();i++){let vertex=this.GetVertex(i);cloned.AddVertex(vertex.Clone());}for(let i=0;i<this.VertexColorCount();i++){let color=this.GetVertexColor(i);cloned.AddVertexColor(color.Clone());}for(let i=0;i<this.NormalCount();i++){let normal=this.GetNormal(i);cloned.AddNormal(normal.Clone());}for(let i=0;i<this.TextureUVCount();i++){let uv=this.GetTextureUV(i);cloned.AddTextureUV(uv.Clone());}for(let i=0;i<this.LineCount();i++){let line=this.GetLine(i);cloned.AddLine(line.Clone());}for(let i=0;i<this.TriangleCount();i++){let triangle=this.GetTriangle(i);cloned.AddTriangle(triangle.Clone());}return cloned;}constructor(){super();this.vertices=[];this.vertexColors=[];this.normals=[];this.uvs=[];this.lines=[];this.triangles=[];}}class Triangle{HasVertices(){return this.v0!==null&&this.v1!==null&&this.v2!==null;}HasVertexColors(){return this.c0!==null&&this.c1!==null&&this.c2!==null;}HasNormals(){return this.n0!==null&&this.n1!==null&&this.n2!==null;}HasTextureUVs(){return this.u0!==null&&this.u1!==null&&this.u2!==null;}SetVertices(v0,v1,v2){this.v0=v0;this.v1=v1;this.v2=v2;return this;}SetVertexColors(c0,c1,c2){this.c0=c0;this.c1=c1;this.c2=c2;return this;}SetNormals(n0,n1,n2){this.n0=n0;this.n1=n1;this.n2=n2;return this;}SetTextureUVs(u0,u1,u2){this.u0=u0;this.u1=u1;this.u2=u2;return this;}SetMaterial(mat){this.mat=mat;return this;}SetCurve(curve){this.curve=curve;return this;}Clone(){let cloned=new Triangle(this.v0,this.v1,this.v2);cloned.SetVertexColors(this.c0,this.c1,this.c2);cloned.SetNormals(this.n0,this.n1,this.n2);cloned.SetTextureUVs(this.u0,this.u1,this.u2);cloned.SetMaterial(this.mat);cloned.SetCurve(this.curve);return cloned;}constructor(v0,v1,v2){this.v0=v0;this.v1=v1;this.v2=v2;this.c0=null;this.c1=null;this.c2=null;this.n0=null;this.n1=null;this.n2=null;this.u0=null;this.u1=null;this.u2=null;this.mat=null;this.curve=null;}}// Some mobile devices say that they support mediump, but in reality they don't. At the end\n// all materials rendered as black. This hack renders a single plane with red material and\n// it checks if it's really red. If it's not, then probably there is a driver issue.\n// https://github.com/kovacsv/Online3DViewer/issues/69\nfunction HasHighpDriverIssue(){let canvas=document.createElement(\"canvas\");document.body.appendChild(canvas);let parameters={canvas:canvas,antialias:true};let renderer=new THREE.WebGLRenderer(parameters);renderer.outputColorSpace=THREE.LinearSRGBColorSpace;renderer.setClearColor(\"#ffffff\",1);renderer.setSize(10,10);let scene=new THREE.Scene;let ambientLight=new THREE.AmbientLight(8947848);scene.add(ambientLight);let light=new THREE.DirectionalLight(8947848);light.position.set(0,0,1);scene.add(light);let camera=new THREE.PerspectiveCamera(45,1,.1,1e3);camera.position.set(0,0,1);camera.up.set(0,1,0);camera.lookAt(new THREE.Vector3(0,0,0));scene.add(camera);let plane=new THREE.PlaneGeometry(1,1);let mesh=new THREE.Mesh(plane,new THREE.MeshPhongMaterial({color:13369344}));scene.add(mesh);renderer.render(scene,camera);let context=renderer.getContext();let pixels=new Uint8Array(4);context.readPixels(5,5,1,1,context.RGBA,context.UNSIGNED_BYTE,pixels);document.body.removeChild(canvas);let blackThreshold=50;if(pixels[0]<blackThreshold&&pixels[1]<blackThreshold&&pixels[2]<blackThreshold){return true;}return false;}const ShadingType={Phong:1,Physical:2};function GetShadingType(model){let phongCount=0;let physicalCount=0;for(let i=0;i<model.MaterialCount();i++){let material=model.GetMaterial(i);if(material.type===MaterialType.Phong){phongCount+=1;}else if(material.type===MaterialType.Physical){physicalCount+=1;}}if(phongCount>=physicalCount){return ShadingType.Phong;}else{return ShadingType.Physical;}}class ThreeColorConverter{Convert(color){return null;}}class ThreeLinearToSRGBColorConverter extends ThreeColorConverter{Convert(color){return new THREE.Color().copyLinearToSRGB(color);}}class ThreeSRGBToLinearColorConverter extends ThreeColorConverter{Convert(color){return new THREE.Color().copySRGBToLinear(color);}}function ConvertThreeColorToColor(threeColor){return RGBColorFromFloatComponents(threeColor.r,threeColor.g,threeColor.b);}function ConvertColorToThreeColor(color){return new THREE.Color(color.r/255,color.g/255,color.b/255);}function ConvertThreeGeometryToMesh(threeGeometry,materialIndex,colorConverter){let mesh=new Mesh;let vertices=threeGeometry.attributes.position.array;let vertexItemSize=threeGeometry.attributes.position.itemSize||3;for(let i=0;i<vertices.length;i+=vertexItemSize){let x=vertices[i];let y=vertices[i+1];let z=vertices[i+2];mesh.AddVertex(new Coord3D(x,y,z));}let hasVertexColors=threeGeometry.attributes.color!==undefined;if(hasVertexColors){let colors=threeGeometry.attributes.color.array;let colorItemSize=threeGeometry.attributes.color.itemSize||3;for(let i=0;i<colors.length;i+=colorItemSize){let threeColor=new THREE.Color(colors[i],colors[i+1],colors[i+2]);if(colorConverter!==null){threeColor=colorConverter.Convert(threeColor);}mesh.AddVertexColor(ConvertThreeColorToColor(threeColor));}}let hasNormals=threeGeometry.attributes.normal!==undefined;if(hasNormals){let normals=threeGeometry.attributes.normal.array;let normalItemSize=threeGeometry.attributes.normal.itemSize||3;for(let i=0;i<normals.length;i+=normalItemSize){let x=normals[i];let y=normals[i+1];let z=normals[i+2];mesh.AddNormal(new Coord3D(x,y,z));}}let hasUVs=threeGeometry.attributes.uv!==undefined;if(hasUVs){let uvs=threeGeometry.attributes.uv.array;let uvItemSize=threeGeometry.attributes.uv.itemSize||2;for(let i=0;i<uvs.length;i+=uvItemSize){let x=uvs[i];let y=uvs[i+1];mesh.AddTextureUV(new Coord2D(x,y));}}let indices=null;if(threeGeometry.index!==null){indices=threeGeometry.index.array;}else{indices=[];for(let i=0;i<vertices.length/3;i++){indices.push(i);}}for(let i=0;i<indices.length;i+=3){let v0=indices[i];let v1=indices[i+1];let v2=indices[i+2];let triangle=new Triangle(v0,v1,v2);if(hasVertexColors){triangle.SetVertexColors(v0,v1,v2);}if(hasNormals){triangle.SetNormals(v0,v1,v2);}if(hasUVs){triangle.SetTextureUVs(v0,v1,v2);}if(materialIndex!==null){triangle.SetMaterial(materialIndex);}mesh.AddTriangle(triangle);}return mesh;}function CreateHighlightMaterial(originalMaterial,highlightColor,withPolygonOffset){let material=null;if(originalMaterial.type===\"MeshPhongMaterial\"){material=new THREE.MeshPhongMaterial({color:ConvertColorToThreeColor(highlightColor),side:THREE.DoubleSide});}else if(originalMaterial.type===\"MeshStandardMaterial\"){material=new THREE.MeshStandardMaterial({color:ConvertColorToThreeColor(highlightColor),side:THREE.DoubleSide});}else if(originalMaterial.type===\"LineBasicMaterial\"){material=new THREE.LineBasicMaterial({color:ConvertColorToThreeColor(highlightColor)});}if(material!==null&&withPolygonOffset){material.polygonOffset=true;material.polygonOffsetUnit=1;material.polygonOffsetFactor=1;}return material;}function CreateHighlightMaterials(originalMaterials,highlightColor,withPolygonOffset){let typeToHighlightMaterial=new Map;let highlightMaterials=[];for(let originalMaterial of originalMaterials){if(typeToHighlightMaterial.has(originalMaterial.type)){highlightMaterials.push(typeToHighlightMaterial.get(originalMaterial.type));continue;}let highlightMaterial=CreateHighlightMaterial(originalMaterial,highlightColor,withPolygonOffset);typeToHighlightMaterial.set(originalMaterial.type,highlightMaterial);highlightMaterials.push(highlightMaterial);}return highlightMaterials;}function DisposeThreeObjects(mainObject){if(mainObject===null){return;}mainObject.traverse(obj=>{if(obj.isMesh||obj.isLineSegments){if(Array.isArray(obj.material)){for(let material of obj.material){material.dispose();}}else{obj.material.dispose();}obj.userData=null;obj.geometry.dispose();}});}function GetLineSegmentsProjectedDistance(camera,canvasWidth,canvasHeight,lineSegments,screenPoint){function GetProjectedVertex(camera,canvasWidth,canvasHeight,lineSegments,vertices,index){let vertex=new THREE.Vector3(vertices[3*index],vertices[3*index+1],vertices[3*index+2]);vertex.applyMatrix4(lineSegments.matrixWorld);let projected=vertex.project(camera);return new Coord2D((projected.x+1)*canvasWidth/2,-(projected.y-1)*canvasHeight/2);}let vertices=lineSegments.geometry.attributes.position.array;let segmentCount=vertices.length/6;let distance=Infinity;for(let segmentIndex=0;segmentIndex<segmentCount;segmentIndex++){let segment=new Segment2D(GetProjectedVertex(camera,canvasWidth,canvasHeight,lineSegments,vertices,2*segmentIndex),GetProjectedVertex(camera,canvasWidth,canvasHeight,lineSegments,vertices,2*segmentIndex+1));distance=Math.min(distance,SegmentPointDistance2D(segment,screenPoint));}return distance;}class ModelFinalizer{Finalize(model){this.Reset();this.FinalizeMeshes(model);this.FinalizeMaterials(model);this.FinalizeNodes(model);}FinalizeMaterials(model){if(model.VertexColorCount()===0){return;}let materialHasVertexColors=new Map;for(let meshIndex=0;meshIndex<model.MeshCount();meshIndex++){let mesh=model.GetMesh(meshIndex);for(let triangleIndex=0;triangleIndex<mesh.TriangleCount();triangleIndex++){let triangle=mesh.GetTriangle(triangleIndex);let hasVertexColors=triangle.HasVertexColors();if(!materialHasVertexColors.has(triangle.mat)){materialHasVertexColors.set(triangle.mat,hasVertexColors);}else if(!hasVertexColors){materialHasVertexColors.set(triangle.mat,false);}}}for(let[materialIndex,hasVertexColors]of materialHasVertexColors){let material=model.GetMaterial(materialIndex);material.vertexColors=hasVertexColors;}}FinalizeMeshes(model){for(let meshIndex=0;meshIndex<model.MeshCount();meshIndex++){let mesh=model.GetMesh(meshIndex);if(IsEmptyMesh(mesh)){model.RemoveMesh(meshIndex);meshIndex=meshIndex-1;continue;}this.FinalizeMesh(model,mesh);}}FinalizeMesh(model,mesh){function CalculateCurveNormals(mesh){function AddAverageNormal(mesh,triangle,vertexIndex,triangleNormals,vertexToTriangles){function IsNormalInArray(array,normal){for(let i=0;i<array.length;i++){let current=array[i];if(CoordIsEqual3D(current,normal)){return true;}}return false;}let averageNormals=[];let neigTriangles=vertexToTriangles.get(vertexIndex);for(let i=0;i<neigTriangles.length;i++){let neigIndex=neigTriangles[i];let neigTriangle=mesh.GetTriangle(neigIndex);if(triangle.curve===neigTriangle.curve){let triangleNormal=triangleNormals[neigIndex];if(!IsNormalInArray(averageNormals,triangleNormal)){averageNormals.push(triangleNormal);}}}let averageNormal=new Coord3D(0,0,0);for(let i=0;i<averageNormals.length;i++){averageNormal=AddCoord3D(averageNormal,averageNormals[i]);}averageNormal.MultiplyScalar(1/averageNormals.length);averageNormal.Normalize();return mesh.AddNormal(averageNormal);}let triangleNormals=[];let vertexToTriangles=new Map;for(let vertexIndex=0;vertexIndex<mesh.VertexCount();vertexIndex++){vertexToTriangles.set(vertexIndex,[]);}for(let triangleIndex=0;triangleIndex<mesh.TriangleCount();triangleIndex++){let triangle=mesh.GetTriangle(triangleIndex);let v0=mesh.GetVertex(triangle.v0);let v1=mesh.GetVertex(triangle.v1);let v2=mesh.GetVertex(triangle.v2);let normal=CalculateTriangleNormal(v0,v1,v2);triangleNormals.push(normal);vertexToTriangles.get(triangle.v0).push(triangleIndex);vertexToTriangles.get(triangle.v1).push(triangleIndex);vertexToTriangles.get(triangle.v2).push(triangleIndex);}for(let triangleIndex=0;triangleIndex<mesh.TriangleCount();triangleIndex++){let triangle=mesh.GetTriangle(triangleIndex);if(!triangle.HasNormals()){let n0=AddAverageNormal(mesh,triangle,triangle.v0,triangleNormals,vertexToTriangles);let n1=AddAverageNormal(mesh,triangle,triangle.v1,triangleNormals,vertexToTriangles);let n2=AddAverageNormal(mesh,triangle,triangle.v2,triangleNormals,vertexToTriangles);triangle.SetNormals(n0,n1,n2);}}}let meshStatus={calculateCurveNormals:false};for(let i=0;i<mesh.LineCount();i++){let line=mesh.GetLine(i);if(line.mat===null){line.mat=this.GetDefaultMaterialIndex(model,MaterialSource.DefaultLine);}}for(let i=0;i<mesh.TriangleCount();i++){let triangle=mesh.GetTriangle(i);this.FinalizeTriangle(mesh,triangle,meshStatus);if(triangle.mat===null){triangle.mat=this.GetDefaultMaterialIndex(model,MaterialSource.DefaultFace);}}if(meshStatus.calculateCurveNormals){CalculateCurveNormals(mesh);}}FinalizeTriangle(mesh,triangle,meshStatus){if(!triangle.HasNormals()){if(triangle.curve===null||triangle.curve===0){let v0=mesh.GetVertex(triangle.v0);let v1=mesh.GetVertex(triangle.v1);let v2=mesh.GetVertex(triangle.v2);let normal=CalculateTriangleNormal(v0,v1,v2);let normalIndex=mesh.AddNormal(normal);triangle.SetNormals(normalIndex,normalIndex,normalIndex);}else{meshStatus.calculateCurveNormals=true;}}if(triangle.curve===null){triangle.curve=0;}}FinalizeNodes(model){let rootNode=model.GetRootNode();let emptyNodes=[];rootNode.EnumerateChildren(node=>{if(node.IsEmpty()){emptyNodes.push(node);}});for(let nodeIndex=0;nodeIndex<emptyNodes.length;nodeIndex++){let node=emptyNodes[nodeIndex];let parentNode=node.GetParent();if(parentNode===null){continue;}parentNode.RemoveChildNode(node);if(parentNode.IsEmpty()){emptyNodes.push(parentNode);}}}GetDefaultMaterialIndex(model,source){function GetIndex(model,index,source,color){if(index!==null){return index;}let defaultMaterial=new PhongMaterial;defaultMaterial.color=color;defaultMaterial.source=source;return model.AddMaterial(defaultMaterial);}if(source===MaterialSource.DefaultLine){this.defaultLineMaterialIndex=GetIndex(model,this.defaultLineMaterialIndex,MaterialSource.DefaultLine,this.params.defaultLineMaterialColor);return this.defaultLineMaterialIndex;}else if(source===MaterialSource.DefaultFace){this.defaultMaterialIndex=GetIndex(model,this.defaultMaterialIndex,MaterialSource.DefaultFace,this.params.defaultMaterialColor);return this.defaultMaterialIndex;}else{return null;}}Reset(){this.defaultLineMaterialIndex=null;this.defaultMaterialIndex=null;}constructor(params){this.params={defaultLineMaterialColor:new RGBColor(0,0,0),defaultMaterialColor:new RGBColor(0,0,0)};CopyObjectAttributes(params,this.params);this.defaultLineMaterialIndex=null;this.defaultMaterialIndex=null;}}function FinalizeModel(model,params){let finalizer=new ModelFinalizer(params);finalizer.Finalize(model);}function CheckModel(model){function IsCorrectValue(val){if(val===undefined||val===null){return false;}return true;}function IsCorrectNumber(val){if(!IsCorrectValue(val)){return false;}if(isNaN(val)){return false;}return true;}function IsCorrectIndex(val,count){if(!IsCorrectNumber(val)){return false;}if(val<0||val>=count){return false;}return true;}function CheckMesh(model,mesh){function CheckTriangle(model,mesh,triangle){if(!IsCorrectIndex(triangle.v0,mesh.VertexCount())){return false;}if(!IsCorrectIndex(triangle.v1,mesh.VertexCount())){return false;}if(!IsCorrectIndex(triangle.v2,mesh.VertexCount())){return false;}if(triangle.HasVertexColors()){if(!IsCorrectIndex(triangle.c0,mesh.VertexColorCount())){return false;}if(!IsCorrectIndex(triangle.c1,mesh.VertexColorCount())){return false;}if(!IsCorrectIndex(triangle.c2,mesh.VertexColorCount())){return false;}}if(!IsCorrectIndex(triangle.n0,mesh.NormalCount())){return false;}if(!IsCorrectIndex(triangle.n1,mesh.NormalCount())){return false;}if(!IsCorrectIndex(triangle.n2,mesh.NormalCount())){return false;}if(triangle.HasTextureUVs()){if(!IsCorrectIndex(triangle.u0,mesh.TextureUVCount())){return false;}if(!IsCorrectIndex(triangle.u1,mesh.TextureUVCount())){return false;}if(!IsCorrectIndex(triangle.u2,mesh.TextureUVCount())){return false;}}if(!IsCorrectIndex(triangle.mat,model.MaterialCount())){return false;}if(!IsCorrectNumber(triangle.curve)){return false;}return true;}for(let i=0;i<mesh.VertexCount();i++){let vertex=mesh.GetVertex(i);if(!IsCorrectNumber(vertex.x)){return false;}if(!IsCorrectNumber(vertex.y)){return false;}if(!IsCorrectNumber(vertex.z)){return false;}}for(let i=0;i<mesh.VertexColorCount();i++){let color=mesh.GetVertexColor(i);if(!IsCorrectNumber(color.r)){return false;}if(!IsCorrectNumber(color.g)){return false;}if(!IsCorrectNumber(color.b)){return false;}}for(let i=0;i<mesh.NormalCount();i++){let normal=mesh.GetNormal(i);if(!IsCorrectNumber(normal.x)){return false;}if(!IsCorrectNumber(normal.y)){return false;}if(!IsCorrectNumber(normal.z)){return false;}}for(let i=0;i<mesh.TextureUVCount();i++){let uv=mesh.GetTextureUV(i);if(!IsCorrectNumber(uv.x)){return false;}if(!IsCorrectNumber(uv.y)){return false;}}for(let i=0;i<mesh.TriangleCount();i++){let triangle=mesh.GetTriangle(i);if(!CheckTriangle(model,mesh,triangle)){return false;}}return true;}for(let i=0;i<model.MeshCount();i++){let mesh=model.GetMesh(i);if(!CheckMesh(model,mesh)){return false;}}return true;}class ImporterBase{Import(name,extension,content,callbacks){this.Clear();this.name=name;this.extension=extension;this.callbacks=callbacks;this.model=new Model;this.error=false;this.message=null;this.ResetContent();this.ImportContent(content,()=>{this.CreateResult(callbacks);});}Clear(){this.name=null;this.extension=null;this.callbacks=null;this.model=null;this.error=null;this.message=null;this.ClearContent();}CreateResult(callbacks){if(this.error){callbacks.onError();callbacks.onComplete();return;}if(IsModelEmpty(this.model)){this.SetError(Loc(\"The model doesn't contain any meshes.\"));callbacks.onError();callbacks.onComplete();return;}FinalizeModel(this.model,{defaultLineMaterialColor:this.callbacks.getDefaultLineMaterialColor(),defaultMaterialColor:this.callbacks.getDefaultMaterialColor()});callbacks.onSuccess();callbacks.onComplete();}CanImportExtension(extension){return false;}GetUpDirection(){return Direction.Z;}ClearContent(){}ResetContent(){}ImportContent(fileContent,onFinish){}GetModel(){return this.model;}SetError(message){this.error=true;if(message!==undefined&&message!==null){this.message=message;}}WasError(){return this.error;}GetErrorMessage(){return this.message;}constructor(){this.name=null;this.extension=null;this.callbacks=null;this.model=null;this.error=null;this.message=null;}}class Line{HasVertices(){return this.vertices!==null&&this.vertices.length>=2;}GetVertices(){return this.vertices;}SetMaterial(mat){this.mat=mat;return this;}SegmentCount(){if(this.vertices===null){return 0;}return this.vertices.length-1;}Clone(){let cloned=new Line([...this.vertices]);cloned.SetMaterial(this.mat);return cloned;}constructor(vertices){this.vertices=vertices;this.mat=null;}}class Importer3dm extends ImporterBase{CanImportExtension(extension){return extension===\"3dm\";}GetUpDirection(){return Direction.Z;}ClearContent(){this.instanceIdToObject=null;this.instanceIdToDefinition=null;}ResetContent(){this.instanceIdToObject=new Map;this.instanceIdToDefinition=new Map;}ImportContent(fileContent,onFinish){if(this.rhino===null){LoadExternalLibrary(\"rhino3dm\").then(()=>{rhino3dm().then(rhino=>{this.rhino=rhino;this.ImportRhinoContent(fileContent);onFinish();});}).catch(()=>{this.SetError(Loc(\"Failed to load rhino3dm.\"));onFinish();});}else{this.ImportRhinoContent(fileContent);onFinish();}}ImportRhinoContent(fileContent){let rhinoDoc=this.rhino.File3dm.fromByteArray(fileContent);if(rhinoDoc===null){this.SetError(Loc(\"Failed to read Rhino file.\"));return;}this.ImportRhinoDocument(rhinoDoc);if(IsModelEmpty(this.model)){this.SetError(Loc(\"The model doesn't contain any 3D meshes. Try to save the model while you are in shaded view in Rhino.\"));}}ImportRhinoDocument(rhinoDoc){this.InitRhinoInstances(rhinoDoc);this.ImportRhinoUserStrings(rhinoDoc);this.ImportRhinoGeometry(rhinoDoc);}InitRhinoInstances(rhinoDoc){let rhinoObjects=rhinoDoc.objects();for(let i=0;i<rhinoObjects.count;i++){let rhinoObject=rhinoObjects.get(i);let rhinoAttributes=rhinoObject.attributes();if(rhinoAttributes.isInstanceDefinitionObject){this.instanceIdToObject.set(rhinoAttributes.id,rhinoObject);}}let rhinoInstanceDefinitions=rhinoDoc.instanceDefinitions();for(let i=0;i<rhinoInstanceDefinitions.count;i++){let rhinoInstanceDefinition=rhinoInstanceDefinitions.get(i);this.instanceIdToDefinition.set(rhinoInstanceDefinition.id,rhinoInstanceDefinition);}}ImportRhinoUserStrings(rhinoDoc){let docStrings=rhinoDoc.strings();if(docStrings.count>0){let propertyGroup=new PropertyGroup(Loc(\"Document user texts\"));for(let i=0;i<docStrings.count;i++){let docString=docStrings.get(i);propertyGroup.AddProperty(new Property(PropertyType.Text,docString[0],docString[1]));}this.model.AddPropertyGroup(propertyGroup);}}ImportRhinoGeometry(rhinoDoc){let rhinoObjects=rhinoDoc.objects();for(let i=0;i<rhinoObjects.count;i++){let rhinoObject=rhinoObjects.get(i);this.ImportRhinoGeometryObject(rhinoDoc,rhinoObject,[]);}}ImportRhinoGeometryObject(rhinoDoc,rhinoObject,rhinoInstanceReferences){let rhinoGeometry=rhinoObject.geometry();let rhinoAttributes=rhinoObject.attributes();let objectType=rhinoGeometry.objectType;if(rhinoAttributes.isInstanceDefinitionObject&&rhinoInstanceReferences.length===0){return;}if(objectType===this.rhino.ObjectType.Mesh){this.ImportRhinoGeometryAsMesh(rhinoDoc,rhinoGeometry,rhinoObject,rhinoInstanceReferences);}else if(objectType===this.rhino.ObjectType.Extrusion){let rhinoMesh=rhinoGeometry.getMesh(this.rhino.MeshType.Any);if(rhinoMesh!==null){this.ImportRhinoGeometryAsMesh(rhinoDoc,rhinoMesh,rhinoObject,rhinoInstanceReferences);rhinoMesh.delete();}}else if(objectType===this.rhino.ObjectType.Brep){let rhinoMesh=new this.rhino.Mesh;let faces=rhinoGeometry.faces();for(let i=0;i<faces.count;i++){let face=faces.get(i);let mesh=face.getMesh(this.rhino.MeshType.Any);if(mesh){rhinoMesh.append(mesh);mesh.delete();}face.delete();}faces.delete();rhinoMesh.compact();this.ImportRhinoGeometryAsMesh(rhinoDoc,rhinoMesh,rhinoObject,rhinoInstanceReferences);rhinoMesh.delete();}else if(objectType===this.rhino.ObjectType.SubD){rhinoGeometry.subdivide(3);let rhinoMesh=this.rhino.Mesh.createFromSubDControlNet(rhinoGeometry,true);if(rhinoMesh!==null){this.ImportRhinoGeometryAsMesh(rhinoDoc,rhinoMesh,rhinoObject,rhinoInstanceReferences);rhinoMesh.delete();}}else if(objectType===this.rhino.ObjectType.Curve){this.ImportRhinoGeometryAsMesh(rhinoDoc,rhinoGeometry,rhinoObject,rhinoInstanceReferences);}else if(objectType===this.rhino.ObjectType.InstanceReference){let parentDefinitionId=rhinoGeometry.parentIdefId;if(this.instanceIdToDefinition.has(parentDefinitionId)){let instanceDefinition=this.instanceIdToDefinition.get(parentDefinitionId);let instanceObjectIds=instanceDefinition.getObjectIds();for(let i=0;i<instanceObjectIds.length;i++){let instanceObjectId=instanceObjectIds[i];if(this.instanceIdToObject.has(instanceObjectId)){let instanceObject=this.instanceIdToObject.get(instanceObjectId);rhinoInstanceReferences.push(rhinoObject);this.ImportRhinoGeometryObject(rhinoDoc,instanceObject,rhinoInstanceReferences);rhinoInstanceReferences.pop();}}}}}ImportRhinoGeometryAsMesh(rhinoDoc,rhinoGeometry,rhinoObject,rhinoInstanceReferences){function GetSegmentedCurveLine(curveGeometry){let domainLength=curveGeometry.domain[1]-curveGeometry.domain[0];let segmentCount=Math.max(parseInt(domainLength/.2,10),1);let segmentLength=domainLength/segmentCount;let vertices=[];for(let i=0;i<=segmentCount;i++){if(i===segmentCount&&curveGeometry.isClosed){vertices.push(vertices[0]);}else{let position=rhinoGeometry.pointAt(curveGeometry.domain[0]+i*segmentLength);vertices.push(mesh.AddVertex(ArrayToCoord3D(position)));}}return new Line(vertices);}let materialIndex=this.GetMaterialIndex(rhinoDoc,rhinoObject,rhinoInstanceReferences);let mesh=null;if(rhinoGeometry.objectType===this.rhino.ObjectType.Mesh){let threeJson=rhinoGeometry.toThreejsJSON();mesh=ConvertThreeGeometryToMesh(threeJson.data,materialIndex,null);}else if(rhinoGeometry.objectType===this.rhino.ObjectType.Curve){mesh=new Mesh;if(rhinoGeometry instanceof this.rhino.LineCurve){let fromVertex=mesh.AddVertex(ArrayToCoord3D(rhinoGeometry.line.from));let toVertex=mesh.AddVertex(ArrayToCoord3D(rhinoGeometry.line.to));let line=new Line([fromVertex,toVertex]);line.SetMaterial(materialIndex);mesh.AddLine(line);}else if(rhinoGeometry instanceof this.rhino.NurbsCurve){let line=GetSegmentedCurveLine(rhinoGeometry);line.SetMaterial(materialIndex);mesh.AddLine(line);}else if(rhinoGeometry instanceof this.rhino.ArcCurve){let line=GetSegmentedCurveLine(rhinoGeometry);line.SetMaterial(materialIndex);mesh.AddLine(line);}}// TODO: BezierCurve, PolyCurve\nif(mesh===null){return null;}let rhinoAttributes=rhinoObject.attributes();mesh.SetName(rhinoAttributes.name);let userStrings=rhinoAttributes.getUserStrings();if(userStrings.length>0){let propertyGroup=new PropertyGroup(Loc(\"User texts\"));for(let i=0;i<userStrings.length;i++){let userString=userStrings[i];propertyGroup.AddProperty(new Property(PropertyType.Text,userString[0],userString[1]));}mesh.AddPropertyGroup(propertyGroup);}if(rhinoInstanceReferences.length!==0){let matrix=new Matrix().CreateIdentity();for(let i=rhinoInstanceReferences.length-1;i>=0;i--){let rhinoInstanceReference=rhinoInstanceReferences[i];let rhinoInstanceReferenceGeometry=rhinoInstanceReference.geometry();let rhinoInstanceReferenceMatrix=rhinoInstanceReferenceGeometry.xform.toFloatArray(false);let transformationMatrix=new Matrix(rhinoInstanceReferenceMatrix);matrix=matrix.MultiplyMatrix(transformationMatrix);}let transformation=new Transformation(matrix);TransformMesh(mesh,transformation);}this.model.AddMeshToRootNode(mesh);}GetMaterialIndex(rhinoDoc,rhinoObject,rhinoInstanceReferences){function GetRhinoMaterial(rhino,rhinoObject,rhinoInstanceReferences){let rhinoAttributes=rhinoObject.attributes();if(rhinoAttributes.materialSource===rhino.ObjectMaterialSource.MaterialFromObject){let materialIndex=rhinoAttributes.materialIndex;if(materialIndex>-1){return rhinoDoc.materials().get(materialIndex);}}else if(rhinoAttributes.materialSource===rhino.ObjectMaterialSource.MaterialFromLayer){let layerIndex=rhinoAttributes.layerIndex;if(layerIndex>-1){let layer=rhinoDoc.layers().get(layerIndex);let layerMaterialIndex=layer.renderMaterialIndex;if(layerMaterialIndex>-1){return rhinoDoc.materials().get(layerMaterialIndex);}else{// use layer color only in case of curves\nlet rhinoGeometry=rhinoObject.geometry();if(rhinoGeometry.objectType===rhino.ObjectType.Curve){let material=new rhino.Material;material.name=layer.name;material.diffuseColor=layer.color;return material;}}}}else if(rhinoAttributes.materialSource===rhino.ObjectMaterialSource.MaterialFromParent){if(rhinoInstanceReferences.length!==0){return GetRhinoMaterial(rhino,rhinoInstanceReferences[0],[]);}}return null;}function ConvertRhinoMaterial(rhinoMaterial,callbacks){function SetColor(color,rhinoColor){color.Set(rhinoColor.r,rhinoColor.g,rhinoColor.b);}function IsBlack(rhinoColor){return rhinoColor.r===0&&rhinoColor.g===0&&rhinoColor.b===0;}function IsWhite(rhinoColor){return rhinoColor.r===255&&rhinoColor.g===255&&rhinoColor.b===255;}let material=null;let physicallyBased=rhinoMaterial.physicallyBased();if(physicallyBased.supported){material=new PhysicalMaterial;material.metalness=physicallyBased.metallic?1:0;material.roughness=physicallyBased.roughness;}else{material=new PhongMaterial;SetColor(material.ambient,rhinoMaterial.ambientColor);SetColor(material.specular,rhinoMaterial.specularColor);}material.name=rhinoMaterial.name;SetColor(material.color,rhinoMaterial.diffuseColor);material.opacity=1-rhinoMaterial.transparency;UpdateMaterialTransparency(material);if(IsBlack(material.color)&&!IsWhite(rhinoMaterial.reflectionColor)){SetColor(material.color,rhinoMaterial.reflectionColor);}if(IsBlack(material.color)&&!IsWhite(rhinoMaterial.transparentColor)){SetColor(material.color,rhinoMaterial.transparentColor);}let rhinoTexture=rhinoMaterial.getBitmapTexture();if(rhinoTexture){let texture=new TextureMap;let textureName=GetFileName(rhinoTexture.fileName);let textureBuffer=callbacks.getFileBuffer(textureName);texture.name=textureName;texture.buffer=textureBuffer;material.diffuseMap=texture;}return material;}function FindMatchingMaterial(model,rhinoMaterial,callbacks){let material=ConvertRhinoMaterial(rhinoMaterial,callbacks);for(let i=0;i<model.MaterialCount();i++){let current=model.GetMaterial(i);if(current.IsEqual(material)){return i;}}return model.AddMaterial(material);}let rhinoMaterial=GetRhinoMaterial(this.rhino,rhinoObject,rhinoInstanceReferences);if(rhinoMaterial===null){return null;}return FindMatchingMaterial(this.model,rhinoMaterial,this.callbacks);}constructor(){super();this.rhino=null;}}class BinaryReader{GetPosition(){return this.position;}SetPosition(position){this.position=position;}GetByteLength(){return this.arrayBuffer.byteLength;}Skip(bytes){this.position=this.position+bytes;}End(){return this.position>=this.arrayBuffer.byteLength;}ReadArrayBuffer(byteLength){let originalBufferView=new Uint8Array(this.arrayBuffer);let arrayBuffer=new ArrayBuffer(byteLength);let bufferView=new Uint8Array(arrayBuffer);let subArray=originalBufferView.subarray(this.position,this.position+byteLength);bufferView.set(subArray,0);this.position+=byteLength;return arrayBuffer;}ReadBoolean8(){let result=this.dataView.getInt8(this.position);this.position=this.position+1;return result?true:false;}ReadCharacter8(){let result=this.dataView.getInt8(this.position);this.position=this.position+1;return result;}ReadUnsignedCharacter8(){let result=this.dataView.getUint8(this.position);this.position=this.position+1;return result;}ReadInteger16(){let result=this.dataView.getInt16(this.position,this.isLittleEndian);this.position=this.position+2;return result;}ReadUnsignedInteger16(){let result=this.dataView.getUint16(this.position,this.isLittleEndian);this.position=this.position+2;return result;}ReadInteger32(){let result=this.dataView.getInt32(this.position,this.isLittleEndian);this.position=this.position+4;return result;}ReadUnsignedInteger32(){let result=this.dataView.getUint32(this.position,this.isLittleEndian);this.position=this.position+4;return result;}ReadFloat32(){let result=this.dataView.getFloat32(this.position,this.isLittleEndian);this.position=this.position+4;return result;}ReadDouble64(){let result=this.dataView.getFloat64(this.position,this.isLittleEndian);this.position=this.position+8;return result;}constructor(arrayBuffer,isLittleEndian){this.arrayBuffer=arrayBuffer;this.dataView=new DataView(arrayBuffer);this.isLittleEndian=isLittleEndian;this.position=0;}}const CHUNK3DS={MAIN3DS:19789,EDIT3DS:15677,EDIT_MATERIAL:45055,MAT_NAME:40960,MAT_AMBIENT:40976,MAT_DIFFUSE:40992,MAT_SPECULAR:41008,MAT_SHININESS:41024,MAT_SHININESS_STRENGTH:41025,MAT_TRANSPARENCY:41040,MAT_COLOR_F:16,MAT_COLOR:17,MAT_LIN_COLOR:18,MAT_LIN_COLOR_F:19,MAT_TEXMAP:41472,MAT_TEXMAP_NAME:41728,MAT_TEXMAP_UOFFSET:41816,MAT_TEXMAP_VOFFSET:41818,MAT_TEXMAP_USCALE:41812,MAT_TEXMAP_VSCALE:41814,MAT_TEXMAP_ROTATION:41820,PERCENTAGE:48,PERCENTAGE_F:49,EDIT_OBJECT:16384,OBJ_TRIMESH:16640,OBJ_LIGHT:17920,OBJ_CAMERA:18176,TRI_VERTEX:16656,TRI_TEXVERTEX:16704,TRI_FACE:16672,TRI_TRANSFORMATION:16736,TRI_MATERIAL:16688,TRI_SMOOTH:16720,KF3DS:45056,OBJECT_NODE:45058,OBJECT_HIERARCHY:45072,OBJECT_INSTANCE_NAME:45073,OBJECT_PIVOT:45075,OBJECT_POSITION:45088,OBJECT_ROTATION:45089,OBJECT_SCALE:45090,OBJECT_ID:45104};class Importer3dsNode{constructor(){this.id=-1;this.name=\"\";this.flags=-1;this.parentId=-1;this.instanceName=\"\";this.pivot=[0,0,0];this.positions=[];this.rotations=[];this.scales=[];}}class Importer3dsNodeList{IsEmpty(){return this.nodes.length===0;}AddNode(node){this.nodes.push(node);this.nodeIdToNode.set(node.nodeId,node);}GetNodes(){return this.nodes;}constructor(){this.nodes=[];this.nodeIdToNode=new Map;}}class Importer3ds extends ImporterBase{CanImportExtension(extension){return extension===\"3ds\";}GetUpDirection(){return Direction.Z;}ClearContent(){this.materialNameToIndex=null;this.meshNameToIndex=null;this.nodeList=null;}ResetContent(){this.materialNameToIndex=new Map;this.meshNameToIndex=new Map;this.nodeList=new Importer3dsNodeList;}ImportContent(fileContent,onFinish){this.ProcessBinary(fileContent);onFinish();}ProcessBinary(fileContent){let reader=new BinaryReader(fileContent,true);let endByte=reader.GetByteLength();this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.MAIN3DS){this.ReadMainChunk(reader,chunkLength);}else{this.SkipChunk(reader,chunkLength);}});}ReadMainChunk(reader,length){let endByte=this.GetChunkEnd(reader,length);this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.EDIT3DS){this.ReadEditorChunk(reader,chunkLength);}else if(chunkId===CHUNK3DS.KF3DS){this.ReadKeyFrameChunk(reader,chunkLength);}else{this.SkipChunk(reader,chunkLength);}});this.BuildNodeHierarchy();}ReadEditorChunk(reader,length){let endByte=this.GetChunkEnd(reader,length);this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.EDIT_MATERIAL){this.ReadMaterialChunk(reader,chunkLength);}else if(chunkId===CHUNK3DS.EDIT_OBJECT){this.ReadObjectChunk(reader,chunkLength);}else{this.SkipChunk(reader,chunkLength);}});}ReadMaterialChunk(reader,length){let material=new PhongMaterial;let endByte=this.GetChunkEnd(reader,length);let shininess=null;let shininessStrength=null;this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.MAT_NAME){material.name=this.ReadName(reader);}else if(chunkId===CHUNK3DS.MAT_AMBIENT){material.ambient=this.ReadColorChunk(reader,chunkLength);}else if(chunkId===CHUNK3DS.MAT_DIFFUSE){material.color=this.ReadColorChunk(reader,chunkLength);}else if(chunkId===CHUNK3DS.MAT_SPECULAR){material.specular=this.ReadColorChunk(reader,chunkLength);}else if(chunkId===CHUNK3DS.MAT_SHININESS){shininess=this.ReadPercentageChunk(reader,chunkLength);}else if(chunkId===CHUNK3DS.MAT_SHININESS_STRENGTH){shininessStrength=this.ReadPercentageChunk(reader,chunkLength);}else if(chunkId===CHUNK3DS.MAT_TRANSPARENCY){material.opacity=1-this.ReadPercentageChunk(reader,chunkLength);UpdateMaterialTransparency(material);}else if(chunkId===CHUNK3DS.MAT_TEXMAP){material.diffuseMap=this.ReadTextureMapChunk(reader,chunkLength);UpdateMaterialTransparency(material);}else{this.SkipChunk(reader,chunkLength);}});if(shininess!==null&&shininessStrength!==null){material.shininess=shininess*shininessStrength/10;}let materialIndex=this.model.AddMaterial(material);this.materialNameToIndex.set(material.name,materialIndex);}ReadTextureMapChunk(reader,length){let texture=new TextureMap;let endByte=this.GetChunkEnd(reader,length);this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.MAT_TEXMAP_NAME){let textureName=this.ReadName(reader);let textureBuffer=this.callbacks.getFileBuffer(textureName);texture.name=textureName;texture.buffer=textureBuffer;}else if(chunkId===CHUNK3DS.MAT_TEXMAP_UOFFSET){texture.offset.x=reader.ReadFloat32();}else if(chunkId===CHUNK3DS.MAT_TEXMAP_VOFFSET){texture.offset.y=reader.ReadFloat32();}else if(chunkId===CHUNK3DS.MAT_TEXMAP_USCALE){texture.scale.x=reader.ReadFloat32();}else if(chunkId===CHUNK3DS.MAT_TEXMAP_VSCALE){texture.scale.y=reader.ReadFloat32();}else if(chunkId===CHUNK3DS.MAT_TEXMAP_ROTATION){texture.rotation=reader.ReadFloat32()*DegRad;}else{this.SkipChunk(reader,chunkLength);}});return texture;}ReadColorChunk(reader,length){let color=new RGBColor(0,0,0);let endByte=this.GetChunkEnd(reader,length);let hasLinColor=false;this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.MAT_COLOR){if(!hasLinColor){color.r=reader.ReadUnsignedCharacter8();color.g=reader.ReadUnsignedCharacter8();color.b=reader.ReadUnsignedCharacter8();}}else if(chunkId===CHUNK3DS.MAT_LIN_COLOR){color.r=reader.ReadUnsignedCharacter8();color.g=reader.ReadUnsignedCharacter8();color.b=reader.ReadUnsignedCharacter8();hasLinColor=true;}else if(chunkId===CHUNK3DS.MAT_COLOR_F){if(!hasLinColor){color.r=ColorComponentFromFloat(reader.ReadFloat32());color.g=ColorComponentFromFloat(reader.ReadFloat32());color.b=ColorComponentFromFloat(reader.ReadFloat32());}}else if(chunkId===CHUNK3DS.MAT_LIN_COLOR_F){color.r=ColorComponentFromFloat(reader.ReadFloat32());color.g=ColorComponentFromFloat(reader.ReadFloat32());color.b=ColorComponentFromFloat(reader.ReadFloat32());hasLinColor=true;}else{this.SkipChunk(reader,chunkLength);}});return color;}ReadPercentageChunk(reader,length){let percentage=0;let endByte=this.GetChunkEnd(reader,length);this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.PERCENTAGE){percentage=reader.ReadUnsignedInteger16()/100;}else if(chunkId===CHUNK3DS.PERCENTAGE_F){percentage=reader.ReadFloat32();}else{this.SkipChunk(reader,chunkLength);}});return percentage;}ReadObjectChunk(reader,length){let endByte=this.GetChunkEnd(reader,length);let objectName=this.ReadName(reader);this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.OBJ_TRIMESH){this.ReadMeshChunk(reader,chunkLength,objectName);}else{this.SkipChunk(reader,chunkLength);}});}ReadMeshChunk(reader,length,objectName){function ApplyMeshTransformation(mesh,meshMatrix){if(!meshMatrix.IsValid()){return;}let determinant=meshMatrix.Determinant();let mirrorByX=IsNegative(determinant);if(mirrorByX){let scaleMatrix=new Matrix().CreateScale(-1,1,1);meshMatrix=scaleMatrix.MultiplyMatrix(meshMatrix);}let invMeshMatrix=meshMatrix.Invert();if(invMeshMatrix===null){return;}let transformation=new Transformation(invMeshMatrix);TransformMesh(mesh,transformation);if(mirrorByX){FlipMeshTrianglesOrientation(mesh);}}let mesh=new Mesh;mesh.SetName(objectName);let endByte=this.GetChunkEnd(reader,length);let matrixElements=null;this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.TRI_VERTEX){this.ReadVerticesChunk(mesh,reader);}else if(chunkId===CHUNK3DS.TRI_TEXVERTEX){this.ReadTextureVerticesChunk(mesh,reader);}else if(chunkId===CHUNK3DS.TRI_FACE){this.ReadFacesChunk(mesh,reader,chunkLength);}else if(chunkId===CHUNK3DS.TRI_TRANSFORMATION){matrixElements=this.ReadTransformationChunk(reader);}else{this.SkipChunk(reader,chunkLength);}});if(mesh.VertexCount()===mesh.TextureUVCount()){for(let i=0;i<mesh.TriangleCount();i++){let triangle=mesh.GetTriangle(i);triangle.SetTextureUVs(triangle.v0,triangle.v1,triangle.v2);}}let meshMatrix=new Matrix(matrixElements);ApplyMeshTransformation(mesh,meshMatrix);let meshIndex=this.model.AddMesh(mesh);this.meshNameToIndex.set(mesh.GetName(),meshIndex);}ReadVerticesChunk(mesh,reader){let vertexCount=reader.ReadUnsignedInteger16();for(let i=0;i<vertexCount;i++){let x=reader.ReadFloat32();let y=reader.ReadFloat32();let z=reader.ReadFloat32();mesh.AddVertex(new Coord3D(x,y,z));}}ReadTextureVerticesChunk(mesh,reader){let texVertexCount=reader.ReadUnsignedInteger16();for(let i=0;i<texVertexCount;i++){let x=reader.ReadFloat32();let y=reader.ReadFloat32();mesh.AddTextureUV(new Coord2D(x,y));}}ReadFacesChunk(mesh,reader,length){let endByte=this.GetChunkEnd(reader,length);let faceCount=reader.ReadUnsignedInteger16();for(let i=0;i<faceCount;i++){let v0=reader.ReadUnsignedInteger16();let v1=reader.ReadUnsignedInteger16();let v2=reader.ReadUnsignedInteger16();reader.ReadUnsignedInteger16()// flags\n;mesh.AddTriangle(new Triangle(v0,v1,v2));}this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.TRI_MATERIAL){this.ReadFaceMaterialsChunk(mesh,reader);}else if(chunkId===CHUNK3DS.TRI_SMOOTH){this.ReadFaceSmoothingGroupsChunk(mesh,faceCount,reader);}else{this.SkipChunk(reader,chunkLength);}});}ReadFaceMaterialsChunk(mesh,reader){let materialName=this.ReadName(reader);let materialIndex=this.materialNameToIndex.get(materialName);let faceCount=reader.ReadUnsignedInteger16();for(let i=0;i<faceCount;i++){let faceIndex=reader.ReadUnsignedInteger16();let triangle=mesh.GetTriangle(faceIndex);if(materialIndex!==undefined){triangle.mat=materialIndex;}}}ReadFaceSmoothingGroupsChunk(mesh,faceCount,reader){for(let i=0;i<faceCount;i++){let smoothingGroup=reader.ReadUnsignedInteger32();let triangle=mesh.GetTriangle(i);triangle.curve=smoothingGroup;}}ReadTransformationChunk(reader){let matrix=[];for(let i=0;i<4;i++){for(let j=0;j<3;j++){matrix.push(reader.ReadFloat32());}if(i<3){matrix.push(0);}else{matrix.push(1);}}return matrix;}ReadKeyFrameChunk(reader,length){let endByte=this.GetChunkEnd(reader,length);this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.OBJECT_NODE){this.ReadObjectNodeChunk(reader,chunkLength);}else{this.SkipChunk(reader,chunkLength);}});}BuildNodeHierarchy(){function GetNodeTransformation(node3ds,isMeshNode){function GetNodePosition(node3ds){if(node3ds.positions.length===0){return[0,0,0];}return node3ds.positions[0];}function GetNodeRotation(node3ds){function GetQuaternionFromAxisAndAngle(axisAngle){let result=[0,0,0,1];let length=Math.sqrt(axisAngle[0]*axisAngle[0]+axisAngle[1]*axisAngle[1]+axisAngle[2]*axisAngle[2]);if(length>0){let omega=axisAngle[3]*-.5;let si=Math.sin(omega)/length;result=[si*axisAngle[0],si*axisAngle[1],si*axisAngle[2],Math.cos(omega)];}return result;}if(node3ds.rotations.length===0){return[0,0,0,1];}let rotation=node3ds.rotations[0];return GetQuaternionFromAxisAndAngle(rotation);}function GetNodeScale(node3ds){if(node3ds.scales.length===0){return[1,1,1];}return node3ds.scales[0];}let matrix=new Matrix;matrix.ComposeTRS(ArrayToCoord3D(GetNodePosition(node3ds)),ArrayToQuaternion(GetNodeRotation(node3ds)),ArrayToCoord3D(GetNodeScale(node3ds)));if(isMeshNode){let pivotPoint=node3ds.pivot;let pivotMatrix=new Matrix().CreateTranslation(-pivotPoint[0],-pivotPoint[1],-pivotPoint[2]);matrix=pivotMatrix.MultiplyMatrix(matrix);}return new Transformation(matrix);}let rootNode=this.model.GetRootNode();if(this.nodeList.IsEmpty()){for(let meshIndex=0;meshIndex<this.model.MeshCount();meshIndex++){rootNode.AddMeshIndex(meshIndex);}}else{let nodeIdToModelNode=new Map;for(let node3ds of this.nodeList.GetNodes()){let node=new Node;if(node3ds.name.length>0&&node3ds.name!==\"$$$DUMMY\"){node.SetName(node3ds.name);if(node3ds.instanceName.length>0){node.SetName(node.GetName()+\" \"+node3ds.instanceName);}}if(node3ds.parentId===65535||!nodeIdToModelNode.has(node3ds.parentId)){rootNode.AddChildNode(node);}else{let parentNode=nodeIdToModelNode.get(node3ds.parentId);parentNode.AddChildNode(node);}nodeIdToModelNode.set(node3ds.id,node);let isMeshNode=this.meshNameToIndex.has(node3ds.name);node.SetTransformation(GetNodeTransformation(node3ds,isMeshNode));if(isMeshNode){node.AddMeshIndex(this.meshNameToIndex.get(node3ds.name));}}}}ReadObjectNodeChunk(reader,length){function ReadTrackVector(obj,reader,type){let result=[];reader.Skip(10);let keyNum=reader.ReadInteger32();for(let i=0;i<keyNum;i++){reader.ReadInteger32();let flags=reader.ReadUnsignedInteger16();if(flags!==0){reader.ReadFloat32();}let current=null;if(type===CHUNK3DS.OBJECT_ROTATION){let tmp=reader.ReadFloat32();current=obj.ReadVector(reader);current[3]=tmp;}else{current=obj.ReadVector(reader);}result.push(current);}return result;}let node3ds=new Importer3dsNode;let endByte=this.GetChunkEnd(reader,length);this.ReadChunks(reader,endByte,(chunkId,chunkLength)=>{if(chunkId===CHUNK3DS.OBJECT_HIERARCHY){node3ds.name=this.ReadName(reader);node3ds.flags=reader.ReadUnsignedInteger32();node3ds.parentId=reader.ReadUnsignedInteger16();}else if(chunkId===CHUNK3DS.OBJECT_INSTANCE_NAME){node3ds.instanceName=this.ReadName(reader);}else if(chunkId===CHUNK3DS.OBJECT_PIVOT){node3ds.pivot=this.ReadVector(reader);}else if(chunkId===CHUNK3DS.OBJECT_POSITION){node3ds.positions=ReadTrackVector(this,reader,CHUNK3DS.OBJECT_POSITION);}else if(chunkId===CHUNK3DS.OBJECT_ROTATION){node3ds.rotations=ReadTrackVector(this,reader,CHUNK3DS.OBJECT_ROTATION);}else if(chunkId===CHUNK3DS.OBJECT_SCALE){node3ds.scales=ReadTrackVector(this,reader,CHUNK3DS.OBJECT_SCALE);}else if(chunkId===CHUNK3DS.OBJECT_ID){node3ds.id=reader.ReadUnsignedInteger16();}else{this.SkipChunk(reader,chunkLength);}});this.nodeList.AddNode(node3ds);}ReadName(reader){let name=\"\";let char=0;let count=0;while(count<64){char=reader.ReadCharacter8();if(char===0){break;}name=name+String.fromCharCode(char);count=count+1;}return name;}ReadVector(reader){let result=[reader.ReadFloat32(),reader.ReadFloat32(),reader.ReadFloat32()];return result;}ReadChunks(reader,endByte,onChunk){while(reader.GetPosition()<=endByte-6){let chunkId=reader.ReadUnsignedInteger16();let chunkLength=reader.ReadUnsignedInteger32();onChunk(chunkId,chunkLength);}}GetChunkEnd(reader,length){return reader.GetPosition()+length-6;}SkipChunk(reader,length){reader.Skip(length-6);}constructor(){super();}}const GltfComponentType={BYTE:5120,UNSIGNED_BYTE:5121,SHORT:5122,UNSIGNED_SHORT:5123,UNSIGNED_INT:5125,FLOAT:5126};const GltfDataType={SCALAR:0,VEC2:1,VEC3:2,VEC4:3,MAT2:4,MAT3:5,MAT4:6};const GltfRenderMode={POINTS:0,LINES:1,LINE_LOOP:2,LINE_STRIP:3,TRIANGLES:4,TRIANGLE_STRIP:5,TRIANGLE_FAN:6};const GltfConstants={GLTF_STRING:1179937895,JSON_CHUNK_TYPE:1313821514,BINARY_CHUNK_TYPE:5130562};function GetGltfColor(color){return RGBColorFromFloatComponents(LinearToSRGB(color[0]),LinearToSRGB(color[1]),LinearToSRGB(color[2]));}function GetGltfVertexColor(color,componentType){function GetColorComponent(component,componentType){let normalized=component;if(componentType===GltfComponentType.UNSIGNED_BYTE){normalized/=255;}else if(componentType===GltfComponentType.UNSIGNED_SHORT){normalized/=65535;}return ColorComponentFromFloat(LinearToSRGB(normalized));}return new RGBColor(GetColorComponent(color[0],componentType),GetColorComponent(color[1],componentType),GetColorComponent(color[2],componentType));}class GltfBufferReader{SetComponentType(componentType){this.componentType=componentType;}SetDataType(dataType){if(dataType===\"SCALAR\"){this.dataType=GltfDataType.SCALAR;}else if(dataType===\"VEC2\"){this.dataType=GltfDataType.VEC2;}else if(dataType===\"VEC3\"){this.dataType=GltfDataType.VEC3;}else if(dataType===\"VEC4\"){this.dataType=GltfDataType.VEC4;}else if(dataType===\"MAT2\"){this.dataType=GltfDataType.MAT2;}else if(dataType===\"MAT3\"){this.dataType=GltfDataType.MAT3;}else if(dataType===\"MAT4\"){this.dataType=GltfDataType.MAT4;}}SetByteStride(byteStride){this.byteStride=byteStride;}SetDataCount(dataCount){this.dataCount=dataCount;}SetSparseReader(indexReader,valueReader){this.sparseReader={indexReader:indexReader,valueReader:valueReader};}ReadArrayBuffer(byteLength){return this.reader.ReadArrayBuffer(byteLength);}GetDataCount(){return this.dataCount;}ReadData(){if(this.dataType===null){return null;}if(this.dataType===GltfDataType.SCALAR){let data=this.ReadComponent();this.SkipBytesByStride(1);return data;}else if(this.dataType===GltfDataType.VEC2){let x=this.ReadComponent();let y=this.ReadComponent();this.SkipBytesByStride(2);return new Coord2D(x,y);}else if(this.dataType===GltfDataType.VEC3){let x=this.ReadComponent();let y=this.ReadComponent();let z=this.ReadComponent();this.SkipBytesByStride(3);return new Coord3D(x,y,z);}else if(this.dataType===GltfDataType.VEC4){let x=this.ReadComponent();let y=this.ReadComponent();let z=this.ReadComponent();let w=this.ReadComponent();this.SkipBytesByStride(4);return new Coord4D(x,y,z,w);}return null;}EnumerateData(onData){if(this.sparseReader===null){for(let i=0;i<this.dataCount;i++){onData(this.ReadData());}}else{let sparseData=[];for(let i=0;i<this.sparseReader.indexReader.GetDataCount();i++){let index=this.sparseReader.indexReader.ReadData();let value=this.sparseReader.valueReader.ReadData();sparseData.push({index:index,value:value});}let sparseIndex=0;for(let i=0;i<this.dataCount;i++){let data=this.ReadData();if(sparseIndex<sparseData.length&&sparseData[sparseIndex].index===i){onData(sparseData[sparseIndex].value);sparseIndex+=1;}else{onData(data);}}}}SkipBytes(bytes){this.reader.Skip(bytes);}ReadComponent(){if(this.componentType===null){return null;}if(this.componentType===GltfComponentType.BYTE){return this.reader.ReadCharacter8();}else if(this.componentType===GltfComponentType.UNSIGNED_BYTE){return this.reader.ReadUnsignedCharacter8();}else if(this.componentType===GltfComponentType.SHORT){return this.reader.ReadInteger16();}else if(this.componentType===GltfComponentType.UNSIGNED_SHORT){return this.reader.ReadUnsignedInteger16();}else if(this.componentType===GltfComponentType.UNSIGNED_INT){return this.reader.ReadInteger32();}else if(this.componentType===GltfComponentType.FLOAT){return this.reader.ReadFloat32();}return null;}SkipBytesByStride(componentCount){if(this.byteStride===null){return;}let readBytes=componentCount*this.GetComponentSize();this.reader.Skip(this.byteStride-readBytes);}GetComponentSize(){if(this.componentType===GltfComponentType.BYTE){return 1;}else if(this.componentType===GltfComponentType.UNSIGNED_BYTE){return 1;}else if(this.componentType===GltfComponentType.SHORT){return 2;}else if(this.componentType===GltfComponentType.UNSIGNED_SHORT){return 2;}else if(this.componentType===GltfComponentType.UNSIGNED_INT){return 4;}else if(this.componentType===GltfComponentType.FLOAT){return 4;}return 0;}constructor(buffer){this.reader=new BinaryReader(buffer,true);this.componentType=null;this.dataType=null;this.byteStride=null;this.dataCount=null;this.sparseReader=null;}}class GltfExtensions{LoadLibraries(extensionsRequired,callbacks){if(extensionsRequired===undefined){callbacks.onSuccess();return;}if(this.draco===null&&extensionsRequired.indexOf(\"KHR_draco_mesh_compression\")!==-1){LoadExternalLibrary(\"draco3d\").then(()=>{console.log(\"draco 3d loaded ___________________\");DracoDecoderModule().then(draco=>{this.draco=draco;callbacks.onSuccess();});}).catch(()=>{callbacks.onError(Loc(\"Failed to load draco decoder.\"));});}else{callbacks.onSuccess();}}GetUnsupportedExtensions(extensionsRequired){let unsupportedExtensions=[];if(extensionsRequired===undefined){return unsupportedExtensions;}for(let i=0;i<extensionsRequired.length;i++){let requiredExtension=extensionsRequired[i];if(this.supportedExtensions.indexOf(requiredExtension)===-1){unsupportedExtensions.push(requiredExtension);}}return unsupportedExtensions;}ProcessMaterial(gltfMaterial,material,imporTextureFn){if(gltfMaterial.extensions===undefined){return null;}let khrSpecularGlossiness=gltfMaterial.extensions.KHR_materials_pbrSpecularGlossiness;if(khrSpecularGlossiness===undefined){return null;}let phongMaterial=new PhongMaterial;let diffuseColor=khrSpecularGlossiness.diffuseFactor;if(diffuseColor!==undefined){phongMaterial.color=GetGltfColor(diffuseColor);phongMaterial.opacity=diffuseColor[3];}let diffuseTexture=khrSpecularGlossiness.diffuseTexture;if(diffuseTexture!==undefined){phongMaterial.diffuseMap=imporTextureFn(diffuseTexture);}let specularColor=khrSpecularGlossiness.specularFactor;if(specularColor!==undefined){phongMaterial.specular=GetGltfColor(specularColor);}let specularTexture=khrSpecularGlossiness.specularGlossinessTexture;if(specularTexture!==undefined){phongMaterial.specularMap=imporTextureFn(specularTexture);}let glossiness=khrSpecularGlossiness.glossinessFactor;if(glossiness!==undefined){phongMaterial.shininess=glossiness;}return phongMaterial;}ProcessTexture(gltfTexture,texture){if(gltfTexture.extensions===undefined){return;}let khrTextureTransform=gltfTexture.extensions.KHR_texture_transform;if(khrTextureTransform!==undefined){if(khrTextureTransform.offset!==undefined){texture.offset.x=khrTextureTransform.offset[0];texture.offset.y=-khrTextureTransform.offset[1];}if(khrTextureTransform.scale!==undefined){texture.scale.x=khrTextureTransform.scale[0];texture.scale.y=khrTextureTransform.scale[1];}if(khrTextureTransform.rotation!==undefined){texture.rotation=-khrTextureTransform.rotation;}}}ProcessPrimitive(importer,gltf,primitive,mesh){function EnumerateComponents(draco,decoder,dracoMesh,attributeId,processor){let attribute=decoder.GetAttributeByUniqueId(dracoMesh,attributeId);let numComponents=attribute.num_components();let numPoints=dracoMesh.num_points();let numValues=numPoints*numComponents;let dataSize=numValues*4;let attributePtr=draco._malloc(dataSize);decoder.GetAttributeDataArrayForAllPoints(dracoMesh,attribute,draco.DT_FLOAT32,dataSize,attributePtr);let attributeArray=new Float32Array(draco.HEAPF32.buffer,attributePtr,numValues).slice();if(numComponents===2){for(let i=0;i<attributeArray.length;i+=2){processor(new Coord2D(attributeArray[i+0],attributeArray[i+1]));}}else if(numComponents===3){for(let i=0;i<attributeArray.length;i+=3){processor(new Coord3D(attributeArray[i+0],attributeArray[i+1],attributeArray[i+2]));}}else if(numComponents===4){for(let i=0;i<attributeArray.length;i+=4){processor(new Coord4D(attributeArray[i+0],attributeArray[i+1],attributeArray[i+2],attributeArray[i+3]));}}draco._free(attributePtr);}if(this.draco===null){return false;}if(primitive.extensions===undefined||primitive.extensions.KHR_draco_mesh_compression===undefined){return false;}let decoder=new this.draco.Decoder;let decoderBuffer=new this.draco.DecoderBuffer;let extensionParams=primitive.extensions.KHR_draco_mesh_compression;let compressedBufferView=gltf.bufferViews[extensionParams.bufferView];let compressedReader=importer.GetReaderFromBufferView(compressedBufferView);let compressedArrayBuffer=compressedReader.ReadArrayBuffer(compressedBufferView.byteLength);decoderBuffer.Init(new Int8Array(compressedArrayBuffer),compressedArrayBuffer.byteLength);let geometryType=decoder.GetEncodedGeometryType(decoderBuffer);if(geometryType!==this.draco.TRIANGULAR_MESH){return true;}let dracoMesh=new this.draco.Mesh;let decodingStatus=decoder.DecodeBufferToMesh(decoderBuffer,dracoMesh);if(!decodingStatus.ok()){return true;}let hasVertices=extensionParams.attributes.POSITION!==undefined;let hasVertexColors=false;let hasNormals=extensionParams.attributes.NORMAL!==undefined;let hasUVs=extensionParams.attributes.TEXCOORD_0!==undefined;if(!hasVertices){return true;}let vertexOffset=mesh.VertexCount();let vertexColorOffset=mesh.VertexColorCount();let normalOffset=mesh.NormalCount();let uvOffset=mesh.TextureUVCount();EnumerateComponents(this.draco,decoder,dracoMesh,extensionParams.attributes.POSITION,vertex=>{mesh.AddVertex(vertex);});if(hasNormals){EnumerateComponents(this.draco,decoder,dracoMesh,extensionParams.attributes.NORMAL,normal=>{mesh.AddNormal(normal);});}if(hasUVs){EnumerateComponents(this.draco,decoder,dracoMesh,extensionParams.attributes.TEXCOORD_0,uv=>{uv.y=-uv.y;mesh.AddTextureUV(uv);});}let faceCount=dracoMesh.num_faces();let indexCount=faceCount*3;let indexDataSize=indexCount*4;let indexDataPtr=this.draco._malloc(indexDataSize);decoder.GetTrianglesUInt32Array(dracoMesh,indexDataSize,indexDataPtr);let indexArray=new Uint32Array(this.draco.HEAPU32.buffer,indexDataPtr,indexCount).slice();for(let i=0;i<indexArray.length;i+=3){let v0=indexArray[i];let v1=indexArray[i+1];let v2=indexArray[i+2];importer.AddTriangle(primitive,mesh,v0,v1,v2,hasVertexColors,hasNormals,hasUVs,vertexOffset,vertexColorOffset,normalOffset,uvOffset);}this.draco._free(indexDataPtr);return true;}constructor(){this.supportedExtensions=[\"KHR_draco_mesh_compression\",\"KHR_materials_pbrSpecularGlossiness\",\"KHR_texture_transform\",\"EXT_texture_webp\"];this.draco=null;}}class ImporterGltf extends ImporterBase{CanImportExtension(extension){return extension===\"gltf\"||extension===\"glb\";}GetUpDirection(){return Direction.Y;}ClearContent(){this.bufferContents=null;this.imageIndexToTextureParams=null;}ResetContent(){this.bufferContents=[];this.imageIndexToTextureParams=new Map;}ImportContent(fileContent,onFinish){if(this.extension===\"gltf\"){this.ProcessGltf(fileContent,onFinish);}else if(this.extension===\"glb\"){this.ProcessBinaryGltf(fileContent,onFinish);}}ProcessGltf(fileContent,onFinish){let textContent=ArrayBufferToUtf8String(fileContent);let gltf=JSON.parse(textContent);if(gltf.asset.version!==\"2.0\"){this.SetError(Loc(\"Invalid glTF version.\"));onFinish();return;}for(let i=0;i<gltf.buffers.length;i++){let buffer=null;let gltfBuffer=gltf.buffers[i];let base64Buffer=Base64DataURIToArrayBuffer(gltfBuffer.uri);if(base64Buffer!==null){buffer=base64Buffer.buffer;}else{let fileBuffer=this.callbacks.getFileBuffer(gltfBuffer.uri);if(fileBuffer!==null){buffer=fileBuffer;}}if(buffer===null){this.SetError(Loc(\"One of the requested buffers is missing.\"));onFinish();return;}this.bufferContents.push(buffer);}this.ProcessMainFile(gltf,onFinish);}ProcessBinaryGltf(fileContent,onFinish){function ReadChunk(reader){let length=reader.ReadUnsignedInteger32();let type=reader.ReadUnsignedInteger32();let buffer=reader.ReadArrayBuffer(length);return{type:type,buffer:buffer};}let reader=new BinaryReader(fileContent,true);let magic=reader.ReadUnsignedInteger32();if(magic!==GltfConstants.GLTF_STRING){this.SetError(Loc(\"Invalid glTF file.\"));onFinish();return;}let version=reader.ReadUnsignedInteger32();if(version!==2){this.SetError(Loc(\"Invalid glTF version.\"));onFinish();return;}let length=reader.ReadUnsignedInteger32();if(length!==reader.GetByteLength()){this.SetError(Loc(\"Invalid glTF file.\"));onFinish();return;}let gltfTextContent=null;while(!reader.End()){let chunk=ReadChunk(reader);if(chunk.type===GltfConstants.JSON_CHUNK_TYPE){gltfTextContent=ArrayBufferToUtf8String(chunk.buffer);}else if(chunk.type===GltfConstants.BINARY_CHUNK_TYPE){this.bufferContents.push(chunk.buffer);}}if(gltfTextContent!==null){let gltf=JSON.parse(gltfTextContent);this.ProcessMainFile(gltf,onFinish);}}ProcessMainFile(gltf,onFinish){let unsupportedExtensions=this.gltfExtensions.GetUnsupportedExtensions(gltf.extensionsRequired);console.log(\"unsupported extensions\",unsupportedExtensions);console.log(\"supported extensions\",gltf.extensionsRequired);if(unsupportedExtensions.length>0){this.SetError(FLoc(\"Unsupported extension: {0}.\",unsupportedExtensions.join(\", \")));onFinish();return;}this.gltfExtensions.LoadLibraries(gltf.extensionsRequired,{onSuccess:()=>{this.ImportModel(gltf);onFinish();},onError:message=>{this.SetError(message);onFinish();}});}ImportModel(gltf){let materials=gltf.materials;if(materials!==undefined){for(let material of materials){this.ImportMaterial(gltf,material);}}let meshes=gltf.meshes;if(meshes!==undefined){for(let mesh of meshes){this.ImportMesh(gltf,mesh);}}this.ImportProperties(this.model,gltf.asset,Loc(\"Asset properties\"));this.ImportScene(gltf);}ImportProperties(modelObject,gltfObject,propertyGroupName){if(gltfObject===undefined||gltfObject===null){return;}let propertyGroup=new PropertyGroup(propertyGroupName);for(let propertyName in gltfObject){if(Object.prototype.hasOwnProperty.call(gltfObject,propertyName)){let property=null;let propertyValue=gltfObject[propertyName];if(typeof propertyValue===\"string\"){property=new Property(PropertyType.Text,propertyName,propertyValue);}else if(typeof propertyValue===\"number\"){if(Number.isInteger(propertyValue)){property=new Property(PropertyType.Integer,propertyName,propertyValue);}else{property=new Property(PropertyType.Number,propertyName,propertyValue);}}if(property!==null){propertyGroup.AddProperty(property);}}}if(propertyGroup.PropertyCount()===0){return;}modelObject.AddPropertyGroup(propertyGroup);}GetDefaultScene(gltf){let defaultSceneIndex=gltf.scene||0;if(defaultSceneIndex>=gltf.scenes.length){return null;}return gltf.scenes[defaultSceneIndex];}ImportMaterial(gltf,gltfMaterial){let material=new PhysicalMaterial;if(gltfMaterial.name!==undefined){material.name=gltfMaterial.name;}material.color=GetGltfColor([1,1,1]);if(gltfMaterial.pbrMetallicRoughness!==undefined){let baseColor=gltfMaterial.pbrMetallicRoughness.baseColorFactor;if(baseColor!==undefined){material.color=GetGltfColor(baseColor);material.opacity=baseColor[3];}let metallicFactor=gltfMaterial.pbrMetallicRoughness.metallicFactor;if(metallicFactor!==undefined){material.metalness=metallicFactor;}let roughnessFactor=gltfMaterial.pbrMetallicRoughness.roughnessFactor;if(roughnessFactor!==undefined){material.roughness=roughnessFactor;}let emissiveColor=gltfMaterial.emissiveFactor;if(emissiveColor!==undefined){material.emissive=GetGltfColor(emissiveColor);}material.diffuseMap=this.ImportTexture(gltf,gltfMaterial.pbrMetallicRoughness.baseColorTexture);material.metalnessMap=this.ImportTexture(gltf,gltfMaterial.pbrMetallicRoughness.metallicRoughnessTexture);material.normalMap=this.ImportTexture(gltf,gltfMaterial.normalTexture);material.emissiveMap=this.ImportTexture(gltf,gltfMaterial.emissiveTexture);if(material.diffuseMap!==null){material.multiplyDiffuseMap=true;}let alphaMode=gltfMaterial.alphaMode;if(alphaMode!==undefined){if(alphaMode===\"BLEND\"){material.transparent=true;}else if(alphaMode===\"MASK\"){material.transparent=true;material.alphaTest=gltfMaterial.alphaCutoff||.5;}}}let newMaterial=this.gltfExtensions.ProcessMaterial(gltfMaterial,material,textureRef=>{return this.ImportTexture(gltf,textureRef);});if(newMaterial!==null){material=newMaterial;}this.model.AddMaterial(material);}ImportTexture(gltf,gltfTextureRef){// console.log(\"ImportTexture_____________________\", gltf.images)\nif(gltfTextureRef===undefined||gltfTextureRef===null){return null;}let texture=new TextureMap;let gltfTexture=gltf.textures[gltfTextureRef.index];let gltfImageIndex=gltfTexture.source;if(gltfImageIndex===undefined){console.log(\"gltfTexture webp\",gltfTexture.extensions.EXT_texture_webp.ampsource);if(gltfTexture.extensions&&gltfTexture.extensions.EXT_texture_webp){gltfImageIndex=gltfTexture.extensions.EXT_texture_webp.source;}}let gltfImage=gltf.images[gltfImageIndex];let textureParams=null;if(this.imageIndexToTextureParams.has(gltfImageIndex)){textureParams=this.imageIndexToTextureParams.get(gltfImageIndex);}else{textureParams={name:null,mimeType:null,buffer:null};let textureIndexString=gltfImageIndex.toString();if(gltfImage.uri!==undefined){let base64Buffer=Base64DataURIToArrayBuffer(gltfImage.uri);if(base64Buffer!==null){textureParams.name=\"Embedded_\"+textureIndexString+\".\"+GetFileExtensionFromMimeType(base64Buffer.mimeType);textureParams.mimeType=base64Buffer.mimeType;textureParams.buffer=base64Buffer.buffer;}else{let textureBuffer=this.callbacks.getFileBuffer(gltfImage.uri);textureParams.name=gltfImage.uri;textureParams.buffer=textureBuffer;}}else if(gltfImage.bufferView!==undefined){let bufferView=gltf.bufferViews[gltfImage.bufferView];let reader=this.GetReaderFromBufferView(bufferView);if(reader!==null){let buffer=reader.ReadArrayBuffer(bufferView.byteLength);textureParams.name=\"Binary_\"+textureIndexString+\".\"+GetFileExtensionFromMimeType(gltfImage.mimeType);textureParams.mimeType=gltfImage.mimeType;textureParams.buffer=buffer;}}// Handle WebP texture specifically\nconsole.log(\"hiiiiiii_web_P____working:\"+textureParams.mimeType);if(textureParams.mimeType===\"image/webp\"){// Assuming you have a WebP decoder or using a library for decoding\ntry{let decodedBuffer=DecodeWebP(textureParams.buffer)// Replace with your WebP decoder\n;textureParams.buffer=decodedBuffer;textureParams.mimeType=\"image/png\"// Change the mime type to PNG after decoding\n;textureParams.name=textureParams.name.replace(\".webp\",\".png\");}catch(error){console.error(\"Failed to decode WebP texture:\",error);return null;}}else{}this.imageIndexToTextureParams.set(gltfImageIndex,textureParams);}texture.name=textureParams.name;texture.mimeType=textureParams.mimeType;texture.buffer=textureParams.buffer;this.gltfExtensions.ProcessTexture(gltfTextureRef,texture);console.log(\"imported texture\",texture);return texture;}ImportMesh(gltf,gltfMesh){let mesh=new Mesh;this.model.AddMesh(mesh);if(gltfMesh.name!==undefined){mesh.SetName(gltfMesh.name);}for(let i=0;i<gltfMesh.primitives.length;i++){let primitive=gltfMesh.primitives[i];this.ImportPrimitive(gltf,primitive,mesh);}this.ImportProperties(mesh,gltfMesh.extras,Loc(\"Mesh properties\"));}ImportPrimitive(gltf,primitive,mesh){function HasAttribute(gltf,primitive,attributeName){let accessorIndex=primitive.attributes[attributeName];if(accessorIndex===undefined){return false;}let accessor=gltf.accessors[accessorIndex];if(accessor===undefined||accessor.count===0){return false;}return true;}if(this.gltfExtensions.ProcessPrimitive(this,gltf,primitive,mesh)){return;}if(primitive.attributes===undefined){return;}let hasVertices=HasAttribute(gltf,primitive,\"POSITION\");let hasVertexColors=HasAttribute(gltf,primitive,\"COLOR_0\");let hasNormals=HasAttribute(gltf,primitive,\"NORMAL\");let hasUVs=HasAttribute(gltf,primitive,\"TEXCOORD_0\");let hasIndices=primitive.indices!==undefined;let mode=GltfRenderMode.TRIANGLES;if(primitive.mode!==undefined){mode=primitive.mode;}if(mode!==GltfRenderMode.TRIANGLES&&mode!==GltfRenderMode.TRIANGLE_STRIP&&mode!==GltfRenderMode.TRIANGLE_FAN){return;}let vertexOffset=mesh.VertexCount();let vertexColorOffset=mesh.VertexColorCount();let normalOffset=mesh.NormalCount();let uvOffset=mesh.TextureUVCount();if(hasVertices){let accessor=gltf.accessors[primitive.attributes.POSITION];let reader=this.GetReaderFromAccessor(gltf,accessor);if(reader===null){return;}reader.EnumerateData(data=>{mesh.AddVertex(data);});}else{return;}let vertexCount=mesh.VertexCount()-vertexOffset;if(hasVertexColors){let accessor=gltf.accessors[primitive.attributes.COLOR_0];let reader=this.GetReaderFromAccessor(gltf,accessor);if(reader===null){return;}reader.EnumerateData(data=>{let color=GetGltfVertexColor([data.x,data.y,data.z],reader.componentType);mesh.AddVertexColor(color);});if(mesh.VertexColorCount()-vertexColorOffset!==vertexCount){hasVertexColors=false;}}if(hasNormals){let accessor=gltf.accessors[primitive.attributes.NORMAL];let reader=this.GetReaderFromAccessor(gltf,accessor);if(reader===null){return;}reader.EnumerateData(data=>{mesh.AddNormal(data);});if(mesh.NormalCount()-normalOffset!==vertexCount){hasNormals=false;}}if(hasUVs){let accessor=gltf.accessors[primitive.attributes.TEXCOORD_0];let reader=this.GetReaderFromAccessor(gltf,accessor);if(reader===null){return;}reader.EnumerateData(data=>{data.y=-data.y;mesh.AddTextureUV(data);});if(mesh.TextureUVCount()-uvOffset!==vertexCount){hasUVs=false;}}let vertexIndices=[];if(hasIndices){let accessor=gltf.accessors[primitive.indices];let reader=this.GetReaderFromAccessor(gltf,accessor);if(reader===null){return;}reader.EnumerateData(data=>{vertexIndices.push(data);});}else{let primitiveVertexCount=mesh.VertexCount()-vertexOffset;for(let i=0;i<primitiveVertexCount;i++){vertexIndices.push(i);}}if(mode===GltfRenderMode.TRIANGLES){for(let i=0;i<vertexIndices.length;i+=3){let v0=vertexIndices[i];let v1=vertexIndices[i+1];let v2=vertexIndices[i+2];this.AddTriangle(primitive,mesh,v0,v1,v2,hasVertexColors,hasNormals,hasUVs,vertexOffset,vertexColorOffset,normalOffset,uvOffset);}}else if(mode===GltfRenderMode.TRIANGLE_STRIP){for(let i=0;i<vertexIndices.length-2;i++){let v0=vertexIndices[i];let v1=vertexIndices[i+1];let v2=vertexIndices[i+2];if(i%2===1){let tmp=v1;v1=v2;v2=tmp;}this.AddTriangle(primitive,mesh,v0,v1,v2,hasVertexColors,hasNormals,hasUVs,vertexOffset,vertexColorOffset,normalOffset,uvOffset);}}else if(mode===GltfRenderMode.TRIANGLE_FAN){for(let i=1;i<vertexIndices.length-1;i++){let v0=vertexIndices[0];let v1=vertexIndices[i];let v2=vertexIndices[i+1];this.AddTriangle(primitive,mesh,v0,v1,v2,hasVertexColors,hasNormals,hasUVs,vertexOffset,vertexColorOffset,normalOffset,uvOffset);}}}AddTriangle(primitive,mesh,v0,v1,v2,hasVertexColors,hasNormals,hasUVs,vertexOffset,vertexColorOffset,normalOffset,uvOffset){let triangle=new Triangle(vertexOffset+v0,vertexOffset+v1,vertexOffset+v2);if(hasVertexColors){triangle.SetVertexColors(vertexColorOffset+v0,vertexColorOffset+v1,vertexColorOffset+v2);}if(hasNormals){triangle.SetNormals(normalOffset+v0,normalOffset+v1,normalOffset+v2);}if(hasUVs){triangle.SetTextureUVs(uvOffset+v0,uvOffset+v1,uvOffset+v2);}if(primitive.material!==undefined){triangle.mat=primitive.material;}mesh.AddTriangle(triangle);}ImportScene(gltf){let scene=this.GetDefaultScene(gltf);if(scene===null){return;}let rootNode=this.model.GetRootNode();for(let nodeIndex of scene.nodes){let gltfNode=gltf.nodes[nodeIndex];this.ImportNode(gltf,gltfNode,rootNode);}this.ImportProperties(this.model,scene.extras,Loc(\"Scene properties\"));}ImportNode(gltf,gltfNode,parentNode){function GetNodeTransformation(gltfNode){let matrix=new Matrix().CreateIdentity();if(gltfNode.matrix!==undefined){matrix.Set(gltfNode.matrix);}else{let translation=[0,0,0];let rotation=[0,0,0,1];let scale=[1,1,1];if(gltfNode.translation!==undefined){translation=gltfNode.translation;}if(gltfNode.rotation!==undefined){rotation=gltfNode.rotation;}if(gltfNode.scale!==undefined){scale=gltfNode.scale;}matrix.ComposeTRS(ArrayToCoord3D(translation),ArrayToQuaternion(rotation),ArrayToCoord3D(scale));}return new Transformation(matrix);}if(gltfNode.children===undefined&&gltfNode.mesh===undefined){return;}let node=new Node;if(gltfNode.name!==undefined){node.SetName(gltfNode.name);}node.SetTransformation(GetNodeTransformation(gltfNode));parentNode.AddChildNode(node);if(gltfNode.children!==undefined){for(let childIndex of gltfNode.children){let childGltfNode=gltf.nodes[childIndex];this.ImportNode(gltf,childGltfNode,node);}}if(gltfNode.mesh!==undefined){let mesh=this.model.GetMesh(gltfNode.mesh);this.ImportProperties(mesh,gltfNode.extras,Loc(\"Node properties\"));node.AddMeshIndex(gltfNode.mesh);}}GetReaderFromBufferView(bufferView){let bufferIndex=bufferView.buffer||0;let buffer=this.bufferContents[bufferIndex];if(buffer===undefined||buffer===null){return null;}let reader=new GltfBufferReader(buffer);reader.SkipBytes(bufferView.byteOffset||0);let byteStride=bufferView.byteStride;if(byteStride!==undefined&&byteStride!==0){reader.SetByteStride(byteStride);}return reader;}GetReaderFromAccessor(gltf,accessor){let bufferViewIndex=accessor.bufferView||0;let bufferView=gltf.bufferViews[bufferViewIndex];let reader=this.GetReaderFromBufferView(bufferView);if(reader===null){return null;}reader.SetComponentType(accessor.componentType);reader.SetDataType(accessor.type);reader.SetDataCount(accessor.count);reader.SkipBytes(accessor.byteOffset||0);if(accessor.sparse!==undefined){let indexReader=this.GetReaderFromSparseAccessor(gltf,accessor.sparse.indices,accessor.sparse.indices.componentType,\"SCALAR\",accessor.sparse.count);let valueReader=this.GetReaderFromSparseAccessor(gltf,accessor.sparse.values,accessor.componentType,accessor.type,accessor.sparse.count);if(indexReader!==null&&valueReader!==null){reader.SetSparseReader(indexReader,valueReader);}}return reader;}GetReaderFromSparseAccessor(gltf,sparseAccessor,componentType,type,count){if(sparseAccessor.bufferView===undefined){return null;}let bufferView=gltf.bufferViews[sparseAccessor.bufferView];let reader=this.GetReaderFromBufferView(bufferView);if(reader===null){return null;}reader.SetComponentType(componentType);reader.SetDataType(type);reader.SetDataCount(count);reader.SkipBytes(sparseAccessor.byteOffset||0);return reader;}constructor(){super();this.gltfExtensions=new GltfExtensions;}}class ImporterIfc extends ImporterBase{CanImportExtension(extension){return extension===\"ifc\";}GetUpDirection(){return Direction.Y;}ClearContent(){this.expressIDToMesh=null;this.colorToMaterial=null;}ResetContent(){this.expressIDToMesh=new Map;this.colorToMaterial=new ColorToMaterialConverter(this.model);}ImportContent(fileContent,onFinish){if(this.ifc===null){LoadExternalLibraryFromLibs(\"web-ifc-api-browser.js\").then(()=>{this.ifc=new WebIFC.IfcAPI;this.ifc.Init().then(()=>{this.ImportIfcContent(fileContent);onFinish();});}).catch(()=>{this.SetError(Loc(\"Failed to load web-ifc.\"));onFinish();});}else{this.ImportIfcContent(fileContent);onFinish();}}ImportIfcContent(fileContent){const fileBuffer=new Uint8Array(fileContent);const modelID=this.ifc.OpenModel(fileBuffer,{COORDINATE_TO_ORIGIN:true});const ifcMeshes=this.ifc.LoadAllGeometry(modelID);for(let meshIndex=0;meshIndex<ifcMeshes.size();meshIndex++){const ifcMesh=ifcMeshes.get(meshIndex);if(ifcMesh.geometries.size()>0){this.ImportIfcMesh(modelID,ifcMesh);}}this.ImportProperties(modelID);this.ifc.CloseModel(modelID);}ImportIfcMesh(modelID,ifcMesh){let mesh=new Mesh;mesh.SetName(FLoc(\"Mesh {0}\",ifcMesh.expressID.toString()));let vertexOffset=0;const ifcGeometries=ifcMesh.geometries;for(let geometryIndex=0;geometryIndex<ifcGeometries.size();geometryIndex++){const ifcGeometry=ifcGeometries.get(geometryIndex);const ifcGeometryData=this.ifc.GetGeometry(modelID,ifcGeometry.geometryExpressID);const ifcVertices=this.ifc.GetVertexArray(ifcGeometryData.GetVertexData(),ifcGeometryData.GetVertexDataSize());const ifcIndices=this.ifc.GetIndexArray(ifcGeometryData.GetIndexData(),ifcGeometryData.GetIndexDataSize());const materialIndex=this.GetMaterialIndexByColor(ifcGeometry.color);const matrix=new Matrix(ifcGeometry.flatTransformation);const transformation=new Transformation(matrix);for(let i=0;i<ifcVertices.length;i+=6){const x=ifcVertices[i];const y=ifcVertices[i+1];const z=ifcVertices[i+2];const coord=new Coord3D(x,y,z);const transformed=transformation.TransformCoord3D(coord);mesh.AddVertex(transformed);}// TODO: normals\nfor(let i=0;i<ifcIndices.length;i+=3){const v0=ifcIndices[i];const v1=ifcIndices[i+1];const v2=ifcIndices[i+2];const triangle=new Triangle(vertexOffset+v0,vertexOffset+v1,vertexOffset+v2);triangle.SetMaterial(materialIndex);mesh.AddTriangle(triangle);}vertexOffset+=ifcVertices.length/6;}this.expressIDToMesh.set(ifcMesh.expressID,mesh);this.model.AddMeshToRootNode(mesh);}ImportProperties(modelID){const lines=this.ifc.GetLineIDsWithType(modelID,WebIFC.IFCRELDEFINESBYPROPERTIES);for(let i=0;i<lines.size();i++){const relID=lines.get(i);const rel=this.ifc.GetLine(modelID,relID);if(Array.isArray(rel.RelatingPropertyDefinition)){continue;}rel.RelatedObjects.forEach(objectRelID=>{let element=null;if(this.expressIDToMesh.has(objectRelID.value)){element=this.expressIDToMesh.get(objectRelID.value);}else{let propSetOwner=this.ifc.GetLine(modelID,objectRelID.value,true);if(propSetOwner.type===WebIFC.IFCBUILDING){element=this.model;}}if(element===null){return;}let propSetDef=rel.RelatingPropertyDefinition;let propSet=this.ifc.GetLine(modelID,propSetDef.value,true);if(!propSet||!propSet.HasProperties){return;}let propertyGroup=new PropertyGroup(propSet.Name.value);propSet.HasProperties.forEach(property=>{if(!property||!property.Name){return;}if(!property.NominalValue||!property.NominalValue.constructor){return;}if(property.type!==WebIFC.IFCPROPERTYSINGLEVALUE){return;}let propertyName=this.GetIFCString(property.Name.value);let elemProperty=null;let strValue=null;switch(property.NominalValue.constructor.name){case\"IfcText\":case\"IfcLabel\":case\"IfcIdentifier\":case WebIFC.IFCLABEL:elemProperty=new Property(PropertyType.Text,propertyName,this.GetIFCString(property.NominalValue.value));break;case\"IfcBoolean\":case\"IfcLogical\":strValue=Loc(\"Unknown\");if(property.NominalValue.value===\"T\"){strValue=Loc(\"True\");}else if(property.NominalValue.value===\"F\"){strValue=Loc(\"False\");}elemProperty=new Property(PropertyType.Text,propertyName,strValue);break;case\"IfcInteger\":case\"IfcCountMeasure\":elemProperty=new Property(PropertyType.Integer,propertyName,property.NominalValue.value);break;case\"IfcReal\":case\"IfcLengthMeasure\":case\"IfcPositiveLengthMeasure\":case\"IfcAreaMeasure\":case\"IfcVolumeMeasure\":case\"IfcRatioMeasure\":case\"IfcPositiveRatioMeasure\":case\"IfcMassMeasure\":case\"IfcMassPerLengthMeasure\":case\"IfcPlaneAngleMeasure\":case\"IfcThermalTransmittanceMeasure\":elemProperty=new Property(PropertyType.Number,propertyName,property.NominalValue.value);break;default:// TODO\nconsole.log(property);break;}if(elemProperty!==null){propertyGroup.AddProperty(elemProperty);}});if(propertyGroup.PropertyCount()>0){element.AddPropertyGroup(propertyGroup);}});}}GetMaterialIndexByColor(ifcColor){const color=RGBColorFromFloatComponents(ifcColor.x,ifcColor.y,ifcColor.z);const alpha=parseInt(ifcColor.w*255,10);return this.colorToMaterial.GetMaterialIndex(color.r,color.g,color.b,alpha);}GetIFCString(ifcString){let decoded=this.DecodeIFCString(ifcString);if(decoded.length===0){decoded=\"-\";}return decoded;}DecodeIFCString(ifcString){// TODO: https://github.com/tomvandig/web-ifc/issues/58\nconst ifcUnicodeRegEx=/\\\\X2\\\\(.*?)\\\\X0\\\\/giu;let resultString=ifcString;let match=ifcUnicodeRegEx.exec(ifcString);while(match){const unicodeChar=String.fromCharCode(parseInt(match[1],16));resultString=resultString.replace(match[0],unicodeChar);match=ifcUnicodeRegEx.exec(ifcString);}return resultString;}constructor(){super();this.ifc=null;}}class ObjMeshConverter{AddVertex(globalIndex,globalVertices){return this.GetMeshIndex(globalIndex,globalVertices,this.globalToMeshVertices,val=>{return this.mesh.AddVertex(new Coord3D(val.x,val.y,val.z));});}AddVertexColor(globalIndex,globalVertexColors){return this.GetMeshIndex(globalIndex,globalVertexColors,this.globalToMeshVertexColors,val=>{return this.mesh.AddVertexColor(new RGBColor(val.r,val.g,val.b));});}AddNormal(globalIndex,globalNormals){return this.GetMeshIndex(globalIndex,globalNormals,this.globalToMeshNormals,val=>{return this.mesh.AddNormal(new Coord3D(val.x,val.y,val.z));});}AddUV(globalIndex,globalUvs){return this.GetMeshIndex(globalIndex,globalUvs,this.globalToMeshUvs,val=>{return this.mesh.AddTextureUV(new Coord2D(val.x,val.y));});}AddLine(line){this.mesh.AddLine(line);}AddTriangle(triangle){this.mesh.AddTriangle(triangle);}GetMeshIndex(globalIndex,globalValueArray,globalToMeshIndices,valueAdderFunc){if(isNaN(globalIndex)||globalIndex<0||globalIndex>=globalValueArray.length){return null;}if(globalToMeshIndices.has(globalIndex)){return globalToMeshIndices.get(globalIndex);}else{let globalValue=globalValueArray[globalIndex];let meshIndex=valueAdderFunc(globalValue);globalToMeshIndices.set(globalIndex,meshIndex);return meshIndex;}}constructor(mesh){this.mesh=mesh;this.globalToMeshVertices=new Map;this.globalToMeshVertexColors=new Map;this.globalToMeshNormals=new Map;this.globalToMeshUvs=new Map;}}function CreateColor(r,g,b){return RGBColorFromFloatComponents(parseFloat(r),parseFloat(g),parseFloat(b));}class ImporterObj extends ImporterBase{CanImportExtension(extension){return extension===\"obj\";}GetUpDirection(){return Direction.Y;}ClearContent(){this.globalVertices=null;this.globalVertexColors=null;this.globalNormals=null;this.globalUvs=null;this.currentMeshConverter=null;this.currentMaterial=null;this.currentMaterialIndex=null;this.meshNameToConverter=null;this.materialNameToIndex=null;}ResetContent(){this.globalVertices=[];this.globalVertexColors=[];this.globalNormals=[];this.globalUvs=[];this.currentMeshConverter=null;this.currentMaterial=null;this.currentMaterialIndex=null;this.meshNameToConverter=new Map;this.materialNameToIndex=new Map;}ImportContent(fileContent,onFinish){let textContent=ArrayBufferToUtf8String(fileContent);ReadLines(textContent,line=>{if(!this.WasError()){this.ProcessLine(line);}});onFinish();}ProcessLine(line){if(line[0]===\"#\"){return;}let parameters=ParametersFromLine(line,\"#\");if(parameters.length===0){return;}let keyword=parameters[0].toLowerCase();parameters.shift();if(this.ProcessMeshParameter(keyword,parameters,line)){return;}if(this.ProcessMaterialParameter(keyword,parameters,line)){return;}}AddNewMesh(name){if(this.meshNameToConverter.has(name)){this.currentMeshConverter=this.meshNameToConverter.get(name);}else{let mesh=new Mesh;mesh.SetName(name);this.model.AddMeshToRootNode(mesh);this.currentMeshConverter=new ObjMeshConverter(mesh);this.meshNameToConverter.set(name,this.currentMeshConverter);}}ProcessMeshParameter(keyword,parameters,line){if(keyword===\"g\"||keyword===\"o\"){if(parameters.length===0){return true;}let name=NameFromLine(line,keyword.length,\"#\");this.AddNewMesh(name);return true;}else if(keyword===\"v\"){if(parameters.length<3){return true;}this.globalVertices.push(new Coord3D(parseFloat(parameters[0]),parseFloat(parameters[1]),parseFloat(parameters[2])));if(parameters.length>=6){this.globalVertexColors.push(CreateColor(parameters[3],parameters[4],parameters[5]));}return true;}else if(keyword===\"vn\"){if(parameters.length<3){return true;}this.globalNormals.push(new Coord3D(parseFloat(parameters[0]),parseFloat(parameters[1]),parseFloat(parameters[2])));return true;}else if(keyword===\"vt\"){if(parameters.length<2){return true;}this.globalUvs.push(new Coord2D(parseFloat(parameters[0]),parseFloat(parameters[1])));return true;}else if(keyword===\"l\"){if(parameters.length<2){return true;}this.ProcessLineCommand(parameters);}else if(keyword===\"f\"){if(parameters.length<3){return true;}this.ProcessFaceCommand(parameters);return true;}return false;}ProcessMaterialParameter(keyword,parameters,line){function ExtractTextureParameters(parameters){let textureParameters=new Map;let lastParameter=null;for(let i=0;i<parameters.length-1;i++){let parameter=parameters[i];if(parameter.startsWith(\"-\")){lastParameter=parameter;textureParameters.set(lastParameter,[]);continue;}if(lastParameter!==null){textureParameters.get(lastParameter).push(parameter);}}return textureParameters;}function CreateTexture(parameters,callbacks){let texture=new TextureMap;let textureName=parameters[parameters.length-1];let textureBuffer=callbacks.getFileBuffer(textureName);texture.name=textureName;texture.buffer=textureBuffer;let textureParameters=ExtractTextureParameters(parameters);if(textureParameters.has(\"-o\")){let offsetParameters=textureParameters.get(\"-o\");if(offsetParameters.length>0){texture.offset.x=parseFloat(offsetParameters[0]);}if(offsetParameters.length>1){texture.offset.y=parseFloat(offsetParameters[1]);}}if(textureParameters.has(\"-s\")){let scaleParameters=textureParameters.get(\"-s\");if(scaleParameters.length>0){texture.scale.x=parseFloat(scaleParameters[0]);}if(scaleParameters.length>1){texture.scale.y=parseFloat(scaleParameters[1]);}}return texture;}if(keyword===\"newmtl\"){if(parameters.length===0){return true;}let material=new PhongMaterial;let materialName=NameFromLine(line,keyword.length,\"#\");let materialIndex=this.model.AddMaterial(material);material.name=materialName;this.currentMaterial=material;this.materialNameToIndex.set(materialName,materialIndex);return true;}else if(keyword===\"usemtl\"){if(parameters.length===0){return true;}let materialName=NameFromLine(line,keyword.length,\"#\");if(this.materialNameToIndex.has(materialName)){this.currentMaterialIndex=this.materialNameToIndex.get(materialName);}return true;}else if(keyword===\"mtllib\"){if(parameters.length===0){return true;}let fileName=NameFromLine(line,keyword.length,\"#\");let fileBuffer=this.callbacks.getFileBuffer(fileName);if(fileBuffer!==null){let textContent=ArrayBufferToUtf8String(fileBuffer);ReadLines(textContent,line=>{if(!this.WasError()){this.ProcessLine(line);}});}return true;}else if(keyword===\"map_kd\"){if(this.currentMaterial===null||parameters.length===0){return true;}this.currentMaterial.diffuseMap=CreateTexture(parameters,this.callbacks);UpdateMaterialTransparency(this.currentMaterial);return true;}else if(keyword===\"map_ks\"){if(this.currentMaterial===null||parameters.length===0){return true;}this.currentMaterial.specularMap=CreateTexture(parameters,this.callbacks);return true;}else if(keyword===\"map_bump\"||keyword===\"bump\"){if(this.currentMaterial===null||parameters.length===0){return true;}this.currentMaterial.bumpMap=CreateTexture(parameters,this.callbacks);return true;}else if(keyword===\"ka\"){if(this.currentMaterial===null||parameters.length<3){return true;}this.currentMaterial.ambient=CreateColor(parameters[0],parameters[1],parameters[2]);return true;}else if(keyword===\"kd\"){if(this.currentMaterial===null||parameters.length<3){return true;}this.currentMaterial.color=CreateColor(parameters[0],parameters[1],parameters[2]);return true;}else if(keyword===\"ks\"){if(this.currentMaterial===null||parameters.length<3){return true;}this.currentMaterial.specular=CreateColor(parameters[0],parameters[1],parameters[2]);return true;}else if(keyword===\"ns\"){if(this.currentMaterial===null||parameters.length<1){return true;}this.currentMaterial.shininess=parseFloat(parameters[0])/1e3;return true;}else if(keyword===\"tr\"){if(this.currentMaterial===null||parameters.length<1){return true;}this.currentMaterial.opacity=1-parseFloat(parameters[0]);UpdateMaterialTransparency(this.currentMaterial);return true;}else if(keyword===\"d\"){if(this.currentMaterial===null||parameters.length<1){return true;}this.currentMaterial.opacity=parseFloat(parameters[0]);UpdateMaterialTransparency(this.currentMaterial);return true;}return false;}ProcessLineCommand(parameters){if(this.currentMeshConverter===null){this.AddNewMesh(\"\");}let vertices=[];for(let i=0;i<parameters.length;i++){let vertexParams=parameters[i].split(\"/\");let vertexIndex=this.GetRelativeIndex(parseInt(vertexParams[0],10),this.globalVertices.length);let meshVertexIndex=this.currentMeshConverter.AddVertex(vertexIndex,this.globalVertices);if(meshVertexIndex===null){this.SetError(Loc(\"Invalid vertex index.\"));break;}vertices.push(meshVertexIndex);}let line=new Line(vertices);if(this.currentMaterialIndex!==null){line.mat=this.currentMaterialIndex;}this.currentMeshConverter.AddLine(line);}ProcessFaceCommand(parameters){let vertices=[];let colors=[];let normals=[];let uvs=[];if(this.currentMeshConverter===null){this.AddNewMesh(\"\");}for(let i=0;i<parameters.length;i++){let vertexParams=parameters[i].split(\"/\");vertices.push(this.GetRelativeIndex(parseInt(vertexParams[0],10),this.globalVertices.length));if(this.globalVertices.length===this.globalVertexColors.length){colors.push(this.GetRelativeIndex(parseInt(vertexParams[0],10),this.globalVertices.length));}if(vertexParams.length>1&&vertexParams[1].length>0){uvs.push(this.GetRelativeIndex(parseInt(vertexParams[1],10),this.globalUvs.length));}if(vertexParams.length>2&&vertexParams[2].length>0){normals.push(this.GetRelativeIndex(parseInt(vertexParams[2],10),this.globalNormals.length));}}for(let i=0;i<vertices.length-2;i++){let v0=this.currentMeshConverter.AddVertex(vertices[0],this.globalVertices);let v1=this.currentMeshConverter.AddVertex(vertices[i+1],this.globalVertices);let v2=this.currentMeshConverter.AddVertex(vertices[i+2],this.globalVertices);if(v0===null||v1===null||v2===null){this.SetError(Loc(\"Invalid vertex index.\"));break;}let triangle=new Triangle(v0,v1,v2);if(colors.length===vertices.length){let c0=this.currentMeshConverter.AddVertexColor(colors[0],this.globalVertexColors);let c1=this.currentMeshConverter.AddVertexColor(colors[i+1],this.globalVertexColors);let c2=this.currentMeshConverter.AddVertexColor(colors[i+2],this.globalVertexColors);if(c0===null||c1===null||c2===null){this.SetError(Loc(\"Invalid vertex color index.\"));break;}triangle.SetVertexColors(c0,c1,c2);}if(normals.length===vertices.length){let n0=this.currentMeshConverter.AddNormal(normals[0],this.globalNormals);let n1=this.currentMeshConverter.AddNormal(normals[i+1],this.globalNormals);let n2=this.currentMeshConverter.AddNormal(normals[i+2],this.globalNormals);if(n0===null||n1===null||n2===null){this.SetError(Loc(\"Invalid normal index.\"));break;}triangle.SetNormals(n0,n1,n2);}if(uvs.length===vertices.length){let u0=this.currentMeshConverter.AddUV(uvs[0],this.globalUvs);let u1=this.currentMeshConverter.AddUV(uvs[i+1],this.globalUvs);let u2=this.currentMeshConverter.AddUV(uvs[i+2],this.globalUvs);if(u0===null||u1===null||u2===null){this.SetError(Loc(\"Invalid uv index.\"));break;}triangle.SetTextureUVs(u0,u1,u2);}if(this.currentMaterialIndex!==null){triangle.mat=this.currentMaterialIndex;}this.currentMeshConverter.AddTriangle(triangle);}}GetRelativeIndex(index,count){if(index>0){return index-1;}else{return count+index;}}constructor(){super();}}class ImporterOff extends ImporterBase{CanImportExtension(extension){return extension===\"off\";}GetUpDirection(){return Direction.Y;}ClearContent(){this.mesh=null;this.status=null;this.colorToMaterial=null;}ResetContent(){this.mesh=new Mesh;this.model.AddMeshToRootNode(this.mesh);this.status={vertexCount:0,faceCount:0,foundVertex:0,foundFace:0};this.colorToMaterial=new ColorToMaterialConverter(this.model);}ImportContent(fileContent,onFinish){let textContent=ArrayBufferToUtf8String(fileContent);ReadLines(textContent,line=>{if(!this.WasError()){this.ProcessLine(line);}});onFinish();}ProcessLine(line){function CreateColorComponent(str){if(str.indexOf(\".\")!==-1){return ColorComponentFromFloat(parseFloat(str));}else{return parseInt(str,10);}}if(line[0]===\"#\"){return;}let parameters=ParametersFromLine(line,\"#\");if(parameters.length===0){return;}if(parameters[0]===\"OFF\"){return;}if(this.status.vertexCount===0&&this.status.faceCount===0){if(parameters.length>1){this.status.vertexCount=parseInt(parameters[0],10);this.status.faceCount=parseInt(parameters[1],10);}return;}if(this.status.foundVertex<this.status.vertexCount){if(parameters.length>=3){this.mesh.AddVertex(new Coord3D(parseFloat(parameters[0]),parseFloat(parameters[1]),parseFloat(parameters[2])));this.status.foundVertex+=1;}if(parameters.length>=6){this.mesh.AddVertexColor(new RGBColor(CreateColorComponent(parameters[3]),CreateColorComponent(parameters[4]),CreateColorComponent(parameters[5])));}return;}let hasVertexColors=this.mesh.VertexCount()===this.mesh.VertexColorCount();if(this.status.foundFace<this.status.faceCount){if(parameters.length>=4){let vertexCount=parseInt(parameters[0],10);if(parameters.length<vertexCount+1){return;}let materialIndex=null;if(!hasVertexColors&&parameters.length>=vertexCount+4){let color=new RGBColor(CreateColorComponent(parameters[vertexCount+1]),CreateColorComponent(parameters[vertexCount+2]),CreateColorComponent(parameters[vertexCount+3]));materialIndex=this.colorToMaterial.GetMaterialIndex(color.r,color.g,color.b);}for(let i=0;i<vertexCount-2;i++){let v0=parseInt(parameters[1]);let v1=parseInt(parameters[i+2]);let v2=parseInt(parameters[i+3]);let triangle=new Triangle(v0,v1,v2);if(hasVertexColors){triangle.SetVertexColors(v0,v1,v2);}else{triangle.SetMaterial(materialIndex);}this.mesh.AddTriangle(triangle);}this.status.foundFace+=1;}return;}}constructor(){super();}}const PlyHeaderCheckResult={Ok:1,NoVertices:2,NoFaces:3,UnknownError:4};class PlyHeader{SetFormat(format){this.format=format;}AddElement(name,count){this.elements.push({name:name,count:count,format:[]});}GetElements(){return this.elements;}AddSingleFormat(elemType,name){let lastElement=this.elements[this.elements.length-1];lastElement.format.push({name:name,isSingle:true,elemType:elemType});}AddListFormat(countType,elemType,name){let lastElement=this.elements[this.elements.length-1];lastElement.format.push({name:name,isSingle:false,countType:countType,elemType:elemType});}GetElement(name){for(let i=0;i<this.elements.length;i++){let element=this.elements[i];if(element.name===name){return element;}}return null;}Check(){let vertex=this.GetElement(\"vertex\");if(vertex===null||vertex.length===0||vertex.format.length<3){return PlyHeaderCheckResult.NoVertices;}let face=this.GetElement(\"face\");if(this.format===\"ascii\"){if(face===null||face.count===0||face.format.length<0){return PlyHeaderCheckResult.NoFaces;}}else if(this.format===\"binary_little_endian\"||this.format===\"binary_big_endian\"){let triStrips=this.GetElement(\"tristrips\");let hasFaces=face!==null&&face.count>0&&face.format.length>0;let hasTriStrips=triStrips!==null&&triStrips.count>0&&triStrips.format.length>0;if(!hasFaces&&!hasTriStrips){return PlyHeaderCheckResult.NoFaces;}}else{return PlyHeaderCheckResult.UnknownError;}return PlyHeaderCheckResult.Ok;}constructor(){this.format=null;this.elements=[];}}class PlyMaterialHandler{GetMaterialIndexByColor(color){let materialName=\"Color \"+IntegerToHexString(color[0])+IntegerToHexString(color[1])+IntegerToHexString(color[2])+IntegerToHexString(color[3]);if(this.colorToMaterial.has(materialName)){return this.colorToMaterial.get(materialName);}else{let material=new PhongMaterial;material.name=materialName;material.color=new RGBColor(color[0],color[1],color[2]);material.opacity=color[3]/255;UpdateMaterialTransparency(material);let materialIndex=this.model.AddMaterial(material);this.colorToMaterial.set(materialName,materialIndex);return materialIndex;}}constructor(model){this.model=model;this.colorToMaterial=new Map;}}class ImporterPly extends ImporterBase{CanImportExtension(extension){return extension===\"ply\";}GetUpDirection(){return Direction.Y;}ClearContent(){this.mesh=null;}ResetContent(){this.mesh=new Mesh;this.model.AddMeshToRootNode(this.mesh);}ImportContent(fileContent,onFinish){let headerString=this.GetHeaderContent(fileContent);let header=this.ReadHeader(headerString);let checkResult=header.Check();if(checkResult===PlyHeaderCheckResult.Ok){if(header.format===\"ascii\"){let contentString=ArrayBufferToUtf8String(fileContent);contentString=contentString.substring(headerString.length);this.ReadAsciiContent(header,contentString);}else if(header.format===\"binary_little_endian\"||header.format===\"binary_big_endian\"){this.ReadBinaryContent(header,fileContent,headerString.length);}}else{if(checkResult===PlyHeaderCheckResult.NoVertices){this.SetError(Loc(\"The model contains no vertices.\"));}else if(checkResult===PlyHeaderCheckResult.NoFaces){this.SetError(Loc(\"The model contains no faces.\"));}else{this.SetError(Loc(\"Invalid header information.\"));}}onFinish();}GetHeaderContent(fileContent){let headerContent=\"\";let bufferView=new Uint8Array(fileContent);let bufferIndex=0;for(bufferIndex=0;bufferIndex<fileContent.byteLength;bufferIndex++){headerContent+=String.fromCharCode(bufferView[bufferIndex]);if(headerContent.endsWith(\"end_header\")){break;}}bufferIndex+=1;while(bufferIndex<fileContent.byteLength){let char=String.fromCharCode(bufferView[bufferIndex]);headerContent+=char;bufferIndex+=1;if(char===\"\\n\"){break;}}return headerContent;}ReadHeader(headerContent){let header=new PlyHeader;ReadLines(headerContent,line=>{let parameters=ParametersFromLine(line,null);if(parameters.length===0||parameters[0]===\"comment\"){return;}if(parameters[0]===\"ply\"){return;}else if(parameters[0]===\"format\"&&parameters.length>=2){header.SetFormat(parameters[1]);}else if(parameters[0]===\"element\"&&parameters.length>=3){header.AddElement(parameters[1],parseInt(parameters[2],10));}else if(parameters[0]===\"property\"&&parameters.length>=3){if(parameters[1]===\"list\"&&parameters.length>=5){header.AddListFormat(parameters[2],parameters[3],parameters[4]);}else{header.AddSingleFormat(parameters[1],parameters[2]);}}});return header;}ReadAsciiContent(header,fileContent){let vertex=header.GetElement(\"vertex\");let face=header.GetElement(\"face\");let foundVertex=0;let foundFace=0;ReadLines(fileContent,line=>{if(this.WasError()){return;}let parameters=ParametersFromLine(line,null);if(parameters.length===0||parameters[0]===\"comment\"){return;}if(foundVertex<vertex.count){if(parameters.length>=3){this.mesh.AddVertex(new Coord3D(parseFloat(parameters[0]),parseFloat(parameters[1]),parseFloat(parameters[2])));foundVertex+=1;}return;}if(face!==null&&foundFace<face.count){if(parameters.length>=4){let vertexCount=parseInt(parameters[0],10);if(parameters.length<vertexCount+1){return;}for(let i=0;i<vertexCount-2;i++){let v0=parseInt(parameters[1]);let v1=parseInt(parameters[i+2]);let v2=parseInt(parameters[i+3]);let triangle=new Triangle(v0,v1,v2);this.mesh.AddTriangle(triangle);}foundFace+=1;}return;}});}ReadBinaryContent(header,fileContent,headerLength){function ReadByFormat(reader,format){function ReadType(reader,type){if(type===\"char\"||type===\"int8\"){return reader.ReadCharacter8();}else if(type===\"uchar\"||type===\"uint8\"){return reader.ReadUnsignedCharacter8();}else if(type===\"short\"||type===\"int16\"){return reader.ReadInteger16();}else if(type===\"ushort\"||type===\"uint16\"){return reader.ReadUnsignedInteger16();}else if(type===\"int\"||type===\"int32\"){return reader.ReadInteger32();}else if(type===\"uint\"||type===\"uint32\"){return reader.ReadUnsignedInteger32();}else if(type===\"float\"||type===\"float32\"){return reader.ReadFloat32();}else if(type===\"double\"||type===\"double64\"){return reader.ReadDouble64();}return null;}if(format.isSingle){return ReadType(reader,format.elemType);}else{let list=[];let count=ReadType(reader,format.countType);for(let i=0;i<count;i++){list.push(ReadType(reader,format.elemType));}return list;}}function SkipFormat(reader,format,startIndex){for(let i=startIndex;i<format.length;i++){ReadByFormat(reader,format[i]);}}function SkipAndGetColor(reader,format,startIndex){let r=null;let g=null;let b=null;let a=255;for(let i=startIndex;i<format.length;i++){let currFormat=format[i];let val=ReadByFormat(reader,currFormat);if(currFormat.name===\"red\"){r=val;}else if(currFormat.name===\"green\"){g=val;}else if(currFormat.name===\"blue\"){b=val;}else if(currFormat.name===\"alpha\"){a=val;}}if(r!==null&&g!==null&&b!==null){return[r,g,b,a];}return null;}let reader=null;if(header.format===\"binary_little_endian\"){reader=new BinaryReader(fileContent,true);}else if(header.format===\"binary_big_endian\"){reader=new BinaryReader(fileContent,false);}else{return;}reader.Skip(headerLength);let materialHandler=new PlyMaterialHandler(this.model);let elements=header.GetElements();for(let elementIndex=0;elementIndex<elements.length;elementIndex++){let element=elements[elementIndex];if(element.name===\"vertex\"){for(let vertexIndex=0;vertexIndex<element.count;vertexIndex++){let x=ReadByFormat(reader,element.format[0]);let y=ReadByFormat(reader,element.format[1]);let z=ReadByFormat(reader,element.format[2]);let color=SkipAndGetColor(reader,element.format,3);if(color!==null){this.mesh.AddVertexColor(new RGBColor(color[0],color[1],color[2]));}this.mesh.AddVertex(new Coord3D(x,y,z));}}else if(element.name===\"face\"){for(let faceIndex=0;faceIndex<element.count;faceIndex++){let vertices=ReadByFormat(reader,element.format[0]);let faceColor=SkipAndGetColor(reader,element.format,1);for(let i=0;i<vertices.length-2;i++){let v0=vertices[0];let v1=vertices[i+1];let v2=vertices[i+2];let triangle=new Triangle(v0,v1,v2);if(faceColor!==null){triangle.mat=materialHandler.GetMaterialIndexByColor(faceColor);}else if(this.mesh.VertexColorCount()>0){triangle.SetVertexColors(v0,v1,v2);}this.mesh.AddTriangle(triangle);}}}else if(element.name===\"tristrips\"){for(let triStripIndex=0;triStripIndex<element.count;triStripIndex++){let vertices=ReadByFormat(reader,element.format[0]);SkipFormat(reader,element.format,1);let ccw=true;for(let i=0;i<vertices.length-2;i++){let v0=vertices[i];let v1=vertices[i+1];let v2=vertices[i+2];if(v2===-1){i+=2;ccw=true;continue;}if(!ccw){let tmp=v1;v1=v2;v2=tmp;}ccw=!ccw;let triangle=new Triangle(v0,v1,v2);this.mesh.AddTriangle(triangle);}}}else{SkipFormat(reader,element.format,0);}}}constructor(){super();}}class ImporterOcct extends ImporterBase{CanImportExtension(extension){return extension===\"stp\"||extension===\"step\"||extension===\"igs\"||extension===\"iges\"||extension===\"brp\"||extension===\"brep\";}GetUpDirection(){return Direction.Y;}ClearContent(){if(this.worker!==null){this.worker.terminate();this.worker=null;}}ResetContent(){this.worker=null;}ImportContent(fileContent,onFinish){CreateOcctWorker().then(worker=>{this.worker=worker;this.worker.addEventListener(\"message\",ev=>{this.ImportResultJson(ev.data,onFinish);});this.worker.addEventListener(\"error\",ev=>{this.SetError(Loc(\"Failed to load occt-import-js.\"));onFinish();});let format=null;if(this.extension===\"stp\"||this.extension===\"step\"){format=\"step\";}else if(this.extension===\"igs\"||this.extension===\"iges\"){format=\"iges\";}else if(this.extension===\"brp\"||this.extension===\"brep\"){format=\"brep\";}else{onFinish();return;}if(format===\"step\"||format===\"iges\"){this.model.SetUnit(Unit.Millimeter);}let params={linearUnit:\"millimeter\",linearDeflectionType:\"bounding_box_ratio\",linearDeflection:.001,angularDeflection:.5};let fileBuffer=new Uint8Array(fileContent);this.worker.postMessage({format:format,buffer:fileBuffer,params:params});}).catch(()=>{this.SetError(Loc(\"Failed to load occt-import-js.\"));onFinish();});}ImportResultJson(resultContent,onFinish){if(!resultContent.success){onFinish();return;}let colorToMaterial=new ColorToMaterialConverter(this.model);let rootNode=this.model.GetRootNode();this.ImportNode(resultContent,resultContent.root,rootNode,colorToMaterial);onFinish();}ImportNode(resultContent,occtNode,parentNode,colorToMaterial){for(let nodeMeshIndex of occtNode.meshes){let occtMesh=resultContent.meshes[nodeMeshIndex];let mesh=this.ImportMesh(occtMesh,colorToMaterial);let meshIndex=this.model.AddMesh(mesh);parentNode.AddMeshIndex(meshIndex);}for(let childOcctNode of occtNode.children){let childNode=new Node;childNode.SetName(childOcctNode.name);parentNode.AddChildNode(childNode);this.ImportNode(resultContent,childOcctNode,childNode,colorToMaterial);}}ImportMesh(occtMesh,colorToMaterial){let materialIndex=null;if(occtMesh.color){let color=RGBColorFromFloatComponents(occtMesh.color[0],occtMesh.color[1],occtMesh.color[2]);materialIndex=colorToMaterial.GetMaterialIndex(color.r,color.g,color.b,null);}let mesh=ConvertThreeGeometryToMesh(occtMesh,materialIndex,null);if(occtMesh.name){mesh.SetName(occtMesh.name);}for(let brepFace of occtMesh.brep_faces){if(brepFace.color===null){continue;}let faceColor=RGBColorFromFloatComponents(brepFace.color[0],brepFace.color[1],brepFace.color[2]);let faceMaterialIndex=colorToMaterial.GetMaterialIndex(faceColor.r,faceColor.g,faceColor.b,null);for(let i=brepFace.first;i<=brepFace.last;i++){let triangle=mesh.GetTriangle(i);triangle.SetMaterial(faceMaterialIndex);}}return mesh;}constructor(){super();this.worker=null;}}class ImporterStl extends ImporterBase{CanImportExtension(extension){return extension===\"stl\";}GetUpDirection(){return Direction.Z;}ClearContent(){this.mesh=null;this.triangle=null;}ResetContent(){this.mesh=new Mesh;this.model.AddMeshToRootNode(this.mesh);this.triangle=null;}ImportContent(fileContent,onFinish){if(this.IsBinaryStlFile(fileContent)){this.ProcessBinary(fileContent);}else{let textContent=ArrayBufferToUtf8String(fileContent);ReadLines(textContent,line=>{if(!this.WasError()){this.ProcessLine(line);}});}onFinish();}IsBinaryStlFile(fileContent){let byteLength=fileContent.byteLength;if(byteLength<84){return false;}let reader=new BinaryReader(fileContent,true);reader.Skip(80);let triangleCount=reader.ReadUnsignedInteger32();if(byteLength!==triangleCount*50+84){return false;}return true;}ProcessLine(line){if(line[0]===\"#\"){return;}let parameters=ParametersFromLine(line,\"#\");if(parameters.length===0){return;}let keyword=parameters[0];if(keyword===\"solid\"){if(parameters.length>1){let name=NameFromLine(line,keyword.length,\"#\");this.mesh.SetName(name);}return;}if(keyword===\"facet\"){this.triangle=new Triangle(-1,-1,-1);if(parameters.length>=5&&parameters[1]===\"normal\"){let normalVector=new Coord3D(parseFloat(parameters[2]),parseFloat(parameters[3]),parseFloat(parameters[4]));if(IsPositive(normalVector.Length())){let normalIndex=this.mesh.AddNormal(normalVector);this.triangle.SetNormals(normalIndex,normalIndex,normalIndex);}}return;}if(keyword===\"vertex\"&&this.triangle!==null){if(parameters.length>=4){let vertexIndex=this.mesh.AddVertex(new Coord3D(parseFloat(parameters[1]),parseFloat(parameters[2]),parseFloat(parameters[3])));if(this.triangle.v0===-1){this.triangle.v0=vertexIndex;}else if(this.triangle.v1===-1){this.triangle.v1=vertexIndex;}else if(this.triangle.v2===-1){this.triangle.v2=vertexIndex;}}return;}if(keyword===\"endfacet\"&&this.triangle!==null){if(this.triangle.v0!==-1&&this.triangle.v1!==-1&&this.triangle.v2!==null){this.mesh.AddTriangle(this.triangle);}this.triangle=null;return;}}ProcessBinary(fileContent){function ReadVector(reader){let coord=new Coord3D;coord.x=reader.ReadFloat32();coord.y=reader.ReadFloat32();coord.z=reader.ReadFloat32();return coord;}function AddVertex(mesh,reader){let coord=ReadVector(reader);return mesh.AddVertex(coord);}let reader=new BinaryReader(fileContent,true);reader.Skip(80);let triangleCount=reader.ReadUnsignedInteger32();for(let i=0;i<triangleCount;i++){let normalVector=ReadVector(reader);let v0=AddVertex(this.mesh,reader);let v1=AddVertex(this.mesh,reader);let v2=AddVertex(this.mesh,reader);reader.Skip(2);let triangle=new Triangle(v0,v1,v2);if(IsPositive(normalVector.Length())){let normal=this.mesh.AddNormal(normalVector);triangle.SetNormals(normal,normal,normal);}this.mesh.AddTriangle(triangle);}}constructor(){super();}}class ImporterBim extends ImporterBase{CanImportExtension(extension){return extension===\"bim\";}GetUpDirection(){return Direction.Z;}ClearContent(){this.meshIdToMesh=null;this.colorToMaterial=null;}ResetContent(){this.meshIdToMesh=new Map;this.colorToMaterial=new ColorToMaterialConverter(this.model);}ImportContent(fileContent,onFinish){this.model.SetUnit(Unit.Meter);let textContent=ArrayBufferToUtf8String(fileContent);let bimJson=null;try{bimJson=JSON.parse(textContent);}catch(err){this.SetError(Loc(\"Failed to parse bim file.\"));onFinish();return;}for(let bimMesh of bimJson.meshes){this.meshIdToMesh.set(bimMesh.mesh_id,bimMesh);}this.ImportProperties(bimJson,this.model);for(let bimElement of bimJson.elements){let mesh=this.ImportElement(bimElement);mesh.SetName(bimElement.type);this.ImportProperties(bimElement,mesh);}onFinish();}ImportElement(bimElement){let defaultMaterialIndex=null;if(bimElement.color){defaultMaterialIndex=this.colorToMaterial.GetMaterialIndex(bimElement.color.r,bimElement.color.g,bimElement.color.b,bimElement.color.a);}let rootNode=this.model.GetRootNode();let bimMesh=this.meshIdToMesh.get(bimElement.mesh_id);let mesh=this.ImportMesh(bimMesh,triangleIndex=>{if(bimElement.face_colors){let faceMaterialIndex=this.colorToMaterial.GetMaterialIndex(bimElement.face_colors[triangleIndex*4+0],bimElement.face_colors[triangleIndex*4+1],bimElement.face_colors[triangleIndex*4+2],bimElement.face_colors[triangleIndex*4+3]);return faceMaterialIndex;}else{return defaultMaterialIndex;}});let meshIndex=this.model.AddMesh(mesh);let elementNode=new Node;elementNode.AddMeshIndex(meshIndex);let translation=new Coord3D(0,0,0);if(bimElement.vector){translation=new Coord3D(bimElement.vector.x,bimElement.vector.y,bimElement.vector.z);}let rotation=new Quaternion(0,0,0,1);if(bimElement.rotation){rotation=new Quaternion(bimElement.rotation.qx,bimElement.rotation.qy,bimElement.rotation.qz,bimElement.rotation.qw);}let scale=new Coord3D(1,1,1);let matrix=new Matrix().ComposeTRS(translation,rotation,scale);elementNode.SetTransformation(new Transformation(matrix));rootNode.AddChildNode(elementNode);return mesh;}ImportMesh(bimMesh,getMaterialIndex){let mesh=new Mesh;for(let i=0;i<bimMesh.coordinates.length;i+=3){mesh.AddVertex(new Coord3D(bimMesh.coordinates[i+0],bimMesh.coordinates[i+1],bimMesh.coordinates[i+2]));}for(let i=0;i<bimMesh.indices.length;i+=3){let triangle=new Triangle(bimMesh.indices[i+0],bimMesh.indices[i+1],bimMesh.indices[i+2]);triangle.SetMaterial(getMaterialIndex(i/3));mesh.AddTriangle(triangle);}return mesh;}ImportProperties(source,target){function AddProperty(group,name,value){if(value===undefined||value===null){return;}let property=new Property(PropertyType.Text,name,value);group.AddProperty(property);}if(!source.info||IsObjectEmpty(source.info)){return;}let info=source.info;let propertyGroup=new PropertyGroup(Loc(\"Info\"));AddProperty(propertyGroup,Loc(\"Guid\"),source.guid);AddProperty(propertyGroup,Loc(\"Type\"),source.type);for(let propertyName in info){if(Object.prototype.hasOwnProperty.call(info,propertyName)){if(typeof info[propertyName]===\"string\"){AddProperty(propertyGroup,propertyName,info[propertyName]);}}}target.AddPropertyGroup(propertyGroup);}constructor(){super();}}class ImporterThreeBase extends ImporterBase{CreateLoader(manager){return null;}GetMainObject(loadedObject){return loadedObject;}IsMeshVisible(mesh){return true;}ClearContent(){this.loader=null;this.materialIdToIndex=null;this.objectUrlToFileName=null;}ResetContent(){this.loader=null;this.materialIdToIndex=new Map;this.objectUrlToFileName=new Map;}ImportContent(fileContent,onFinish){this.LoadModel(fileContent,onFinish);}LoadModel(fileContent,onFinish){let isAllLoadersDone=false;let loadingManager=new THREE.LoadingManager(()=>{isAllLoadersDone=true;});const mainFileUrl=CreateObjectUrl(fileContent);loadingManager.setURLModifier(url=>{if(url===mainFileUrl){return url;}const name=GetFileName(url);const extension=GetFileExtension(url);if(extension.length>0){const buffer=this.callbacks.getFileBuffer(url);if(buffer!==null){let objectUrl=CreateObjectUrl(buffer);this.objectUrlToFileName.set(objectUrl,name);return objectUrl;}}return url;});const threeLoader=this.CreateLoader(loadingManager);if(threeLoader===null){onFinish();return;}threeLoader.load(mainFileUrl,object=>{WaitWhile(()=>{if(isAllLoadersDone){this.OnThreeObjectsLoaded(object,onFinish);return false;}return true;});},()=>{},err=>{this.SetError(err);onFinish();});}OnThreeObjectsLoaded(loadedObject,onFinish){function GetObjectTransformation(threeObject){let matrix=new Matrix().CreateIdentity();threeObject.updateMatrix();if(threeObject.matrix!==undefined&&threeObject.matrix!==null){matrix.Set(threeObject.matrix.elements);}return new Transformation(matrix);}function AddObject(importer,model,threeObject,parentNode){let node=new Node;if(threeObject.name!==undefined){node.SetName(threeObject.name);}node.SetTransformation(GetObjectTransformation(threeObject));parentNode.AddChildNode(node);for(let childObject of threeObject.children){AddObject(importer,model,childObject,node);}if(threeObject.isMesh&&importer.IsMeshVisible(threeObject)){let mesh=importer.ConvertThreeMesh(threeObject);let meshIndex=model.AddMesh(mesh);node.AddMeshIndex(meshIndex);}}let mainObject=this.GetMainObject(loadedObject);let rootNode=this.model.GetRootNode();rootNode.SetTransformation(GetObjectTransformation(mainObject));for(let childObject of mainObject.children){AddObject(this,this.model,childObject,rootNode);}onFinish();}ConvertThreeMesh(threeMesh){let mesh=null;if(Array.isArray(threeMesh.material)){mesh=ConvertThreeGeometryToMesh(threeMesh.geometry,null,this.colorConverter);if(threeMesh.geometry.attributes.color===undefined||threeMesh.geometry.attributes.color===null){let materialIndices=[];for(let i=0;i<threeMesh.material.length;i++){const material=threeMesh.material[i];const materialIndex=this.FindOrCreateMaterial(material);materialIndices.push(materialIndex);}for(let i=0;i<threeMesh.geometry.groups.length;i++){let group=threeMesh.geometry.groups[i];let groupEnd=null;if(group.count===Infinity){groupEnd=mesh.TriangleCount();}else{groupEnd=group.start/3+group.count/3;}for(let j=group.start/3;j<groupEnd;j++){let triangle=mesh.GetTriangle(j);triangle.SetMaterial(materialIndices[group.materialIndex]);}}}}else{const materialIndex=this.FindOrCreateMaterial(threeMesh.material);mesh=ConvertThreeGeometryToMesh(threeMesh.geometry,materialIndex,this.colorConverter);}if(threeMesh.name!==undefined&&threeMesh.name!==null){mesh.SetName(threeMesh.name);}return mesh;}FindOrCreateMaterial(threeMaterial){if(this.materialIdToIndex.has(threeMaterial.id)){return this.materialIdToIndex.get(threeMaterial.id);}let material=this.ConvertThreeMaterial(threeMaterial);let materialIndex=null;if(material!==null){materialIndex=this.model.AddMaterial(material);}this.materialIdToIndex.set(threeMaterial.id,materialIndex);return materialIndex;}ConvertThreeMaterial(threeMaterial){function CreateTexture(threeMap,objectUrlToFileName){function GetDataUrl(img){if(img.data!==undefined&&img.data!==null){let imageData=new ImageData(img.width,img.height);let imageSize=img.width*img.height*4;for(let i=0;i<imageSize;i++){imageData.data[i]=img.data[i];}return THREE.ImageUtils.getDataURL(imageData);}else{return THREE.ImageUtils.getDataURL(img);}}if(threeMap===undefined||threeMap===null){return null;}if(threeMap.image===undefined||threeMap.image===null){return null;}try{const dataUrl=GetDataUrl(threeMap.image);const base64Buffer=Base64DataURIToArrayBuffer(dataUrl);let texture=new TextureMap;let textureName=null;if(objectUrlToFileName.has(threeMap.image.src)){textureName=objectUrlToFileName.get(threeMap.image.src);}else if(threeMap.name!==undefined&&threeMap.name!==null){textureName=threeMap.name+\".\"+GetFileExtensionFromMimeType(base64Buffer.mimeType);}else{textureName=\"Embedded_\"+threeMap.id.toString()+\".\"+GetFileExtensionFromMimeType(base64Buffer.mimeType);}texture.name=textureName;texture.mimeType=base64Buffer.mimeType;texture.buffer=base64Buffer.buffer;texture.rotation=threeMap.rotation;texture.offset.x=threeMap.offset.x;texture.offset.y=threeMap.offset.y;texture.scale.x=threeMap.repeat.x;texture.scale.y=threeMap.repeat.y;return texture;}catch(err){return null;}}if(threeMaterial.name===THREE.Loader.DEFAULT_MATERIAL_NAME){return null;}let material=new PhongMaterial;material.name=threeMaterial.name;material.color=this.ConvertThreeColor(threeMaterial.color);material.opacity=threeMaterial.opacity;material.transparent=threeMaterial.transparent;material.alphaTest=threeMaterial.alphaTest;if(threeMaterial.type===\"MeshPhongMaterial\"){material.specular=this.ConvertThreeColor(threeMaterial.specular);material.shininess=threeMaterial.shininess/100;}material.diffuseMap=CreateTexture(threeMaterial.map,this.objectUrlToFileName);material.normalMap=CreateTexture(threeMaterial.normalMap,this.objectUrlToFileName);material.bumpMap=CreateTexture(threeMaterial.bumpMap,this.objectUrlToFileName);return material;}ConvertThreeColor(threeColor){if(this.colorConverter!==null){threeColor=this.colorConverter.Convert(threeColor);}return ConvertThreeColorToColor(threeColor);}constructor(){super();this.colorConverter=null;}}class ImporterThreeFbx extends ImporterThreeBase{CanImportExtension(extension){return extension===\"fbx\";}GetUpDirection(){return Direction.Y;}CreateLoader(manager){manager.addHandler(/\\.tga$/i,new TGALoader(manager));return new FBXLoader(manager);}GetMainObject(loadedObject){return loadedObject;}constructor(){super();this.colorConverter=new ThreeLinearToSRGBColorConverter;}}class ImporterThreeUSDZ extends ImporterThreeBase{CanImportExtension(extension){return extension===\"usdz\";}GetUpDirection(){return Direction.Y;}CreateLoader(manager){manager.addHandler(/\\.tga$/i,new TGALoader(manager));return new USDZLoader(manager);}GetMainObject(loadedObject){return loadedObject;}constructor(){super();this.colorConverter=new ThreeLinearToSRGBColorConverter;}}class ImporterThreeDae extends ImporterThreeBase{CanImportExtension(extension){return extension===\"dae\";}GetUpDirection(){return Direction.Y;}CreateLoader(manager){manager.addHandler(/\\.tga$/i,new TGALoader(manager));return new ColladaLoader(manager);}GetMainObject(loadedObject){return loadedObject.scene;}constructor(){super();}}class ImporterThreeWrl extends ImporterThreeBase{CanImportExtension(extension){return extension===\"wrl\";}GetUpDirection(){return Direction.Y;}CreateLoader(manager){return new VRMLLoader(manager);}GetMainObject(loadedObject){return loadedObject;}IsMeshVisible(mesh){let isVisible=true;if(Array.isArray(mesh.material)){for(let i=0;i<mesh.material.length;i++){if(mesh.material[i].side===THREE.BackSide){isVisible=false;break;}}}else{isVisible=mesh.material.side!==THREE.BackSide;}return isVisible;}constructor(){super();this.colorConverter=new ThreeLinearToSRGBColorConverter;}}class ImporterThree3mf extends ImporterThreeBase{CanImportExtension(extension){return extension===\"3mf\";}GetUpDirection(){return Direction.Z;}CreateLoader(manager){return new ThreeMFLoader(manager);}GetMainObject(loadedObject){return loadedObject;}constructor(){super();this.colorConverter=new ThreeSRGBToLinearColorConverter;}}class ImporterThreeAmf extends ImporterThreeBase{CanImportExtension(extension){return extension===\"amf\";}GetUpDirection(){return Direction.Z;}CreateLoader(manager){return new AMFLoader(manager);}GetMainObject(loadedObject){return loadedObject;}constructor(){super();}}const DocumentInitResult={Success:0,NoDocumentXml:1};class FreeCadObject{IsConvertible(){if(this.fileName===null||this.fileContent===null){return false;}if(!this.isVisible){return false;}if(this.inLinkCount>0){return false;}return true;}constructor(name,type){this.name=name;this.type=type;this.shapeName=null;this.isVisible=false;this.color=null;this.fileName=null;this.fileContent=null;this.inLinkCount=0;this.properties=null;}}class FreeCadDocument{Init(fileContent){let fileContentBuffer=new Uint8Array(fileContent);this.files=fflate.unzipSync(fileContentBuffer);if(!this.LoadDocumentXml()){return DocumentInitResult.NoDocumentXml;}this.LoadGuiDocumentXml();return DocumentInitResult.Success;}GetObjectListToConvert(){let objectList=[];for(let objectName of this.objectNames){let object=this.objectData.get(objectName);if(!object.IsConvertible()){continue;}objectList.push(object);}return objectList;}IsSupportedType(type){if(!type.startsWith(\"Part::\")&&!type.startsWith(\"PartDesign::\")){return false;}if(type.indexOf(\"Part2D\")!==-1){return false;}return true;}HasFile(fileName){return fileName in this.files;}LoadDocumentXml(){let documentXml=this.GetXMLContent(\"Document.xml\");if(documentXml===null){return false;}this.properties=new PropertyGroup(Loc(\"Properties\"));let documentElements=documentXml.getElementsByTagName(\"Document\");for(let documentElement of documentElements){for(let childNode of documentElement.childNodes){if(childNode.tagName===\"Properties\"){this.GetPropertiesFromElement(childNode,this.properties);}}}let objectsElements=documentXml.getElementsByTagName(\"Objects\");for(let objectsElement of objectsElements){let objectElements=objectsElement.getElementsByTagName(\"Object\");for(let objectElement of objectElements){let name=objectElement.getAttribute(\"name\");let type=objectElement.getAttribute(\"type\");if(!this.IsSupportedType(type)){continue;}let object=new FreeCadObject(name,type);this.objectNames.push(name);this.objectData.set(name,object);}}let objectDataElements=documentXml.getElementsByTagName(\"ObjectData\");for(let objectDataElement of objectDataElements){let objectElements=objectDataElement.getElementsByTagName(\"Object\");for(let objectElement of objectElements){let name=objectElement.getAttribute(\"name\");if(!this.objectData.has(name)){continue;}let object=this.objectData.get(name);object.properties=new PropertyGroup(Loc(\"Properties\"));for(let childNode of objectElement.childNodes){if(childNode.tagName===\"Properties\"){this.GetPropertiesFromElement(childNode,object.properties);}}let propertyElements=objectElement.getElementsByTagName(\"Property\");for(let propertyElement of propertyElements){let propertyName=propertyElement.getAttribute(\"name\");if(propertyName===\"Label\"){object.shapeName=this.GetFirstChildValue(propertyElement,\"String\",\"value\");}else if(propertyName===\"Visibility\"){let isVisibleString=this.GetFirstChildValue(propertyElement,\"Bool\",\"value\");object.isVisible=isVisibleString===\"true\";}else if(propertyName===\"Visible\"){let isVisibleString=this.GetFirstChildValue(propertyElement,\"Bool\",\"value\");object.isVisible=isVisibleString===\"true\";}else if(propertyName===\"Shape\"){let fileName=this.GetFirstChildValue(propertyElement,\"Part\",\"file\");if(!this.HasFile(fileName)){continue;}let extension=GetFileExtension(fileName);if(extension!==\"brp\"&&extension!==\"brep\"){continue;}object.fileName=fileName;object.fileContent=this.files[fileName];}}let linkElements=objectElement.getElementsByTagName(\"Link\");for(let linkElement of linkElements){let linkedName=linkElement.getAttribute(\"value\");if(this.objectData.has(linkedName)){let linkedObject=this.objectData.get(linkedName);linkedObject.inLinkCount+=1;}}}}return true;}LoadGuiDocumentXml(){let documentXml=this.GetXMLContent(\"GuiDocument.xml\");if(documentXml===null){return false;}let viewProviderElements=documentXml.getElementsByTagName(\"ViewProvider\");for(let viewProviderElement of viewProviderElements){let name=viewProviderElement.getAttribute(\"name\");if(!this.objectData.has(name)){continue;}let object=this.objectData.get(name);let propertyElements=viewProviderElement.getElementsByTagName(\"Property\");for(let propertyElement of propertyElements){let propertyName=propertyElement.getAttribute(\"name\");if(propertyName===\"Visibility\"){let isVisibleString=this.GetFirstChildValue(propertyElement,\"Bool\",\"value\");object.isVisible=isVisibleString===\"true\";}else if(propertyName===\"ShapeColor\"){let colorString=this.GetFirstChildValue(propertyElement,\"PropertyColor\",\"value\");let rgba=parseInt(colorString,10);object.color=new RGBAColor(rgba>>24&255,rgba>>16&255,rgba>>8&255,255);}}}return true;}GetPropertiesFromElement(propertiesElement,propertyGroup){let propertyElements=propertiesElement.getElementsByTagName(\"Property\");for(let propertyElement of propertyElements){let propertyName=propertyElement.getAttribute(\"name\");let propertyType=propertyElement.getAttribute(\"type\");let property=null;if(propertyType===\"App::PropertyBool\"){let propertyValue=this.GetFirstChildValue(propertyElement,\"String\",\"bool\");if(propertyValue!==null&&propertyValue.length>0){property=new Property(PropertyType.Boolean,propertyName,propertyValue===\"true\");}}else if(propertyType===\"App::PropertyInteger\"){let propertyValue=this.GetFirstChildValue(propertyElement,\"Integer\",\"value\");if(propertyValue!==null&&propertyValue.length>0){property=new Property(PropertyType.Integer,propertyName,parseInt(propertyValue));}}else if(propertyType===\"App::PropertyString\"){let propertyValue=this.GetFirstChildValue(propertyElement,\"String\",\"value\");if(propertyValue!==null&&propertyValue.length>0){property=new Property(PropertyType.Text,propertyName,propertyValue);}}else if(propertyType===\"App::PropertyUUID\"){let propertyValue=this.GetFirstChildValue(propertyElement,\"Uuid\",\"value\");if(propertyValue!==null&&propertyValue.length>0){property=new Property(PropertyType.Text,propertyName,propertyValue);}}else if(propertyType===\"App::PropertyFloat\"||propertyType===\"App::PropertyLength\"||propertyType===\"App::PropertyDistance\"||propertyType===\"App::PropertyArea\"||propertyType===\"App::PropertyVolume\"){let propertyValue=this.GetFirstChildValue(propertyElement,\"Float\",\"value\");if(propertyValue!==null&&propertyValue.length>0){property=new Property(PropertyType.Number,propertyName,parseFloat(propertyValue));}}if(property!==null){propertyGroup.AddProperty(property);}}}GetXMLContent(xmlFileName){if(!this.HasFile(xmlFileName)){return null;}let xmlParser=new DOMParser;let xmlString=ArrayBufferToUtf8String(this.files[xmlFileName]);return xmlParser.parseFromString(xmlString,\"text/xml\");}GetFirstChildValue(element,childTagName,childAttribute){let childObjects=element.getElementsByTagName(childTagName);if(childObjects.length===0){return null;}return childObjects[0].getAttribute(childAttribute);}constructor(){this.files=null;this.properties=null;this.objectNames=[];this.objectData=new Map;}}class ImporterFcstd extends ImporterBase{CanImportExtension(extension){return extension===\"fcstd\";}GetUpDirection(){return Direction.Z;}ClearContent(){if(this.worker!==null){this.worker.terminate();this.worker=null;}this.document=null;}ResetContent(){this.worker=null;this.document=new FreeCadDocument;}ImportContent(fileContent,onFinish){let result=this.document.Init(fileContent);if(result===DocumentInitResult.NoDocumentXml){this.SetError(Loc(\"No Document.xml found.\"));onFinish();return;}if(this.document.properties!==null&&this.document.properties.PropertyCount()>0){this.model.AddPropertyGroup(this.document.properties);}let objectsToConvert=this.document.GetObjectListToConvert();if(objectsToConvert.length===0){this.SetError(Loc(\"No importable object found.\"));onFinish();return;}this.ConvertObjects(objectsToConvert,onFinish);}ConvertObjects(objects,onFinish){CreateOcctWorker().then(worker=>{this.worker=worker;this.worker.addEventListener(\"message\",ev=>{onFileConverted(ev.data);});this.worker.addEventListener(\"error\",ev=>{onFileConverted(null);});let convertedObjectCount=0;let colorToMaterial=new ColorToMaterialConverter(this.model);let onFileConverted=resultContent=>{if(resultContent!==null){let currentObject=objects[convertedObjectCount];this.OnFileConverted(currentObject,resultContent,colorToMaterial);}convertedObjectCount+=1;if(convertedObjectCount===objects.length){onFinish();}else{let currentObject=objects[convertedObjectCount];this.worker.postMessage({format:\"brep\",buffer:currentObject.fileContent});}};let currentObject=objects[convertedObjectCount];this.worker.postMessage({format:\"brep\",buffer:currentObject.fileContent});}).catch(()=>{this.SetError(Loc(\"Failed to load occt-import-js.\"));onFinish();});}OnFileConverted(object,resultContent,colorToMaterial){if(!resultContent.success||resultContent.meshes.length===0){return;}let objectNode=new Node;if(object.shapeName!==null){objectNode.SetName(object.shapeName);}let objectMeshIndex=1;for(let resultMesh of resultContent.meshes){let materialIndex=null;if(object.color!==null){materialIndex=colorToMaterial.GetMaterialIndex(object.color.r,object.color.g,object.color.b,object.color.a);}let mesh=ConvertThreeGeometryToMesh(resultMesh,materialIndex,null);if(object.shapeName!==null){let indexString=objectMeshIndex.toString().padStart(3,\"0\");mesh.SetName(object.shapeName+\" \"+indexString);}if(object.properties!==null&&object.properties.PropertyCount()>0){mesh.AddPropertyGroup(object.properties);}let meshIndex=this.model.AddMesh(mesh);objectNode.AddMeshIndex(meshIndex);objectMeshIndex+=1;}let rootNode=this.model.GetRootNode();rootNode.AddChildNode(objectNode);}constructor(){super();this.worker=null;this.document=null;}}class ImportSettings{constructor(){this.defaultLineColor=new RGBColor(100,100,100);this.defaultColor=new RGBColor(200,200,200);}}const ImportErrorCode={NoImportableFile:1,FailedToLoadFile:2,ImportFailed:3,UnknownError:4};class ImportError{constructor(code){this.code=code;this.mainFile=null;this.message=null;}}class ImportResult{constructor(){this.model=null;this.mainFile=null;this.upVector=null;this.usedFiles=null;this.missingFiles=null;}}class ImporterFileAccessor{GetFileBuffer(filePath){let fileName=GetFileName(filePath);if(this.fileBuffers.has(fileName)){return this.fileBuffers.get(fileName);}let buffer=this.getBufferCallback(fileName);this.fileBuffers.set(fileName,buffer);return buffer;}constructor(getBufferCallback){this.getBufferCallback=getBufferCallback;this.fileBuffers=new Map;}}class Importer{AddImporter(importer){this.importers.push(importer);}ImportFiles(inputFiles,settings,callbacks){callbacks.onLoadStart();this.LoadFiles(inputFiles,{onReady:()=>{callbacks.onImportStart();RunTaskAsync(()=>{this.DecompressArchives(this.fileList,()=>{this.ImportLoadedFiles(settings,callbacks);});});},onFileListProgress:callbacks.onFileListProgress,onFileLoadProgress:callbacks.onFileLoadProgress});}LoadFiles(inputFiles,callbacks){let newFileList=new ImporterFileList;newFileList.FillFromInputFiles(inputFiles);let reset=false;if(this.HasImportableFile(newFileList)){reset=true;}else{let foundMissingFile=false;for(let i=0;i<this.missingFiles.length;i++){let missingFile=this.missingFiles[i];if(newFileList.ContainsFileByPath(missingFile)){foundMissingFile=true;}}if(!foundMissingFile){reset=true;}else{this.fileList.ExtendFromFileList(newFileList);reset=false;}}if(reset){this.fileList=newFileList;}this.fileList.GetContent({onReady:callbacks.onReady,onFileListProgress:callbacks.onFileListProgress,onFileLoadProgress:callbacks.onFileLoadProgress});}ImportLoadedFiles(settings,callbacks){let importableFiles=this.GetImportableFiles(this.fileList);if(importableFiles.length===0){callbacks.onImportError(new ImportError(ImportErrorCode.NoImportableFile));return;}if(importableFiles.length===1||!callbacks.onSelectMainFile){let mainFile=importableFiles[0];this.ImportLoadedMainFile(mainFile,settings,callbacks);}else{let fileNames=importableFiles.map(importableFile=>importableFile.file.name);callbacks.onSelectMainFile(fileNames,mainFileIndex=>{if(mainFileIndex===null){callbacks.onImportError(new ImportError(ImportErrorCode.NoImportableFile));return;}RunTaskAsync(()=>{let mainFile=importableFiles[mainFileIndex];this.ImportLoadedMainFile(mainFile,settings,callbacks);});});}}ImportLoadedMainFile(mainFile,settings,callbacks){if(mainFile===null||mainFile.file===null||mainFile.file.content===null){let error=new ImportError(ImportErrorCode.FailedToLoadFile);if(mainFile!==null&&mainFile.file!==null){error.mainFile=mainFile.file.name;}callbacks.onImportError(error);return;}this.model=null;this.usedFiles=[];this.missingFiles=[];this.usedFiles.push(mainFile.file.name);let importer=mainFile.importer;let fileAccessor=new ImporterFileAccessor(fileName=>{let fileBuffer=null;let file=this.fileList.FindFileByPath(fileName);if(file===null||file.content===null){this.missingFiles.push(fileName);fileBuffer=null;}else{this.usedFiles.push(fileName);fileBuffer=file.content;}return fileBuffer;});importer.Import(mainFile.file.name,mainFile.file.extension,mainFile.file.content,{getDefaultLineMaterialColor:()=>{return settings.defaultLineColor;},getDefaultMaterialColor:()=>{return settings.defaultColor;},getFileBuffer:filePath=>{return fileAccessor.GetFileBuffer(filePath);},onSuccess:()=>{this.model=importer.GetModel();let result=new ImportResult;result.mainFile=mainFile.file.name;result.model=this.model;result.usedFiles=this.usedFiles;result.missingFiles=this.missingFiles;result.upVector=importer.GetUpDirection();callbacks.onImportSuccess(result);},onError:()=>{let error=new ImportError(ImportErrorCode.ImportFailed);error.mainFile=mainFile.file.name;error.message=importer.GetErrorMessage();callbacks.onImportError(error);},onComplete:()=>{importer.Clear();}});}DecompressArchives(fileList,onReady){let files=fileList.GetFiles();let archives=[];for(let file of files){if(file.extension===\"zip\"){archives.push(file);}}if(archives.length===0){onReady();return;}for(let i=0;i<archives.length;i++){const archiveFile=archives[i];const archiveBuffer=new Uint8Array(archiveFile.content);const decompressed=fflate.unzipSync(archiveBuffer);for(const fileName in decompressed){if(Object.prototype.hasOwnProperty.call(decompressed,fileName)){let file=new ImporterFile(fileName,FileSource.Decompressed,null);file.SetContent(decompressed[fileName].buffer);fileList.AddFile(file);}}}onReady();}GetFileList(){return this.fileList;}HasImportableFile(fileList){let importableFiles=this.GetImportableFiles(fileList);return importableFiles.length>0;}GetImportableFiles(fileList){function FindImporter(file,importers){for(let importerIndex=0;importerIndex<importers.length;importerIndex++){let importer=importers[importerIndex];if(importer.CanImportExtension(file.extension)){return importer;}}return null;}let importableFiles=[];let files=fileList.GetFiles();for(let fileIndex=0;fileIndex<files.length;fileIndex++){let file=files[fileIndex];let importer=FindImporter(file,this.importers);if(importer!==null){importableFiles.push({file:file,importer:importer});}}return importableFiles;}constructor(){this.importers=[new ImporterObj,new ImporterStl,new ImporterOff,new ImporterPly,new Importer3ds,new ImporterGltf,new ImporterBim,new Importer3dm,new ImporterIfc,new ImporterOcct,new ImporterFcstd,new ImporterThreeFbx,new ImporterThreeDae,new ImporterThreeWrl,new ImporterThree3mf,new ImporterThreeAmf,new ImporterThreeUSDZ];this.fileList=new ImporterFileList;this.model=null;this.usedFiles=[];this.missingFiles=[];}}class ImporterThreeSvg extends ImporterThreeBase{CanImportExtension(extension){return extension===\"svg\";}GetUpDirection(){return Direction.Z;}CreateLoader(manager){return new SVGLoader(manager);}GetMainObject(loadedObject){function ShowFill(path){const style=path.userData.style;if(style.fill===undefined||style.fill===\"none\"){return false;}return true;}function GetOrCreateMaterial(materials,style,opacity){let material=null;for(let existingMaterial of materials){if(existingMaterial.style===style&&existingMaterial.opacity===opacity){material=existingMaterial.material;break;}}if(material===null){material=new THREE.MeshPhongMaterial({color:new THREE.Color().setStyle(style),opacity:opacity,transparent:opacity<1});materials.push({style:style,opacity:opacity,material:material});}return material;}let materials=[];let object=new THREE.Object3D;object.rotation.x=Math.PI;for(let path of loadedObject.paths){const shapes=SVGLoader.createShapes(path);if(ShowFill(path)){let pathStyle=path.userData.style;let pathMaterial=GetOrCreateMaterial(materials,pathStyle.fill,pathStyle.opacity);for(const shape of shapes){const geometry=new THREE.ExtrudeGeometry(shape,{depth:10,bevelEnabled:false});const mesh=new THREE.Mesh(geometry,pathMaterial);mesh.name=path.userData.node.id;object.add(mesh);}}}return object;}constructor(){super();}}class GeneratorParams{SetName(name){this.name=name;return this;}SetMaterial(material){this.material=material;return this;}constructor(){this.name=null;this.material=null;}}class Generator{GetMesh(){return this.mesh;}AddVertex(x,y,z){let coord=new Coord3D(x,y,z);return this.mesh.AddVertex(coord);}AddVertices(vertices){let indices=[];for(let i=0;i<vertices.length;i++){let vertex=vertices[i];indices.push(this.AddVertex(vertex.x,vertex.y,vertex.z));}return indices;}SetCurve(curve){this.curve=curve;}ResetCurve(){this.curve=null;}AddTriangle(v0,v1,v2){let triangle=new Triangle(v0,v1,v2);if(this.params.material!==null){triangle.mat=this.params.material;}if(this.curve!==null){triangle.SetCurve(this.curve);}return this.mesh.AddTriangle(triangle);}AddTriangleInverted(v0,v1,v2){this.AddTriangle(v0,v2,v1);}AddConvexPolygon(vertices){for(let vertexIndex=0;vertexIndex<vertices.length-2;vertexIndex++){this.AddTriangle(vertices[0],vertices[vertexIndex+1],vertices[vertexIndex+2]);}}AddConvexPolygonInverted(vertices){for(let vertexIndex=0;vertexIndex<vertices.length-2;vertexIndex++){this.AddTriangleInverted(vertices[0],vertices[vertexIndex+1],vertices[vertexIndex+2]);}}constructor(params){this.params=params||new GeneratorParams;this.mesh=new Mesh;if(this.params.name!==null){this.mesh.SetName(this.params.name);}this.curve=null;}}class GeneratorHelper{GenerateSurfaceBetweenPolygons(startIndices,endIndices){if(startIndices.length!==endIndices.length){return;}const vertexCount=startIndices.length;for(let i=0;i<vertexCount;i++){const index=i;const nextIndex=i<vertexCount-1?index+1:0;this.generator.AddConvexPolygon([startIndices[index],startIndices[nextIndex],endIndices[nextIndex],endIndices[index]]);}}GenerateTriangleFan(startIndices,endIndex){const vertexCount=startIndices.length;for(let i=0;i<vertexCount;i++){const index=i;const nextIndex=i<vertexCount-1?index+1:0;this.generator.AddTriangle(endIndex,startIndices[index],startIndices[nextIndex]);}}constructor(generator){this.generator=generator;}}function GetCylindricalCoord(radius,angle){return new Coord2D(radius*Math.cos(angle),radius*Math.sin(angle));}function GenerateCuboid(genParams,xSize,ySize,zSize){if(!IsPositive(xSize)||!IsPositive(ySize)||!IsPositive(zSize)){return null;}let generator=new Generator(genParams);generator.AddVertex(0,0,0);generator.AddVertex(xSize,0,0);generator.AddVertex(xSize,ySize,0);generator.AddVertex(0,ySize,0);generator.AddVertex(0,0,zSize);generator.AddVertex(xSize,0,zSize);generator.AddVertex(xSize,ySize,zSize);generator.AddVertex(0,ySize,zSize);generator.AddConvexPolygon([0,3,2,1]);generator.AddConvexPolygon([0,1,5,4]);generator.AddConvexPolygon([1,2,6,5]);generator.AddConvexPolygon([2,3,7,6]);generator.AddConvexPolygon([3,0,4,7]);generator.AddConvexPolygon([4,5,6,7]);return generator.GetMesh();}function GenerateCone(genParams,topRadius,bottomRadius,height,segments,smooth){if(IsNegative(topRadius)||IsNegative(bottomRadius)){return null;}if(!IsPositive(height)||segments<3){return null;}let isZeroTop=IsZero(topRadius);let isZeroBottom=IsZero(bottomRadius);if(isZeroTop&&isZeroBottom){return null;}let generator=new Generator(genParams);let helper=new GeneratorHelper(generator);const step=2*Math.PI/segments;const curve=smooth?1:null;let topPolygon=[];if(isZeroTop){topPolygon.push(generator.AddVertex(0,0,height));}else{for(let i=0;i<segments;i++){let topVertex=GetCylindricalCoord(topRadius,i*step);topPolygon.push(generator.AddVertex(topVertex.x,topVertex.y,height));}}let bottomPolygon=[];if(isZeroBottom){bottomPolygon.push(generator.AddVertex(0,0,0));}else{for(let i=0;i<segments;i++){let bottomVertex=GetCylindricalCoord(bottomRadius,i*step);bottomPolygon.push(generator.AddVertex(bottomVertex.x,bottomVertex.y,0));}}if(isZeroTop){generator.SetCurve(curve);helper.GenerateTriangleFan(bottomPolygon,topPolygon[0]);generator.ResetCurve();generator.AddConvexPolygonInverted(bottomPolygon);}else if(isZeroBottom){generator.SetCurve(curve);helper.GenerateTriangleFan(topPolygon.slice().reverse(),bottomPolygon[0]);generator.ResetCurve();generator.AddConvexPolygon(topPolygon);}else{generator.SetCurve(curve);helper.GenerateSurfaceBetweenPolygons(bottomPolygon,topPolygon);generator.ResetCurve();generator.AddConvexPolygonInverted(bottomPolygon);generator.AddConvexPolygon(topPolygon);}return generator.GetMesh();}function GenerateCylinder(genParams,radius,height,segments,smooth){return GenerateCone(genParams,radius,radius,height,segments,smooth);}function GenerateSphere(genParams,radius,segments,smooth){function GetSphericalCoord(radius,theta,phi){return new Coord3D(radius*Math.sin(theta)*Math.cos(phi),radius*Math.sin(theta)*Math.sin(phi),radius*Math.cos(theta));}if(!IsPositive(radius)||segments<3){return null;}let generator=new Generator(genParams);let helper=new GeneratorHelper(generator);generator.SetCurve(smooth?1:null);let allLevelVertices=[];let levels=segments+1;const levelStep=Math.PI/segments;const cylindricalStep=2*Math.PI/segments;for(let levelIndex=1;levelIndex<levels-1;levelIndex++){let levelVertices=[];let theta=levelIndex*levelStep;for(let cylindricalIndex=0;cylindricalIndex<segments;cylindricalIndex++){let phi=cylindricalIndex*cylindricalStep;let vertex=GetSphericalCoord(radius,theta,-phi);levelVertices.push(generator.AddVertex(vertex.x,vertex.y,vertex.z));}if(levelIndex>1){helper.GenerateSurfaceBetweenPolygons(allLevelVertices[allLevelVertices.length-1],levelVertices);}allLevelVertices.push(levelVertices);}let topVertex=generator.AddVertex(0,0,radius);let bottomVertex=generator.AddVertex(0,0,-radius);helper.GenerateTriangleFan(allLevelVertices[0].slice().reverse(),topVertex);helper.GenerateTriangleFan(allLevelVertices[allLevelVertices.length-1],bottomVertex);generator.ResetCurve();return generator.GetMesh();}function GeneratePlatonicSolid(genParams,type,radius){function AddVertex(generator,radius,x,y,z){let vertex=new Coord3D(x,y,z);vertex.MultiplyScalar(radius/vertex.Length());generator.AddVertex(vertex.x,vertex.y,vertex.z);}if(!IsPositive(radius)){return null;}let generator=new Generator(genParams);if(type===\"tetrahedron\"){let a=1;AddVertex(generator,radius,+a,+a,+a);AddVertex(generator,radius,-a,-a,+a);AddVertex(generator,radius,-a,+a,-a);AddVertex(generator,radius,+a,-a,-a);generator.AddTriangle(0,1,3);generator.AddTriangle(0,2,1);generator.AddTriangle(0,3,2);generator.AddTriangle(1,2,3);}else if(type===\"hexahedron\"){let a=1;AddVertex(generator,radius,+a,+a,+a);AddVertex(generator,radius,+a,+a,-a);AddVertex(generator,radius,+a,-a,+a);AddVertex(generator,radius,+a,-a,-a);AddVertex(generator,radius,-a,+a,+a);AddVertex(generator,radius,-a,+a,-a);AddVertex(generator,radius,-a,-a,+a);AddVertex(generator,radius,-a,-a,-a);generator.AddConvexPolygon([0,1,5,4]);generator.AddConvexPolygon([0,2,3,1]);generator.AddConvexPolygon([0,4,6,2]);generator.AddConvexPolygon([1,3,7,5]);generator.AddConvexPolygon([2,6,7,3]);generator.AddConvexPolygon([4,5,7,6]);}else if(type===\"octahedron\"){let a=1;let b=0;AddVertex(generator,radius,+a,+b,+b);AddVertex(generator,radius,-a,+b,+b);AddVertex(generator,radius,+b,+a,+b);AddVertex(generator,radius,+b,-a,+b);AddVertex(generator,radius,+b,+b,+a);AddVertex(generator,radius,+b,+b,-a);generator.AddTriangle(0,2,4);generator.AddTriangle(0,3,5);generator.AddTriangle(0,4,3);generator.AddTriangle(0,5,2);generator.AddTriangle(1,2,5);generator.AddTriangle(1,3,4);generator.AddTriangle(1,4,2);generator.AddTriangle(1,5,3);}else if(type===\"dodecahedron\"){let a=1;let b=0;let c=(1+Math.sqrt(5))/2;let d=1/c;AddVertex(generator,radius,+a,+a,+a);AddVertex(generator,radius,+a,+a,-a);AddVertex(generator,radius,+a,-a,+a);AddVertex(generator,radius,-a,+a,+a);AddVertex(generator,radius,+a,-a,-a);AddVertex(generator,radius,-a,+a,-a);AddVertex(generator,radius,-a,-a,+a);AddVertex(generator,radius,-a,-a,-a);AddVertex(generator,radius,+b,+d,+c);AddVertex(generator,radius,+b,+d,-c);AddVertex(generator,radius,+b,-d,+c);AddVertex(generator,radius,+b,-d,-c);AddVertex(generator,radius,+d,+c,+b);AddVertex(generator,radius,+d,-c,+b);AddVertex(generator,radius,-d,+c,+b);AddVertex(generator,radius,-d,-c,+b);AddVertex(generator,radius,+c,+b,+d);AddVertex(generator,radius,-c,+b,+d);AddVertex(generator,radius,+c,+b,-d);AddVertex(generator,radius,-c,+b,-d);generator.AddConvexPolygon([0,8,10,2,16]);generator.AddConvexPolygon([0,16,18,1,12]);generator.AddConvexPolygon([0,12,14,3,8]);generator.AddConvexPolygon([1,9,5,14,12]);generator.AddConvexPolygon([1,18,4,11,9]);generator.AddConvexPolygon([2,10,6,15,13]);generator.AddConvexPolygon([2,13,4,18,16]);generator.AddConvexPolygon([3,14,5,19,17]);generator.AddConvexPolygon([3,17,6,10,8]);generator.AddConvexPolygon([4,13,15,7,11]);generator.AddConvexPolygon([5,9,11,7,19]);generator.AddConvexPolygon([6,17,19,7,15]);}else if(type===\"icosahedron\"){let a=1;let b=0;let c=(1+Math.sqrt(5))/2;AddVertex(generator,radius,+b,+a,+c);AddVertex(generator,radius,+b,+a,-c);AddVertex(generator,radius,+b,-a,+c);AddVertex(generator,radius,+b,-a,-c);AddVertex(generator,radius,+a,+c,+b);AddVertex(generator,radius,+a,-c,+b);AddVertex(generator,radius,-a,+c,+b);AddVertex(generator,radius,-a,-c,+b);AddVertex(generator,radius,+c,+b,+a);AddVertex(generator,radius,+c,+b,-a);AddVertex(generator,radius,-c,+b,+a);AddVertex(generator,radius,-c,+b,-a);generator.AddTriangle(0,2,8);generator.AddTriangle(0,4,6);generator.AddTriangle(0,6,10);generator.AddTriangle(0,8,4);generator.AddTriangle(0,10,2);generator.AddTriangle(1,3,11);generator.AddTriangle(1,4,9);generator.AddTriangle(1,6,4);generator.AddTriangle(1,9,3);generator.AddTriangle(1,11,6);generator.AddTriangle(2,5,8);generator.AddTriangle(2,7,5);generator.AddTriangle(2,10,7);generator.AddTriangle(3,5,7);generator.AddTriangle(3,7,11);generator.AddTriangle(3,9,5);generator.AddTriangle(4,8,9);generator.AddTriangle(5,9,8);generator.AddTriangle(6,11,10);generator.AddTriangle(7,10,11);}return generator.GetMesh();}function GetTriangleArea(v0,v1,v2){const a=CoordDistance3D(v0,v1);const b=CoordDistance3D(v1,v2);const c=CoordDistance3D(v0,v2);const s=(a+b+c)/2;const areaSquare=s*(s-a)*(s-b)*(s-c);if(areaSquare<0){return 0;}return Math.sqrt(areaSquare);}function GetTetrahedronSignedVolume(v0,v1,v2){return DotVector3D(v0,CrossVector3D(v1,v2))/6;}function CalculateVolume(object3D){if(object3D instanceof Model){let volume=0;object3D.EnumerateMeshInstances(meshInstance=>{volume+=CalculateVolume(meshInstance);});return volume;}else{let volume=0;object3D.EnumerateTriangleVertices((v0,v1,v2)=>{volume+=GetTetrahedronSignedVolume(v0,v1,v2);});return volume;}}function CalculateSurfaceArea(object3D){let surface=0;object3D.EnumerateTriangleVertices((v0,v1,v2)=>{surface+=GetTriangleArea(v0,v1,v2);});return surface;}/**\n * Camera navigation mode.\n * @enum\n */const NavigationMode={/** Fixed up vector. */FixedUpVector:1,/** Free orbit. */FreeOrbit:2};/**\n * Camera projection mode.\n * @enum\n */const ProjectionMode={/** Perspective projection. */Perspective:1,/** Orthographic projection. */Orthographic:2};/**\n * Camera object.\n */class Camera{/**\n     * Creates a clone of the object.\n     * @returns {Camera}\n     */Clone(){return new Camera(this.eye.Clone(),this.center.Clone(),this.up.Clone(),this.fov);}/**\n     * @param {Coord3D} eye Eye position.\n     * @param {Coord3D} center Center position. Sometimes it's called target or look at position.\n     * @param {Coord3D} up Up vector.\n     * @param {number} fov Field of view in degrees.\n     */constructor(eye,center,up,fov){this.eye=eye;this.center=center;this.up=up;this.fov=fov;}}function CameraIsEqual3D(a,b){return CoordIsEqual3D(a.eye,b.eye)&&CoordIsEqual3D(a.center,b.center)&&CoordIsEqual3D(a.up,b.up)&&IsEqual(a.fov,b.fov);}const LineThresholdInPixels=10;const IntersectionMode={MeshOnly:1,MeshAndLine:2};function SetThreeMeshPolygonOffset(mesh,offset){function SetMaterialsPolygonOffset(materials,offset){for(let material of materials){material.polygonOffset=offset;material.polygonOffsetUnit=1;material.polygonOffsetFactor=1;}}SetMaterialsPolygonOffset(mesh.material,offset);if(mesh.userData.threeMaterials){SetMaterialsPolygonOffset(mesh.userData.threeMaterials,offset);}}class ViewerModel{IsEmpty(){return this.rootObject===null;}SetRootObject(rootObject){if(this.rootObject!==null){this.Clear();}this.rootObject=rootObject;this.scene.add(this.rootObject);}GetRootObject(){return this.rootObject;}AddObject(object){if(this.rootObject===null){let newRootObject=new THREE.Object3D;this.SetRootObject(newRootObject);}this.rootObject.add(object);}Traverse(enumerator){if(this.rootObject===null){return;}this.rootObject.traverse(obj=>{enumerator(obj);});}UpdateWorldMatrix(){if(this.rootObject!==null){this.rootObject.updateWorldMatrix(true,true);}}Clear(){DisposeThreeObjects(this.rootObject);this.scene.remove(this.rootObject);this.rootObject=null;}constructor(scene){this.scene=scene;this.rootObject=null;}}/**\n * Edge settings object.\n */class EdgeSettings{/**\n     * Creates a clone of the object.\n     * @returns {EdgeSettings}\n     */Clone(){return new EdgeSettings(this.showEdges,this.edgeColor.Clone(),this.edgeThreshold);}/**\n     * @param {boolean} showEdges Show edges.\n     * @param {RGBColor} edgeColor Color of the edges.\n     * @param {number} edgeThreshold Minimum angle between faces to show edges between them in.\n     * The value must be in degrees.\n     */constructor(showEdges,edgeColor,edgeThreshold){this.showEdges=showEdges;this.edgeColor=edgeColor;this.edgeThreshold=edgeThreshold;}}class ViewerMainModel{SetMainObject(mainObject){this.mainModel.SetRootObject(mainObject);this.hasLines=false;this.hasPolygonOffset=false;this.EnumerateLines(line=>{this.hasLines=true;});if(this.edgeSettings.showEdges){this.GenerateEdgeModel();}this.UpdatePolygonOffset();}UpdateWorldMatrix(){this.mainModel.UpdateWorldMatrix();this.edgeModel.UpdateWorldMatrix();}SetEdgeSettings(edgeSettings){let needToGenerate=false;if(edgeSettings.showEdges&&(!this.edgeSettings.showEdges||this.edgeSettings.edgeThreshold!==edgeSettings.edgeThreshold)){needToGenerate=true;}this.edgeSettings=edgeSettings;if(this.mainModel.IsEmpty()){return;}if(this.edgeSettings.showEdges){if(needToGenerate){this.ClearEdgeModel();this.GenerateEdgeModel();}else{let edgeColor=ConvertColorToThreeColor(this.edgeSettings.edgeColor);this.EnumerateEdges(edge=>{edge.material.color=edgeColor;});}}else{this.ClearEdgeModel();}}GenerateEdgeModel(){let edgeColor=ConvertColorToThreeColor(this.edgeSettings.edgeColor);this.UpdateWorldMatrix();this.EnumerateMeshes(mesh=>{let edges=new THREE.EdgesGeometry(mesh.geometry,this.edgeSettings.edgeThreshold);let line=new THREE.LineSegments(edges,new THREE.LineBasicMaterial({color:edgeColor}));line.applyMatrix4(mesh.matrixWorld);line.userData=mesh.userData;line.visible=mesh.visible;this.edgeModel.AddObject(line);});this.UpdatePolygonOffset();}GetBoundingBox(needToProcess){let hasMesh=false;let boundingBox=new THREE.Box3;this.EnumerateMeshesAndLines(mesh=>{if(needToProcess(mesh.userData)){boundingBox.union(new THREE.Box3().setFromObject(mesh));hasMesh=true;}});if(!hasMesh){return null;}return boundingBox;}GetBoundingSphere(needToProcess){let boundingBox=this.GetBoundingBox(needToProcess);if(boundingBox===null){return null;}let boundingSphere=new THREE.Sphere;boundingBox.getBoundingSphere(boundingSphere);return boundingSphere;}Clear(){this.mainModel.Clear();this.ClearEdgeModel();}ClearEdgeModel(){if(this.edgeModel.IsEmpty()){return;}this.UpdatePolygonOffset();this.edgeModel.Clear();}EnumerateMeshes(enumerator){this.mainModel.Traverse(obj=>{if(obj.isMesh){enumerator(obj);}});}EnumerateLines(enumerator){this.mainModel.Traverse(obj=>{if(obj.isLineSegments){enumerator(obj);}});}EnumerateMeshesAndLines(enumerator){this.mainModel.Traverse(obj=>{if(obj.isMesh){enumerator(obj);}else if(obj.isLineSegments){enumerator(obj);}});}EnumerateEdges(enumerator){this.edgeModel.Traverse(obj=>{if(obj.isLineSegments){enumerator(obj);}});}HasLinesOrEdges(){return this.hasLines||this.edgeSettings.showEdges;}UpdatePolygonOffset(){let needPolygonOffset=this.HasLinesOrEdges();if(needPolygonOffset!==this.hasPolygonOffset){this.EnumerateMeshes(mesh=>{SetThreeMeshPolygonOffset(mesh,needPolygonOffset);});this.hasPolygonOffset=needPolygonOffset;}}GetMeshIntersectionUnderMouse(intersectionMode,mouseCoords,camera,width,height){if(this.mainModel.IsEmpty()){return null;}if(mouseCoords.x<0||mouseCoords.x>width||mouseCoords.y<0||mouseCoords.y>height){return null;}let mousePos=new THREE.Vector2;mousePos.x=mouseCoords.x/width*2-1;mousePos.y=-(mouseCoords.y/height)*2+1;let raycaster=new THREE.Raycaster;raycaster.setFromCamera(mousePos,camera);raycaster.params.Line.threshold=10;let iSectObjects=raycaster.intersectObject(this.mainModel.GetRootObject(),true);for(let i=0;i<iSectObjects.length;i++){let iSectObject=iSectObjects[i];if(!iSectObject.object.visible){continue;}if(iSectObject.object.isMesh){return iSectObject;}else if(iSectObject.object.isLineSegments){if(intersectionMode===IntersectionMode.MeshOnly){continue;}let distance=GetLineSegmentsProjectedDistance(camera,width,height,iSectObject.object,mouseCoords);if(distance>LineThresholdInPixels){continue;}return iSectObject;}}return null;}constructor(scene){this.scene=scene;this.mainModel=new ViewerModel(this.scene);this.edgeModel=new ViewerModel(this.scene);this.edgeSettings=new EdgeSettings(false,new RGBColor(0,0,0),1);this.hasLines=false;this.hasPolygonOffset=false;}}let ParameterConverter={IntegerToString(integer){return integer.toString();},StringToInteger(str){return parseInt(str,10);},NumberToString(number){let precision=5;return number.toFixed(precision);},StringToNumber(str){return parseFloat(str);},ModelUrlsToString:function(urls){if(urls===null){return null;}return urls.join(\",\");},StringToModelUrls:function(str){if(str===null||str.length===0){return null;}return str.split(\",\");},CameraToString:function(camera){if(camera===null){return null;}let cameraParameters=[this.NumberToString(camera.eye.x),this.NumberToString(camera.eye.y),this.NumberToString(camera.eye.z),this.NumberToString(camera.center.x),this.NumberToString(camera.center.y),this.NumberToString(camera.center.z),this.NumberToString(camera.up.x),this.NumberToString(camera.up.y),this.NumberToString(camera.up.z),this.NumberToString(camera.fov)].join(\",\");return cameraParameters;},ProjectionModeToString:function(projectionMode){if(projectionMode===ProjectionMode.Perspective){return\"perspective\";}else if(projectionMode===ProjectionMode.Orthographic){return\"orthographic\";}return null;},StringToCamera:function(str){if(str===null||str.length===0){return null;}let paramParts=str.split(\",\");if(paramParts.length!==9&&paramParts.length!==10){return null;}let fieldOfView=45;if(paramParts.length>=10){fieldOfView=this.StringToNumber(paramParts[9]);}let camera=new Camera(new Coord3D(this.StringToNumber(paramParts[0]),this.StringToNumber(paramParts[1]),this.StringToNumber(paramParts[2])),new Coord3D(this.StringToNumber(paramParts[3]),this.StringToNumber(paramParts[4]),this.StringToNumber(paramParts[5])),new Coord3D(this.StringToNumber(paramParts[6]),this.StringToNumber(paramParts[7]),this.StringToNumber(paramParts[8])),fieldOfView);return camera;},StringToProjectionMode:function(str){if(str===\"perspective\"){return ProjectionMode.Perspective;}else if(str===\"orthographic\"){return ProjectionMode.Orthographic;}return null;},RGBColorToString:function(color){if(color===null){return null;}return[this.IntegerToString(color.r),this.IntegerToString(color.g),this.IntegerToString(color.b)].join(\",\");},RGBAColorToString:function(color){if(color===null){return null;}return[this.IntegerToString(color.r),this.IntegerToString(color.g),this.IntegerToString(color.b),this.IntegerToString(color.a)].join(\",\");},StringToRGBColor:function(str){if(str===null||str.length===0){return null;}let paramParts=str.split(\",\");if(paramParts.length!==3){return null;}return new RGBColor(this.StringToInteger(paramParts[0]),this.StringToInteger(paramParts[1]),this.StringToInteger(paramParts[2]));},StringToRGBAColor:function(str){if(str===null||str.length===0){return null;}let paramParts=str.split(\",\");if(paramParts.length!==3&&paramParts.length!==4){return null;}let color=new RGBAColor(this.StringToInteger(paramParts[0]),this.StringToInteger(paramParts[1]),this.StringToInteger(paramParts[2]),255);if(paramParts.length===4){color.a=this.StringToInteger(paramParts[3]);}return color;},EnvironmentSettingsToString(environmentSettings){if(environmentSettings===null){return null;}let environmentSettingsParameters=[environmentSettings.environmentMapName,environmentSettings.backgroundIsEnvMap?\"on\":\"off\"].join(\",\");return environmentSettingsParameters;},StringToEnvironmentSettings:function(str){if(str===null||str.length===0){return null;}let paramParts=str.split(\",\");if(paramParts.length!==2){return null;}let environmentSettings={environmentMapName:paramParts[0],backgroundIsEnvMap:paramParts[1]===\"on\"?true:false};return environmentSettings;},EdgeSettingsToString:function(edgeSettings){if(edgeSettings===null){return null;}let edgeSettingsParameters=[edgeSettings.showEdges?\"on\":\"off\",this.RGBColorToString(edgeSettings.edgeColor),this.IntegerToString(edgeSettings.edgeThreshold)].join(\",\");return edgeSettingsParameters;},StringToEdgeSettings:function(str){if(str===null||str.length===0){return null;}let paramParts=str.split(\",\");if(paramParts.length!==5){return null;}let edgeSettings=new EdgeSettings(paramParts[0]===\"on\"?true:false,new RGBColor(this.StringToInteger(paramParts[1]),this.StringToInteger(paramParts[2]),this.StringToInteger(paramParts[3])),this.StringToInteger(paramParts[4]));return edgeSettings;}};class ParameterListBuilder{AddModelUrls(urls){this.AddUrlPart(\"model\",ParameterConverter.ModelUrlsToString(urls));return this;}AddCamera(camera){this.AddUrlPart(\"camera\",ParameterConverter.CameraToString(camera));return this;}AddProjectionMode(projectionMode){this.AddUrlPart(\"projectionmode\",ParameterConverter.ProjectionModeToString(projectionMode));return this;}AddEnvironmentSettings(envSettings){this.AddUrlPart(\"envsettings\",ParameterConverter.EnvironmentSettingsToString(envSettings));return this;}AddBackgroundColor(background){this.AddUrlPart(\"backgroundcolor\",ParameterConverter.RGBAColorToString(background));return this;}AddDefaultColor(color){this.AddUrlPart(\"defaultcolor\",ParameterConverter.RGBColorToString(color));return this;}AddDefaultLineColor(color){this.AddUrlPart(\"defaultlinecolor\",ParameterConverter.RGBColorToString(color));return this;}AddEdgeSettings(edgeSettings){this.AddUrlPart(\"edgesettings\",ParameterConverter.EdgeSettingsToString(edgeSettings));return this;}AddUrlPart(keyword,urlPart){if(keyword===null||urlPart===null){return;}if(this.paramList.length>0){this.paramList+=this.separator;}this.paramList+=keyword+\"=\"+urlPart;}GetParameterList(){return this.paramList;}constructor(separator){this.separator=separator;this.paramList=\"\";}}class ParameterListParser{GetModelUrls(){// detect legacy links\nif(this.paramList.indexOf(\"=\")===-1){return this.paramList.split(\",\");}let keywordParams=this.GetKeywordParams(\"model\");return ParameterConverter.StringToModelUrls(keywordParams);}GetCamera(){let keywordParams=this.GetKeywordParams(\"camera\");return ParameterConverter.StringToCamera(keywordParams);}GetProjectionMode(){let keywordParams=this.GetKeywordParams(\"cameramode\")// for compatibility\n;if(keywordParams===null){keywordParams=this.GetKeywordParams(\"projectionmode\");}return ParameterConverter.StringToProjectionMode(keywordParams);}GetEnvironmentSettings(){let environmentSettingsParams=this.GetKeywordParams(\"envsettings\");return ParameterConverter.StringToEnvironmentSettings(environmentSettingsParams);}GetBackgroundColor(){let backgroundParams=this.GetKeywordParams(\"backgroundcolor\");return ParameterConverter.StringToRGBAColor(backgroundParams);}GetDefaultColor(){let colorParams=this.GetKeywordParams(\"defaultcolor\");return ParameterConverter.StringToRGBColor(colorParams);}GetDefaultLineColor(){let colorParams=this.GetKeywordParams(\"defaultlinecolor\");return ParameterConverter.StringToRGBColor(colorParams);}GetEdgeSettings(){let edgeSettingsParams=this.GetKeywordParams(\"edgesettings\");return ParameterConverter.StringToEdgeSettings(edgeSettingsParams);}GetKeywordParams(keyword){if(this.paramList===null||this.paramList.length===0){return null;}let keywordToken=keyword+\"=\";let urlParts=this.paramList.split(this.separator);for(let i=0;i<urlParts.length;i++){let urlPart=urlParts[i];if(urlPart.startsWith(keywordToken)){return urlPart.substring(keywordToken.length);}}return null;}constructor(paramList,separator){this.separator=separator;this.paramList=paramList;}}function CreateUrlBuilder(){return new ParameterListBuilder(\"$\");}function CreateUrlParser(urlParams){return new ParameterListParser(urlParams,\"$\");}function CreateModelUrlParameters(urls){let builder=CreateUrlBuilder();builder.AddModelUrls(urls);return builder.GetParameterList();}const MaterialGeometryType={Line:1,Face:2};class ModelToThreeConversionParams{constructor(){this.forceMediumpForMaterials=false;}}class ModelToThreeConversionOutput{constructor(){this.defaultMaterials=[];this.objectUrls=[];}}class ThreeConversionStateHandler{OnTextureNeeded(){this.texturesNeeded+=1;}OnTextureLoaded(){this.texturesLoaded+=1;this.callbacks.onTextureLoaded();this.Finish();}OnModelLoaded(threeObject){this.threeObject=threeObject;this.Finish();}Finish(){if(this.threeObject!==null&&this.texturesNeeded===this.texturesLoaded){this.callbacks.onModelLoaded(this.threeObject);}}constructor(callbacks){this.callbacks=callbacks;this.texturesNeeded=0;this.texturesLoaded=0;this.threeObject=null;}}class ThreeNodeTree{AddNode(node,threeNode){let matrix=node.GetTransformation().GetMatrix();let threeMatrix=new THREE.Matrix4().fromArray(matrix.Get());threeNode.applyMatrix4(threeMatrix);for(let childNode of node.GetChildNodes()){let threeChildNode=new THREE.Object3D;threeNode.add(threeChildNode);this.AddNode(childNode,threeChildNode);}for(let meshIndex of node.GetMeshIndices()){let id=new MeshInstanceId(node.GetId(),meshIndex);let mesh=this.model.GetMesh(meshIndex);this.threeNodeItems.push({meshInstance:new MeshInstance(id,node,mesh),threeNode:threeNode});}}GetNodeItems(){return this.threeNodeItems;}constructor(model,threeRootNode){this.model=model;this.threeNodeItems=[];this.AddNode(model.GetRootNode(),threeRootNode);}}class ThreeMaterialHandler{GetThreeMaterial(modelMaterialIndex,geometryType){if(geometryType===MaterialGeometryType.Face){if(!this.modelToThreeMaterial.has(modelMaterialIndex)){let threeMaterial=this.CreateThreeFaceMaterial(modelMaterialIndex);this.modelToThreeMaterial.set(modelMaterialIndex,threeMaterial);}return this.modelToThreeMaterial.get(modelMaterialIndex);}else if(geometryType===MaterialGeometryType.Line){if(!this.modelToThreeLineMaterial.has(modelMaterialIndex)){let threeMaterial=this.CreateThreeLineMaterial(modelMaterialIndex);this.modelToThreeLineMaterial.set(modelMaterialIndex,threeMaterial);}return this.modelToThreeLineMaterial.get(modelMaterialIndex);}else{return null;}}CreateThreeFaceMaterial(materialIndex){let material=this.model.GetMaterial(materialIndex);let baseColor=ConvertColorToThreeColor(material.color);if(material.vertexColors){baseColor.setRGB(1,1,1);}let materialParams={color:baseColor,vertexColors:material.vertexColors,opacity:material.opacity,transparent:material.transparent,alphaTest:material.alphaTest,side:THREE.DoubleSide};if(this.conversionParams.forceMediumpForMaterials){materialParams.precision=\"mediump\";}let threeMaterial=null;if(this.shadingType===ShadingType.Phong){threeMaterial=new THREE.MeshPhongMaterial(materialParams);if(material.type===MaterialType.Phong){let specularColor=ConvertColorToThreeColor(material.specular);if(IsEqual(material.shininess,0)){specularColor.setRGB(0,0,0);}threeMaterial.specular=specularColor;threeMaterial.shininess=material.shininess*100;this.LoadFaceTexture(threeMaterial,material.specularMap,threeTexture=>{threeMaterial.specularMap=threeTexture;});}}else if(this.shadingType===ShadingType.Physical){threeMaterial=new THREE.MeshStandardMaterial(materialParams);if(material.type===MaterialType.Physical){threeMaterial.metalness=material.metalness;threeMaterial.roughness=material.roughness;this.LoadFaceTexture(threeMaterial,material.metalnessMap,threeTexture=>{threeMaterial.metalness=1;threeMaterial.roughness=1;threeMaterial.metalnessMap=threeTexture;threeMaterial.roughnessMap=threeTexture;});}}let emissiveColor=ConvertColorToThreeColor(material.emissive);threeMaterial.emissive=emissiveColor;this.LoadFaceTexture(threeMaterial,material.diffuseMap,threeTexture=>{if(!material.multiplyDiffuseMap){threeMaterial.color.setRGB(1,1,1);}threeMaterial.map=threeTexture;});this.LoadFaceTexture(threeMaterial,material.bumpMap,threeTexture=>{threeMaterial.bumpMap=threeTexture;});this.LoadFaceTexture(threeMaterial,material.normalMap,threeTexture=>{threeMaterial.normalMap=threeTexture;});this.LoadFaceTexture(threeMaterial,material.emissiveMap,threeTexture=>{threeMaterial.emissiveMap=threeTexture;});if(material.source!==MaterialSource.Model){threeMaterial.userData.source=material.source;this.conversionOutput.defaultMaterials.push(threeMaterial);}return threeMaterial;}CreateThreeLineMaterial(materialIndex){let material=this.model.GetMaterial(materialIndex);let baseColor=ConvertColorToThreeColor(material.color);let materialParams={color:baseColor,opacity:material.opacity};if(this.conversionParams.forceMediumpForMaterials){materialParams.precision=\"mediump\";}let threeMaterial=new THREE.LineBasicMaterial(materialParams);if(material.source!==MaterialSource.Model){threeMaterial.userData.source=material.source;this.conversionOutput.defaultMaterials.push(threeMaterial);}return threeMaterial;}LoadFaceTexture(threeMaterial,texture,onTextureLoaded){function SetTextureParameters(texture,threeTexture){threeTexture.wrapS=THREE.RepeatWrapping;threeTexture.wrapT=THREE.RepeatWrapping;threeTexture.rotation=texture.rotation;threeTexture.offset.x=texture.offset.x;threeTexture.offset.y=texture.offset.y;threeTexture.repeat.x=texture.scale.x;threeTexture.repeat.y=texture.scale.y;}if(texture===null||!texture.IsValid()){return;}let loader=new THREE.TextureLoader;this.stateHandler.OnTextureNeeded();let textureObjectUrl=null;if(texture.mimeType!==null){textureObjectUrl=CreateObjectUrlWithMimeType(texture.buffer,texture.mimeType);}else{textureObjectUrl=CreateObjectUrl(texture.buffer);}this.conversionOutput.objectUrls.push(textureObjectUrl);loader.load(textureObjectUrl,threeTexture=>{SetTextureParameters(texture,threeTexture);threeMaterial.needsUpdate=true;onTextureLoaded(threeTexture);this.stateHandler.OnTextureLoaded();},null,err=>{this.stateHandler.OnTextureLoaded();});}constructor(model,stateHandler,conversionParams,conversionOutput){this.model=model;this.stateHandler=stateHandler;this.conversionParams=conversionParams;this.conversionOutput=conversionOutput;this.shadingType=GetShadingType(model);this.modelToThreeLineMaterial=new Map;this.modelToThreeMaterial=new Map;}}class ThreeMeshMaterialHandler{ProcessItem(itemIndex,materialIndex){if(this.previousMaterialIndex!==materialIndex){if(this.groupStart!==null){this.AddGroup(this.groupStart,itemIndex-1);}this.groupStart=itemIndex;let threeMaterial=this.materialHandler.GetThreeMaterial(materialIndex,this.geometryType);this.meshThreeMaterials.push(threeMaterial);this.meshOriginalMaterials.push(materialIndex);this.previousMaterialIndex=materialIndex;}}Finalize(itemCount){this.AddGroup(this.groupStart,itemCount-1);}AddGroup(start,end){let materialIndex=this.meshThreeMaterials.length-1;this.threeGeometry.addGroup(start*this.itemVertexCount,(end-start+1)*this.itemVertexCount,materialIndex);}constructor(threeGeometry,geometryType,materialHandler){this.threeGeometry=threeGeometry;this.geometryType=geometryType;this.materialHandler=materialHandler;this.itemVertexCount=null;if(geometryType===MaterialGeometryType.Face){this.itemVertexCount=3;}else if(geometryType===MaterialGeometryType.Line){this.itemVertexCount=2;}this.meshThreeMaterials=[];this.meshOriginalMaterials=[];this.groupStart=null;this.previousMaterialIndex=null;}}function ConvertModelToThreeObject(model,conversionParams,conversionOutput,callbacks){function CreateThreeTriangleMesh(meshInstance,materialHandler){let mesh=meshInstance.mesh;let triangleCount=mesh.TriangleCount();if(triangleCount===0){return null;}let triangleIndices=[];for(let i=0;i<triangleCount;i++){triangleIndices.push(i);}triangleIndices.sort((a,b)=>{let aTriangle=mesh.GetTriangle(a);let bTriangle=mesh.GetTriangle(b);return aTriangle.mat-bTriangle.mat;});let threeGeometry=new THREE.BufferGeometry;let meshMaterialHandler=new ThreeMeshMaterialHandler(threeGeometry,MaterialGeometryType.Face,materialHandler);let vertices=[];let vertexColors=[];let normals=[];let uvs=[];let meshHasVertexColors=mesh.VertexColorCount()>0;let meshHasUVs=mesh.TextureUVCount()>0;let processedTriangleCount=0;for(let triangleIndex of triangleIndices){let triangle=mesh.GetTriangle(triangleIndex);let v0=mesh.GetVertex(triangle.v0);let v1=mesh.GetVertex(triangle.v1);let v2=mesh.GetVertex(triangle.v2);vertices.push(v0.x,v0.y,v0.z,v1.x,v1.y,v1.z,v2.x,v2.y,v2.z);if(triangle.HasVertexColors()){let vc0=ConvertColorToThreeColor(mesh.GetVertexColor(triangle.c0));let vc1=ConvertColorToThreeColor(mesh.GetVertexColor(triangle.c1));let vc2=ConvertColorToThreeColor(mesh.GetVertexColor(triangle.c2));vertexColors.push(vc0.r,vc0.g,vc0.b,vc1.r,vc1.g,vc1.b,vc2.r,vc2.g,vc2.b);}else if(meshHasVertexColors){vertexColors.push(0,0,0,0,0,0,0,0,0);}let n0=mesh.GetNormal(triangle.n0);let n1=mesh.GetNormal(triangle.n1);let n2=mesh.GetNormal(triangle.n2);normals.push(n0.x,n0.y,n0.z,n1.x,n1.y,n1.z,n2.x,n2.y,n2.z);if(triangle.HasTextureUVs()){let u0=mesh.GetTextureUV(triangle.u0);let u1=mesh.GetTextureUV(triangle.u1);let u2=mesh.GetTextureUV(triangle.u2);uvs.push(u0.x,u0.y,u1.x,u1.y,u2.x,u2.y);}else if(meshHasUVs){uvs.push(0,0,0,0,0,0);}meshMaterialHandler.ProcessItem(processedTriangleCount,triangle.mat);processedTriangleCount+=1;}meshMaterialHandler.Finalize(processedTriangleCount);threeGeometry.setAttribute(\"position\",new THREE.Float32BufferAttribute(vertices,3));if(vertexColors.length!==0){threeGeometry.setAttribute(\"color\",new THREE.Float32BufferAttribute(vertexColors,3));}threeGeometry.setAttribute(\"normal\",new THREE.Float32BufferAttribute(normals,3));if(uvs.length!==0){threeGeometry.setAttribute(\"uv\",new THREE.Float32BufferAttribute(uvs,2));}let threeMesh=new THREE.Mesh(threeGeometry,meshMaterialHandler.meshThreeMaterials);threeMesh.name=mesh.GetName();threeMesh.userData={originalMeshInstance:meshInstance,originalMaterials:meshMaterialHandler.meshOriginalMaterials,threeMaterials:null};return threeMesh;}function CreateThreeLineMesh(meshInstance,materialHandler){let mesh=meshInstance.mesh;let lineCount=mesh.LineCount();if(lineCount===0){return null;}let lineIndices=[];for(let i=0;i<lineCount;i++){lineIndices.push(i);}lineIndices.sort((a,b)=>{let aLine=mesh.GetLine(a);let bLine=mesh.GetLine(b);return aLine.mat-bLine.mat;});let threeGeometry=new THREE.BufferGeometry;let meshMaterialHandler=new ThreeMeshMaterialHandler(threeGeometry,MaterialGeometryType.Line,materialHandler);let vertices=[];let segmentCount=0;for(let i=0;i<lineIndices.length;i++){let line=mesh.GetLine(lineIndices[i]);let lineVertices=line.GetVertices();for(let i=0;i<lineVertices.length;i++){let vertexIndex=lineVertices[i];let vertex=mesh.GetVertex(vertexIndex);vertices.push(vertex.x,vertex.y,vertex.z);if(i>0&&i<lineVertices.length-1){vertices.push(vertex.x,vertex.y,vertex.z);}}meshMaterialHandler.ProcessItem(segmentCount,line.mat);segmentCount+=line.SegmentCount();}meshMaterialHandler.Finalize(segmentCount);threeGeometry.setAttribute(\"position\",new THREE.Float32BufferAttribute(vertices,3));let threeLine=new THREE.LineSegments(threeGeometry,meshMaterialHandler.meshThreeMaterials);threeLine.userData={originalMeshInstance:meshInstance,originalMaterials:meshMaterialHandler.meshOriginalMaterials,threeMaterials:null};return threeLine;}function ConvertMesh(threeObject,meshInstance,materialHandler){if(IsEmptyMesh(meshInstance.mesh)){return;}let triangleMesh=CreateThreeTriangleMesh(meshInstance,materialHandler);if(triangleMesh!==null){threeObject.add(triangleMesh);}let lineMesh=CreateThreeLineMesh(meshInstance,materialHandler);if(lineMesh!==null){threeObject.add(lineMesh);}}function ConvertNodeHierarchy(threeRootNode,model,materialHandler,stateHandler){let nodeTree=new ThreeNodeTree(model,threeRootNode);let threeNodeItems=nodeTree.GetNodeItems();RunTasksBatch(threeNodeItems.length,100,{runTask:(firstMeshInstanceIndex,lastMeshInstanceIndex,onReady)=>{for(let meshInstanceIndex=firstMeshInstanceIndex;meshInstanceIndex<=lastMeshInstanceIndex;meshInstanceIndex++){let nodeItem=threeNodeItems[meshInstanceIndex];ConvertMesh(nodeItem.threeNode,nodeItem.meshInstance,materialHandler);}onReady();},onReady:()=>{stateHandler.OnModelLoaded(threeRootNode);}});}let stateHandler=new ThreeConversionStateHandler(callbacks);let materialHandler=new ThreeMaterialHandler(model,stateHandler,conversionParams,conversionOutput);let threeObject=new THREE.Object3D;ConvertNodeHierarchy(threeObject,model,materialHandler,stateHandler);}class ThreeModelLoader{InProgress(){return this.inProgress;}LoadModel(inputFiles,settings,callbacks){if(this.inProgress){return;}this.inProgress=true;this.RevokeObjectUrls();this.importer.ImportFiles(inputFiles,settings,{onLoadStart:()=>{callbacks.onLoadStart();},onFileListProgress:(current,total)=>{callbacks.onFileListProgress(current,total);},onFileLoadProgress:(current,total)=>{callbacks.onFileLoadProgress(current,total);},onImportStart:()=>{callbacks.onImportStart();},onSelectMainFile:(fileNames,selectFile)=>{if(!callbacks.onSelectMainFile){selectFile(0);}else{callbacks.onSelectMainFile(fileNames,selectFile);}},onImportSuccess:importResult=>{callbacks.onVisualizationStart();let params=new ModelToThreeConversionParams;params.forceMediumpForMaterials=this.hasHighpDriverIssue;let output=new ModelToThreeConversionOutput;ConvertModelToThreeObject(importResult.model,params,output,{onTextureLoaded:()=>{callbacks.onTextureLoaded();},onModelLoaded:threeObject=>{this.defaultMaterials=output.defaultMaterials;this.objectUrls=output.objectUrls;if(importResult.upVector===Direction.X){let rotation=new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0,0,1),Math.PI/2);threeObject.quaternion.multiply(rotation);}else if(importResult.upVector===Direction.Z){let rotation=new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1,0,0),-Math.PI/2);threeObject.quaternion.multiply(rotation);}callbacks.onModelFinished(importResult,threeObject);this.inProgress=false;}});},onImportError:importError=>{callbacks.onLoadError(importError);this.inProgress=false;}});}GetImporter(){return this.importer;}GetDefaultMaterials(){return this.defaultMaterials;}ReplaceDefaultMaterialsColor(defaultColor,defaultLineColor){if(this.defaultMaterials!==null){for(let defaultMaterial of this.defaultMaterials){if(!defaultMaterial.vertexColors){if(defaultMaterial.userData.source===MaterialSource.DefaultFace){defaultMaterial.color=ConvertColorToThreeColor(defaultColor);}else if(defaultMaterial.userData.source===MaterialSource.DefaultLine){defaultMaterial.color=ConvertColorToThreeColor(defaultLineColor);}}}}}RevokeObjectUrls(){if(this.objectUrls===null){return;}for(let objectUrl of this.objectUrls){RevokeObjectUrl(objectUrl);}this.objectUrls=null;}Destroy(){this.RevokeObjectUrls();this.importer=null;}constructor(){this.importer=new Importer;this.inProgress=false;this.defaultMaterials=null;this.objectUrls=null;this.hasHighpDriverIssue=HasHighpDriverIssue();}}function GetIntegerFromStyle(parameter){return Math.round(parseFloat(parameter));}function GetDomElementExternalWidth(style){let padding=GetIntegerFromStyle(style.paddingLeft)+GetIntegerFromStyle(style.paddingRight);let border=GetIntegerFromStyle(style.borderLeftWidth)+GetIntegerFromStyle(style.borderRightWidth);let margin=GetIntegerFromStyle(style.marginLeft)+GetIntegerFromStyle(style.marginRight);return padding+border+margin;}function GetDomElementExternalHeight(style){let padding=GetIntegerFromStyle(style.paddingTop)+GetIntegerFromStyle(style.paddingBottom);let border=GetIntegerFromStyle(style.borderTopWidth)+GetIntegerFromStyle(style.borderBottomWidth);let margin=GetIntegerFromStyle(style.marginTop)+GetIntegerFromStyle(style.marginBottom);return padding+border+margin;}function GetDomElementInnerDimensions(element,outerWidth,outerHeight){let style=getComputedStyle(element);let width=outerWidth-GetDomElementExternalWidth(style);let height=outerHeight-GetDomElementExternalHeight(style);return{width:width,height:height};}function GetDomElementClientCoordinates(element,clientX,clientY){if(element.getBoundingClientRect){let clientRect=element.getBoundingClientRect();clientX-=clientRect.left;clientY-=clientRect.top;}if(window.pageXOffset&&window.pageYOffset){clientX+=window.pageXOffset;clientY+=window.pageYOffset;}return new Coord2D(clientX,clientY);}function CreateDomElement(elementType,className,innerHTML){let element=document.createElement(elementType);if(className){element.className=className;}if(innerHTML){element.innerHTML=innerHTML;}return element;}function AddDomElement(parentElement,elementType,className,innerHTML){let element=CreateDomElement(elementType,className,innerHTML);parentElement.appendChild(element);return element;}function AddDiv(parentElement,className,innerHTML){return AddDomElement(parentElement,\"div\",className,innerHTML);}function ClearDomElement(element){while(element.firstChild){element.removeChild(element.firstChild);}}function InsertDomElementBefore(newElement,existingElement){existingElement.parentNode.insertBefore(newElement,existingElement);}function InsertDomElementAfter(newElement,existingElement){existingElement.parentNode.insertBefore(newElement,existingElement.nextSibling);}function ShowDomElement(element,show){if(show){element.style.display=\"block\";}else{element.style.display=\"none\";}}function IsDomElementVisible(element){return element.offsetParent!==null;}function SetDomElementWidth(element,width){element.style.width=width.toString()+\"px\";}function SetDomElementHeight(element,height){element.style.height=height.toString()+\"px\";}function GetDomElementOuterWidth(element){let style=getComputedStyle(element);return element.offsetWidth+GetIntegerFromStyle(style.marginLeft)+GetIntegerFromStyle(style.marginRight);}function GetDomElementOuterHeight(element){let style=getComputedStyle(element);return element.offsetHeight+GetIntegerFromStyle(style.marginTop)+GetIntegerFromStyle(style.marginBottom);}function SetDomElementOuterWidth(element,width){let style=getComputedStyle(element);SetDomElementWidth(element,width-GetDomElementExternalWidth(style));}function SetDomElementOuterHeight(element,height){let style=getComputedStyle(element);SetDomElementHeight(element,height-GetDomElementExternalHeight(style));}function CreateDiv(className,innerHTML){return CreateDomElement(\"div\",className,innerHTML);}class MouseInteraction{Down(canvas,ev){this.buttons.push(ev.which);this.curr=this.GetPositionFromEvent(canvas,ev);this.prev=this.curr.Clone();}Move(canvas,ev){this.curr=this.GetPositionFromEvent(canvas,ev);this.diff=SubCoord2D(this.curr,this.prev);this.prev=this.curr.Clone();}Up(canvas,ev){let buttonIndex=this.buttons.indexOf(ev.which);if(buttonIndex!==-1){this.buttons.splice(buttonIndex,1);}this.curr=this.GetPositionFromEvent(canvas,ev);}Leave(canvas,ev){this.buttons=[];this.curr=this.GetPositionFromEvent(canvas,ev);}IsButtonDown(){return this.buttons.length>0;}GetButton(){let length=this.buttons.length;if(length===0){return 0;}return this.buttons[length-1];}GetPosition(){return this.curr;}GetMoveDiff(){return this.diff;}GetPositionFromEvent(canvas,ev){return GetDomElementClientCoordinates(canvas,ev.clientX,ev.clientY);}constructor(){this.prev=new Coord2D(0,0);this.curr=new Coord2D(0,0);this.diff=new Coord2D(0,0);this.buttons=[];}}class TouchInteraction{Start(canvas,ev){if(ev.touches.length===0){return;}this.fingers=ev.touches.length;this.currPos=this.GetPositionFromEvent(canvas,ev);this.prevPos=this.currPos.Clone();this.currDist=this.GetTouchDistanceFromEvent(canvas,ev);this.prevDist=this.currDist;}Move(canvas,ev){if(ev.touches.length===0){return;}this.currPos=this.GetPositionFromEvent(canvas,ev);this.diffPos=SubCoord2D(this.currPos,this.prevPos);this.prevPos=this.currPos.Clone();this.currDist=this.GetTouchDistanceFromEvent(canvas,ev);this.diffDist=this.currDist-this.prevDist;this.prevDist=this.currDist;}End(canvas,ev){if(ev.touches.length===0){return;}this.fingers=0;this.currPos=this.GetPositionFromEvent(canvas,ev);this.currDist=this.GetTouchDistanceFromEvent(canvas,ev);}IsFingerDown(){return this.fingers!==0;}GetFingerCount(){return this.fingers;}GetPosition(){return this.currPos;}GetMoveDiff(){return this.diffPos;}GetDistanceDiff(){return this.diffDist;}GetPositionFromEvent(canvas,ev){let coord=null;if(ev.touches.length!==0){let touchEv=ev.touches[0];coord=GetDomElementClientCoordinates(canvas,touchEv.pageX,touchEv.pageY);}return coord;}GetTouchDistanceFromEvent(canvas,ev){if(ev.touches.length!==2){return 0;}let touchEv1=ev.touches[0];let touchEv2=ev.touches[1];let distance=CoordDistance2D(GetDomElementClientCoordinates(canvas,touchEv1.pageX,touchEv1.pageY),GetDomElementClientCoordinates(canvas,touchEv2.pageX,touchEv2.pageY));return distance;}constructor(){this.prevPos=new Coord2D(0,0);this.currPos=new Coord2D(0,0);this.diffPos=new Coord2D(0,0);this.prevDist=0;this.currDist=0;this.diffDist=0;this.fingers=0;}}class ClickDetector{Start(startPosition){this.isClick=true;this.startPosition=startPosition;}Move(currentPosition){if(!this.isClick){return;}if(this.startPosition!==null){const maxClickDistance=3;const currentDistance=CoordDistance2D(this.startPosition,currentPosition);if(currentDistance>maxClickDistance){this.Cancel();}}else{this.Cancel();}}End(){this.startPosition=null;}Cancel(){this.isClick=false;this.startPosition=null;}IsClick(){return this.isClick;}constructor(){this.isClick=false;this.startPosition=null;}}const NavigationType={None:0,Orbit:1,Pan:2,Zoom:3};class Navigation{SetMouseClickHandler(onMouseClick){this.onMouseClick=onMouseClick;}SetMouseMoveHandler(onMouseMove){this.onMouseMove=onMouseMove;}SetContextMenuHandler(onContext){this.onContext=onContext;}GetNavigationMode(){return this.navigationMode;}SetNavigationMode(navigationMode){this.navigationMode=navigationMode;}GetCamera(){return this.camera;}SetCamera(camera){this.camera=camera;}MoveCamera(newCamera,stepCount){function Step(obj,steps,count,index){obj.camera.eye=steps.eye[index];obj.camera.center=steps.center[index];obj.camera.up=steps.up[index];obj.Update();if(index<count-1){requestAnimationFrame(()=>{Step(obj,steps,count,index+1);});}}if(newCamera===null){return;}if(stepCount===0||CameraIsEqual3D(this.camera,newCamera)){this.camera=newCamera;}else{let tweenFunc=ParabolicTweenFunction;let steps={eye:TweenCoord3D(this.camera.eye,newCamera.eye,stepCount,tweenFunc),center:TweenCoord3D(this.camera.center,newCamera.center,stepCount,tweenFunc),up:TweenCoord3D(this.camera.up,newCamera.up,stepCount,tweenFunc)};requestAnimationFrame(()=>{Step(this,steps,stepCount,0);});}this.Update();}GetFitToSphereCamera(center,radius){if(IsZero(radius)){return null;}let fitCamera=this.camera.Clone();let offsetToOrigo=SubCoord3D(fitCamera.center,center);fitCamera.eye=SubCoord3D(fitCamera.eye,offsetToOrigo);fitCamera.center=center.Clone();let centerEyeDirection=SubCoord3D(fitCamera.eye,fitCamera.center).Normalize();let fieldOfView=this.camera.fov/2;if(this.canvas.width<this.canvas.height){fieldOfView=fieldOfView*this.canvas.width/this.canvas.height;}let distance=radius/Math.sin(fieldOfView*DegRad);fitCamera.eye=fitCamera.center.Clone().Offset(centerEyeDirection,distance);return fitCamera;}OnMouseDown(ev){ev.preventDefault();this.mouse.Down(this.canvas,ev);this.clickDetector.Start(this.mouse.GetPosition());}OnMouseMove(ev){this.mouse.Move(this.canvas,ev);this.clickDetector.Move(this.mouse.GetPosition());if(this.onMouseMove){let mouseCoords=GetDomElementClientCoordinates(this.canvas,ev.clientX,ev.clientY);this.onMouseMove(mouseCoords);}if(!this.mouse.IsButtonDown()){return;}let moveDiff=this.mouse.GetMoveDiff();let mouseButton=this.mouse.GetButton();let navigationType=NavigationType.None;if(mouseButton===1){if(ev.ctrlKey){navigationType=NavigationType.Zoom;}else if(ev.shiftKey){navigationType=NavigationType.Pan;}else{navigationType=NavigationType.Orbit;}}else if(mouseButton===2||mouseButton===3){navigationType=NavigationType.Pan;}if(navigationType===NavigationType.Orbit){let orbitRatio=.5;this.Orbit(moveDiff.x*orbitRatio,moveDiff.y*orbitRatio);}else if(navigationType===NavigationType.Pan){let eyeCenterDistance=CoordDistance3D(this.camera.eye,this.camera.center);let panRatio=.001*eyeCenterDistance;this.Pan(moveDiff.x*panRatio,moveDiff.y*panRatio);}else if(navigationType===NavigationType.Zoom){let zoomRatio=.005;this.Zoom(-moveDiff.y*zoomRatio);}this.Update();}OnMouseUp(ev){this.mouse.Up(this.canvas,ev);this.clickDetector.End();if(this.clickDetector.IsClick()){let mouseCoords=this.mouse.GetPosition();this.Click(ev.which,mouseCoords);}}OnMouseLeave(ev){this.mouse.Leave(this.canvas,ev);this.clickDetector.Cancel();}OnTouchStart(ev){ev.preventDefault();this.touch.Start(this.canvas,ev);this.clickDetector.Start(this.touch.GetPosition());}OnTouchMove(ev){ev.preventDefault();this.touch.Move(this.canvas,ev);this.clickDetector.Move(this.touch.GetPosition());if(!this.touch.IsFingerDown()){return;}let moveDiff=this.touch.GetMoveDiff();let distanceDiff=this.touch.GetDistanceDiff();let fingerCount=this.touch.GetFingerCount();let navigationType=NavigationType.None;if(fingerCount===1){navigationType=NavigationType.Orbit;}else if(fingerCount===2){navigationType=NavigationType.Pan;}if(navigationType===NavigationType.Orbit){let orbitRatio=.5;this.Orbit(moveDiff.x*orbitRatio,moveDiff.y*orbitRatio);}else if(navigationType===NavigationType.Pan){let zoomRatio=.005;this.Zoom(distanceDiff*zoomRatio);let panRatio=.001*CoordDistance3D(this.camera.eye,this.camera.center);this.Pan(moveDiff.x*panRatio,moveDiff.y*panRatio);}this.Update();}OnTouchEnd(ev){ev.preventDefault();this.touch.End(this.canvas,ev);this.clickDetector.End();if(this.clickDetector.IsClick()){let touchCoords=this.touch.GetPosition();if(this.touch.GetFingerCount()===1){this.Click(1,touchCoords);}}}OnMouseWheel(ev){let params=ev||window.event;params.preventDefault();let delta=-params.deltaY/40;let ratio=.1;if(delta<0){ratio=ratio*-1;}this.Zoom(ratio);this.Update();}OnContextMenu(ev){ev.preventDefault();if(this.clickDetector.IsClick()){this.Context(ev.clientX,ev.clientY);this.clickDetector.Cancel();}}Orbit(angleX,angleY){let radAngleX=angleX*DegRad;let radAngleY=angleY*DegRad;let viewDirection=SubCoord3D(this.camera.center,this.camera.eye).Normalize();let horizontalDirection=CrossVector3D(viewDirection,this.camera.up).Normalize();if(this.navigationMode===NavigationMode.FixedUpVector){let originalAngle=VectorAngle3D(viewDirection,this.camera.up);let newAngle=originalAngle+radAngleY;if(IsGreater(newAngle,0)&&IsLower(newAngle,Math.PI)){this.camera.eye.Rotate(horizontalDirection,-radAngleY,this.camera.center);}this.camera.eye.Rotate(this.camera.up,-radAngleX,this.camera.center);}else if(this.navigationMode===NavigationMode.FreeOrbit){let verticalDirection=CrossVector3D(horizontalDirection,viewDirection).Normalize();this.camera.eye.Rotate(horizontalDirection,-radAngleY,this.camera.center);this.camera.eye.Rotate(verticalDirection,-radAngleX,this.camera.center);this.camera.up=verticalDirection;}}Pan(moveX,moveY){let viewDirection=SubCoord3D(this.camera.center,this.camera.eye).Normalize();let horizontalDirection=CrossVector3D(viewDirection,this.camera.up).Normalize();let verticalDirection=CrossVector3D(horizontalDirection,viewDirection).Normalize();this.camera.eye.Offset(horizontalDirection,-moveX);this.camera.center.Offset(horizontalDirection,-moveX);this.camera.eye.Offset(verticalDirection,moveY);this.camera.center.Offset(verticalDirection,moveY);}Zoom(ratio){let direction=SubCoord3D(this.camera.center,this.camera.eye);let distance=direction.Length();let move=distance*ratio;console.log(\"this.theCameraDirections\",Math.abs(this.theCameraDirections*.3),Math.abs(this.theCameraDirections*3.5),distance);if(!this.theCameraDirections){this.theCameraDirections=distance;}if(Math.abs(this.theCameraDirections*.3)<Math.abs(distance)-move&&Math.abs(distance)-move<Math.abs(this.theCameraDirections*3.5)){this.camera.eye.Offset(direction,move);}}Update(){this.callbacks.onUpdate();}Click(button,mouseCoords){if(this.onMouseClick){this.onMouseClick(button,mouseCoords);}}Context(clientX,clientY){if(this.onContext){let globalCoords={x:clientX,y:clientY};let localCoords=GetDomElementClientCoordinates(this.canvas,clientX,clientY);this.onContext(globalCoords,localCoords);}}constructor(canvas,camera,callbacks){this.canvas=canvas;this.camera=camera;this.callbacks=callbacks;this.navigationMode=NavigationMode.FixedUpVector;this.mouse=new MouseInteraction;this.touch=new TouchInteraction;this.clickDetector=new ClickDetector;this.onMouseClick=null;this.onMouseMove=null;this.onContext=null;this.theCameraDirections=null;if(this.canvas.addEventListener){this.canvas.addEventListener(\"mousedown\",this.OnMouseDown.bind(this));this.canvas.addEventListener(\"wheel\",this.OnMouseWheel.bind(this));this.canvas.addEventListener(\"touchstart\",this.OnTouchStart.bind(this));this.canvas.addEventListener(\"touchmove\",this.OnTouchMove.bind(this));this.canvas.addEventListener(\"touchcancel\",this.OnTouchEnd.bind(this));this.canvas.addEventListener(\"touchend\",this.OnTouchEnd.bind(this));this.canvas.addEventListener(\"contextmenu\",this.OnContextMenu.bind(this));}if(document.addEventListener){document.addEventListener(\"mousemove\",this.OnMouseMove.bind(this));document.addEventListener(\"mouseup\",this.OnMouseUp.bind(this));document.addEventListener(\"mouseleave\",this.OnMouseLeave.bind(this));}}}/**\n * Environment settings object.\n */class EnvironmentSettings{/**\n     * Creates a clone of the object.\n     * @returns {EnvironmentSettings}\n     */Clone(){let textureNames=null;if(this.textureNames!==null){textureNames=[];for(let textureName of this.textureNames){textureNames.push(textureName);}}return new EnvironmentSettings(textureNames,this.backgroundIsEnvMap);}/**\n     * @param {string[]} textureNames Urls of the environment map images in this order:\n     * posx, negx, posy, negy, posz, negz.\n     * @param {boolean} backgroundIsEnvMap Use the environment map as background.\n     */constructor(textureNames,backgroundIsEnvMap){this.textureNames=textureNames;this.backgroundIsEnvMap=backgroundIsEnvMap;}}class ShadingModel{SetShadingType(type){this.type=type;this.UpdateShading();}SetProjectionMode(projectionMode){this.projectionMode=projectionMode;this.UpdateShading();}UpdateShading(){if(this.type===ShadingType.Phong){this.ambientLight.color.set(8947848);this.directionalLight.color.set(8947848);this.scene.environment=null;}else if(this.type===ShadingType.Physical){this.ambientLight.color.set(0);this.directionalLight.color.set(5592405);this.scene.environment=this.environment;}if(this.environmentSettings.backgroundIsEnvMap&&this.projectionMode===ProjectionMode.Perspective){this.scene.background=this.environment;}else{this.scene.background=null;}}SetEnvironmentMapSettings(environmentSettings,onLoaded){let loader=new THREE.CubeTextureLoader;this.environment=loader.load(environmentSettings.textureNames,texture=>{texture.colorSpace=THREE.LinearSRGBColorSpace;onLoaded();});this.environmentSettings=environmentSettings;}UpdateByCamera(camera){const lightDir=SubCoord3D(camera.eye,camera.center);this.directionalLight.position.set(lightDir.x,lightDir.y,lightDir.z);}constructor(scene){this.scene=scene;this.type=ShadingType.Physical;this.projectionMode=ProjectionMode.Perspective;this.ambientLight=new THREE.AmbientLight(8947848,1*Math.PI);this.directionalLight=new THREE.DirectionalLight(8947848,1);this.environmentSettings=new EnvironmentSettings(null,false);this.environment=null;this.scene.add(this.ambientLight);this.scene.add(this.directionalLight);}}function GetDefaultCamera(direction){let fieldOfView=45;if(direction===Direction.X){return new Camera(new Coord3D(2,-3,1.5),new Coord3D(0,0,0),new Coord3D(1,0,0),fieldOfView);}else if(direction===Direction.Y){return new Camera(new Coord3D(-1.5,2,3),new Coord3D(0,0,0),new Coord3D(0,1,0),fieldOfView);}else if(direction===Direction.Z){return new Camera(new Coord3D(-1.5,-3,2),new Coord3D(0,0,0),new Coord3D(0,0,1),fieldOfView);}return null;}function TraverseThreeObject(object,processor){if(!processor(object)){return false;}for(let child of object.children){if(!TraverseThreeObject(child,processor)){return false;}}return true;}function GetShadingTypeOfObject(mainObject){let shadingType=null;TraverseThreeObject(mainObject,obj=>{if(obj.isMesh){for(const material of obj.material){if(material.type===\"MeshPhongMaterial\"){shadingType=ShadingType.Phong;}else if(material.type===\"MeshStandardMaterial\"){shadingType=ShadingType.Physical;}return false;}}return true;});return shadingType;}class CameraValidator{ForceUpdate(){this.forceUpdate=true;}ValidatePerspective(){if(this.forceUpdate){this.forceUpdate=false;return false;}return true;}ValidateOrthographic(eyeCenterDistance){if(this.forceUpdate||!IsEqual(this.eyeCenterDistance,eyeCenterDistance)){this.eyeCenterDistance=eyeCenterDistance;this.forceUpdate=false;return false;}return true;}constructor(){this.eyeCenterDistance=0;this.forceUpdate=true;}}class UpVector{SetDirection(newDirection,oldCamera){this.direction=newDirection;this.isFlipped=false;let defaultCamera=GetDefaultCamera(this.direction);let defaultDir=SubCoord3D(defaultCamera.eye,defaultCamera.center);let distance=CoordDistance3D(oldCamera.center,oldCamera.eye);let newEye=oldCamera.center.Clone().Offset(defaultDir,distance);let newCamera=oldCamera.Clone();if(this.direction===Direction.X){newCamera.up=new Coord3D(1,0,0);newCamera.eye=newEye;}else if(this.direction===Direction.Y){newCamera.up=new Coord3D(0,1,0);newCamera.eye=newEye;}else if(this.direction===Direction.Z){newCamera.up=new Coord3D(0,0,1);newCamera.eye=newEye;}return newCamera;}SetFixed(isFixed,oldCamera){this.isFixed=isFixed;if(this.isFixed){return this.SetDirection(this.direction,oldCamera);}return null;}Flip(oldCamera){this.isFlipped=!this.isFlipped;let newCamera=oldCamera.Clone();newCamera.up.MultiplyScalar(-1);return newCamera;}constructor(){this.direction=Direction.Y;this.isFixed=true;this.isFlipped=false;}}class Viewer{Init(canvas){this.canvas=canvas;this.canvas.id=\"viewer\";let parameters={canvas:this.canvas,antialias:true};this.renderer=new THREE.WebGLRenderer(parameters);this.renderer.outputColorSpace=THREE.LinearSRGBColorSpace;if(window.devicePixelRatio){this.renderer.setPixelRatio(window.devicePixelRatio);}this.renderer.setClearColor(\"#ffffff\",1);this.renderer.setSize(this.canvas.width,this.canvas.height);this.scene=new THREE.Scene;this.mainModel=new ViewerMainModel(this.scene);this.extraModel=new ViewerModel(this.scene);this.InitNavigation();this.InitShading();this.Render();// console.log(\"this camera\", this.camera)\n// // Add scroll event listener\n// canvas?.addEventListener(\"wheel\", (event) => {\n//     const minZoom = 1;\n//     const maxZoom = 2;\n//     let zoomSpeed = 0.1; // Adjust this value to control the zoom speed\n//     console.log(\"this camera\", this.camera);\n//     this.camera.position.z += event.deltaY * zoomSpeed;\n//     // Constrain zoom level within limits\n//     this.camera.position.z = Math.max(\n//         minZoom,\n//         Math.min(maxZoom, this.camera.position.z)\n//     );\n// });\n}SetMouseClickHandler(onMouseClick){this.navigation.SetMouseClickHandler(onMouseClick);}SetMouseMoveHandler(onMouseMove){this.navigation.SetMouseMoveHandler(onMouseMove);}SetContextMenuHandler(onContext){this.navigation.SetContextMenuHandler(onContext);}SetEdgeSettings(edgeSettings){let newEdgeSettings=edgeSettings.Clone();this.mainModel.SetEdgeSettings(newEdgeSettings);this.Render();}SetEnvironmentMapSettings(environmentSettings){let newEnvironmentSettings=environmentSettings.Clone();this.shadingModel.SetEnvironmentMapSettings(newEnvironmentSettings,()=>{this.Render();});this.shadingModel.UpdateShading();this.Render();}SetBackgroundColor(color){let bgColor=new THREE.Color(ColorComponentToFloat(color.r),ColorComponentToFloat(color.g),ColorComponentToFloat(color.b));let alpha=ColorComponentToFloat(color.a);this.renderer.setClearColor(bgColor,alpha);this.Render();}GetCanvas(){return this.canvas;}GetCamera(){return this.navigation.GetCamera();}GetProjectionMode(){return this.projectionMode;}SetCamera(camera){this.navigation.SetCamera(camera);this.cameraValidator.ForceUpdate();this.Render();}SetProjectionMode(projectionMode){if(this.projectionMode===projectionMode){return;}this.scene.remove(this.camera);if(projectionMode===ProjectionMode.Perspective){this.camera=new THREE.PerspectiveCamera(45,1,.1,1e3);}else if(projectionMode===ProjectionMode.Orthographic){this.camera=new THREE.OrthographicCamera(-1,1,1,-1,.1,1e3);}this.scene.add(this.camera);this.projectionMode=projectionMode;this.shadingModel.SetProjectionMode(projectionMode);this.cameraValidator.ForceUpdate();this.AdjustClippingPlanes();this.Render();}Resize(width,height){let innerSize=GetDomElementInnerDimensions(this.canvas,width,height);this.ResizeRenderer(innerSize.width,innerSize.height);}ResizeRenderer(width,height){if(window.devicePixelRatio){this.renderer.setPixelRatio(window.devicePixelRatio);}this.renderer.setSize(width,height);this.cameraValidator.ForceUpdate();this.Render();}FitSphereToWindow(boundingSphere,animation){if(boundingSphere===null){return;}let center=new Coord3D(boundingSphere.center.x,boundingSphere.center.y,boundingSphere.center.z);let radius=boundingSphere.radius;let newCamera=this.navigation.GetFitToSphereCamera(center,radius);this.navigation.MoveCamera(newCamera,animation?this.settings.animationSteps:0);}AdjustClippingPlanes(){let boundingSphere=this.GetBoundingSphere(meshUserData=>{return true;});this.AdjustClippingPlanesToSphere(boundingSphere);}AdjustClippingPlanesToSphere(boundingSphere){if(boundingSphere===null){return;}if(boundingSphere.radius<10){this.camera.near=.01;this.camera.far=100;}else if(boundingSphere.radius<100){this.camera.near=.1;this.camera.far=1e3;}else if(boundingSphere.radius<1e3){this.camera.near=10;this.camera.far=1e4;}else{this.camera.near=100;this.camera.far=1e6;}this.cameraValidator.ForceUpdate();this.Render();}GetNavigationMode(){return this.navigation.GetNavigationMode();}SetNavigationMode(navigationMode){let oldCamera=this.navigation.GetCamera();let newCamera=this.upVector.SetFixed(navigationMode===NavigationMode.FixedUpVector,oldCamera);this.navigation.SetNavigationMode(navigationMode);if(newCamera!==null){this.navigation.MoveCamera(newCamera,this.settings.animationSteps);}this.Render();}SetUpVector(upDirection,animate){let oldCamera=this.navigation.GetCamera();let newCamera=this.upVector.SetDirection(upDirection,oldCamera);let animationSteps=animate?this.settings.animationSteps:0;this.navigation.MoveCamera(newCamera,animationSteps);this.Render();}FlipUpVector(){let oldCamera=this.navigation.GetCamera();let newCamera=this.upVector.Flip(oldCamera);this.navigation.MoveCamera(newCamera,0);this.Render();}Render(){let navigationCamera=this.navigation.GetCamera();this.camera.position.set(navigationCamera.eye.x,navigationCamera.eye.y,navigationCamera.eye.z);this.camera.up.set(navigationCamera.up.x,navigationCamera.up.y,navigationCamera.up.z);this.camera.lookAt(new THREE.Vector3(navigationCamera.center.x,navigationCamera.center.y,navigationCamera.center.z));if(this.projectionMode===ProjectionMode.Perspective){if(!this.cameraValidator.ValidatePerspective()){this.camera.aspect=this.canvas.width/this.canvas.height;this.camera.fov=navigationCamera.fov;this.camera.updateProjectionMatrix();}}else if(this.projectionMode===ProjectionMode.Orthographic){let eyeCenterDistance=CoordDistance3D(navigationCamera.eye,navigationCamera.center);if(!this.cameraValidator.ValidateOrthographic(eyeCenterDistance)){let aspect=this.canvas.width/this.canvas.height;let eyeCenterDistance=CoordDistance3D(navigationCamera.eye,navigationCamera.center);let frustumHalfHeight=eyeCenterDistance*Math.tan(.5*navigationCamera.fov*DegRad);this.camera.left=-frustumHalfHeight*aspect;this.camera.right=frustumHalfHeight*aspect;this.camera.top=frustumHalfHeight;this.camera.bottom=-frustumHalfHeight;this.camera.updateProjectionMatrix();}}this.shadingModel.UpdateByCamera(navigationCamera);this.renderer.render(this.scene,this.camera);}SetMainObject(object){const shadingType=GetShadingTypeOfObject(object);this.mainModel.SetMainObject(object);this.shadingModel.SetShadingType(shadingType);this.Render();}AddExtraObject(object){this.extraModel.AddObject(object);this.Render();}Clear(){this.mainModel.Clear();this.extraModel.Clear();this.Render();}ClearExtra(){this.extraModel.Clear();this.Render();}SetMeshesVisibility(isVisible){this.mainModel.EnumerateMeshesAndLines(mesh=>{let visible=isVisible(mesh.userData);if(mesh.visible!==visible){mesh.visible=visible;}});this.mainModel.EnumerateEdges(edge=>{let visible=isVisible(edge.userData);if(edge.visible!==visible){edge.visible=visible;}});this.Render();}SetMeshesHighlight(highlightColor,isHighlighted){let withPolygonOffset=this.mainModel.HasLinesOrEdges();this.mainModel.EnumerateMeshesAndLines(mesh=>{let highlighted=isHighlighted(mesh.userData);if(highlighted){if(mesh.userData.threeMaterials===null){mesh.userData.threeMaterials=mesh.material;mesh.material=CreateHighlightMaterials(mesh.userData.threeMaterials,highlightColor,withPolygonOffset);}}else{if(mesh.userData.threeMaterials!==null){mesh.material=mesh.userData.threeMaterials;mesh.userData.threeMaterials=null;}}});this.Render();}GetMeshUserDataUnderMouse(intersectionMode,mouseCoords){let intersection=this.GetMeshIntersectionUnderMouse(intersectionMode,mouseCoords);if(intersection===null){return null;}return intersection.object.userData;}GetMeshIntersectionUnderMouse(intersectionMode,mouseCoords){let canvasSize=this.GetCanvasSize();let intersection=this.mainModel.GetMeshIntersectionUnderMouse(intersectionMode,mouseCoords,this.camera,canvasSize.width,canvasSize.height);if(intersection===null){return null;}return intersection;}GetBoundingBox(needToProcess){return this.mainModel.GetBoundingBox(needToProcess);}GetBoundingSphere(needToProcess){return this.mainModel.GetBoundingSphere(needToProcess);}EnumerateMeshesAndLinesUserData(enumerator){this.mainModel.EnumerateMeshesAndLines(mesh=>{enumerator(mesh.userData);});}InitNavigation(){let camera=GetDefaultCamera(Direction.Y);this.camera=new THREE.PerspectiveCamera(45,1,.1,1e3);this.projectionMode=ProjectionMode.Perspective;this.cameraValidator=new CameraValidator;this.scene.add(this.camera);let canvasElem=this.renderer.domElement;this.navigation=new Navigation(canvasElem,camera,{onUpdate:()=>{this.Render();}});this.upVector=new UpVector;}InitShading(){this.shadingModel=new ShadingModel(this.scene);}GetShadingType(){return this.shadingModel.type;}GetImageSize(){let originalSize=new THREE.Vector2;this.renderer.getSize(originalSize);return{width:parseInt(originalSize.x,10),height:parseInt(originalSize.y,10)};}GetCanvasSize(){let width=this.canvas.width;let height=this.canvas.height;if(window.devicePixelRatio){width/=window.devicePixelRatio;height/=window.devicePixelRatio;}return{width:width,height:height};}GetImageAsDataUrl(width,height,isTransparent){let originalSize=this.GetImageSize();let renderWidth=width;let renderHeight=height;if(window.devicePixelRatio){renderWidth/=window.devicePixelRatio;renderHeight/=window.devicePixelRatio;}let clearAlpha=this.renderer.getClearAlpha();if(isTransparent){this.renderer.setClearAlpha(0);}this.ResizeRenderer(renderWidth,renderHeight);this.Render();let url=this.renderer.domElement.toDataURL();this.ResizeRenderer(originalSize.width,originalSize.height);this.renderer.setClearAlpha(clearAlpha);return url;}Destroy(){this.Clear();this.renderer.dispose();}constructor(){THREE.ColorManagement.enabled=false;this.canvas=null;this.renderer=null;this.scene=null;this.mainModel=null;this.extraModel=null;this.camera=null;this.projectionMode=null;this.cameraValidator=null;this.shadingModel=null;this.navigation=null;this.upVector=null;this.settings={animationSteps:40};}}/**\n * This is the main object for embedding the viewer on a website.\n */class EmbeddedViewer{/**\n     * Loads the model based on a list of urls. The list must contain the main model file and all\n     * of the referenced files. For example in case of an obj file the list must contain the\n     * corresponding mtl and texture files, too.\n     * @param {string[]} modelUrls Url list of model files.\n     */LoadModelFromUrlList(modelUrls){TransformFileHostUrls(modelUrls);let inputFiles=InputFilesFromUrls(modelUrls);this.LoadModelFromInputFiles(inputFiles);}/**\n     * Loads the model based on a list of {@link File} objects. The list must contain the main model\n     * file and all of the referenced files. You must use this method when you are using a file picker\n     * or drag and drop to select files from a computer.\n     * @param {File[]} fileList File object list of model files.\n     */LoadModelFromFileList(fileList){let inputFiles=InputFilesFromFileObjects(fileList);this.LoadModelFromInputFiles(inputFiles);}/**\n     * Loads the model based on a list of {@link InputFile} objects. This method is used\n     * internally, you should use LoadModelFromUrlList or LoadModelFromFileList instead.\n     * @param {InputFile[]} inputFiles List of model files.\n     */LoadModelFromInputFiles(inputFiles){if(inputFiles===null||inputFiles.length===0){return;}this.viewer.Clear();let settings=new ImportSettings;if(this.parameters.defaultColor){settings.defaultColor=this.parameters.defaultColor;}if(this.parameters.defaultLineColor){settings.defaultLineColor=this.parameters.defaultLineColor;}this.model=null;let progressDiv=null;this.modelLoader.LoadModel(inputFiles,settings,{onLoadStart:()=>{this.canvas.style.display=\"none\";if(this.parameters.onLoadStart){this.parameters.onLoadStart();}},onFileListProgress:(current,total)=>{},onFileLoadProgress:(current,total)=>{},onImportStart:()=>{// progressDiv.innerHTML = Loc(\"Importing model...\")\nif(this.parameters.onImportStart){this.parameters.onImportStart();}},onVisualizationStart:()=>{// progressDiv.innerHTML = Loc(\"Visualizing model...\")\nif(this.parameters.onVisualizationStart){this.parameters.onVisualizationStart();}},onModelFinished:(importResult,threeObject)=>{// this.parentElement.removeChild(progressDiv)\nthis.canvas.style.display=\"inherit\";this.viewer.SetMainObject(threeObject);let boundingSphere=this.viewer.GetBoundingSphere(meshUserData=>{return true;});this.viewer.AdjustClippingPlanesToSphere(boundingSphere);if(this.parameters.camera){this.viewer.SetCamera(this.parameters.camera);}else{this.viewer.SetUpVector(Direction.Y,false);this.viewer.FitSphereToWindow(boundingSphere,false);}this.model=importResult.model;console.log(\"viewer : \",this.viewer.scene);if(this.parameters.onModelLoaded){this.parameters.onModelLoaded();}},onTextureLoaded:()=>{this.viewer.Render();},onLoadError:importError=>{let message=Loc(\"Unknown error.\");if(importError.code===ImportErrorCode.NoImportableFile){message=Loc(\"No importable file found.\");}else if(importError.code===ImportErrorCode.FailedToLoadFile){message=Loc(\"Failed to load file for import.\");}else if(importError.code===ImportErrorCode.ImportFailed){message=Loc(\"Failed to import model.\");}if(importError.message!==null){message+=\" (\"+importError.message+\")\";}console.error(\"Model Load Error : \",message);if(this.parameters.onLoadError){this.parameters.onLoadError();}progressDiv=document.createElement(\"div\");progressDiv.innerHTML=Loc(\"Loading model...\");progressDiv.style.top=\"50%\";progressDiv.style.position=\"absolute\";progressDiv.style.left=\"50%\";progressDiv.style.transform=\"translate(-50%, -50%)\";progressDiv.style.width=\"75%\";progressDiv.style.fontSize=\"0.9rem\";progressDiv.style.lineHeight=\"1.25rem\";progressDiv.style.letterSpacing=\"0.51px\";this.parentElement.style.position=\"relative\";this.parentElement.appendChild(progressDiv);progressDiv.innerHTML=\"Currently, USDC, USD, and Blend are not supported in the instant preview. However, you can still use them and view these formats within the room template after processing.\";// \"We're unable to load the model in 3D viewer.\"\n}});}/**\n     * Returns the underlying Viewer object.\n     * @returns {Viewer}\n     */GetViewer(){return this.viewer;}/**\n     * Returns the underlying Model object.\n     * @returns {Model}\n     */GetModel(){return this.model;}/**\n     * This method must be called when the size of the parent element changes to make sure that the\n     * context has the same dimensions as the parent element.\n     */Resize(){let width=this.parentElement.clientWidth;let height=this.parentElement.clientHeight;this.viewer.Resize(width,height);}/**\n     * Frees up all the memory that is allocated by the viewer. You should call this function if\n     * yo don't need the viewer anymore.\n     */Destroy(){this.modelLoader.Destroy();this.viewer.Destroy();this.model=null;}/**\n     * @param {HTMLElement} parentElement The parent element for the viewer canvas. It must be an\n     * existing DOM element and it will be the container for the canvas. The size of the viewer will\n     * be automatically adjusted to the size of the parent element.\n     * @param {object} parameters Parameters for embedding.\n     * @param {Camera} [parameters.camera] Camera to use. If not specified, the default camera will\n     * be used and the model will be fitted to the window.\n     * @param {ProjectionMode} [parameters.projectionMode] Camera projection mode.\n     * @param {RGBAColor} [parameters.backgroundColor] Background color of the canvas.\n     * @param {RGBColor} [parameters.defaultColor] Default color of the model. It has effect only\n     * if the imported model doesn't specify any color.\n     * @param {RGBColor} [parameters.defaultLineColor] Default line color of the model. It has effect only\n     * if the imported model doesn't specify any color.\n     * @param {EdgeSettings} [parameters.edgeSettings] Edge settings.\n     * @param {EnvironmentSettings} [parameters.environmentSettings] Environment settings.\n     * @param {function} [parameters.onModelLoaded] Callback that is called when the model with all\n     * @param {function} [parameters.onLoadStart] Callback that is called when the model with all\n     * @param {function} [parameters.onImportStart] Callback that is called when the model with all\n     * @param {function} [parameters.onLoadError] Callback that is called when the model with all\n     * @param {function} [parameters.onVisualizationStart] Callback that is called when the model with all\n     * of the textures is fully loaded.\n     */constructor(parentElement,parameters){this.parentElement=parentElement;this.parameters={};if(IsDefined(parameters)){this.parameters=parameters;}this.canvas=document.createElement(\"canvas\");this.parentElement.appendChild(this.canvas);this.viewer=new Viewer;this.viewer.Init(this.canvas);let width=this.parentElement.clientWidth;let height=this.parentElement.clientHeight;this.viewer.Resize(width,height);if(this.parameters.projectionMode){this.viewer.SetProjectionMode(this.parameters.projectionMode);}if(this.parameters.backgroundColor){this.viewer.SetBackgroundColor(this.parameters.backgroundColor);}if(this.parameters.edgeSettings){this.viewer.SetEdgeSettings(this.parameters.edgeSettings);}if(this.parameters.environmentSettings){this.viewer.SetEnvironmentMapSettings(this.parameters.environmentSettings);}this.model=null;this.modelLoader=new ThreeModelLoader;window.addEventListener(\"resize\",()=>{this.Resize();});}}/**\n * Loads the model specified by urls.\n * @param {HTMLElement} parentElement The parent element for the viewer canvas.\n * @param {string[]} modelUrls Url list of model files.\n * @param {object} parameters See {@link EmbeddedViewer} constructor for details.\n * @returns {EmbeddedViewer}\n */function Init3DViewerFromUrlList(parentElement,modelUrls,parameters){let viewer=new EmbeddedViewer(parentElement,parameters);viewer.LoadModelFromUrlList(modelUrls);return viewer;}/**\n * Loads the model specified by File objects.\n * @param {HTMLElement} parentElement The parent element for the viewer canvas.\n * @param {File[]} models File object list of model files.\n * @param {object} parameters See {@link EmbeddedViewer} constructor for details.\n * @returns {EmbeddedViewer}\n */function Init3DViewerFromFileList(parentElement,models,parameters){let viewer=new EmbeddedViewer(parentElement,parameters);viewer.LoadModelFromFileList(models);return viewer;}/**\n * Loads all the models on the page. This function looks for all the elements with online_3d_viewer\n * class name, and loads the model according to the tag's parameters. It must be called after the\n * document is loaded.\n * @returns {EmbeddedViewer[]} Array of the created {@link EmbeddedViewer} objects.\n */function Init3DViewerElements(onReady){function LoadElement(element){let camera=null;let cameraParams=element.getAttribute(\"camera\");if(cameraParams){camera=ParameterConverter.StringToCamera(cameraParams);}let projectionMode=null;let cameraModeParams=element.getAttribute(\"projectionmode\");if(cameraModeParams){projectionMode=ParameterConverter.StringToProjectionMode(cameraModeParams);}let backgroundColor=null;let backgroundColorParams=element.getAttribute(\"backgroundcolor\");if(backgroundColorParams){backgroundColor=ParameterConverter.StringToRGBAColor(backgroundColorParams);}let defaultColor=null;let defaultColorParams=element.getAttribute(\"defaultcolor\");if(defaultColorParams){defaultColor=ParameterConverter.StringToRGBColor(defaultColorParams);}let defaultLineColor=null;let defaultLineColorParams=element.getAttribute(\"defaultlinecolor\");if(defaultLineColorParams){defaultLineColor=ParameterConverter.StringToRGBColor(defaultLineColorParams);}let edgeSettings=null;let edgeSettingsParams=element.getAttribute(\"edgesettings\");if(edgeSettingsParams){edgeSettings=ParameterConverter.StringToEdgeSettings(edgeSettingsParams);}let environmentSettings=null;let environmentMapParams=element.getAttribute(\"environmentmap\");if(environmentMapParams){let environmentMapParts=environmentMapParams.split(\",\");if(environmentMapParts.length===6){let backgroundIsEnvMap=false;let backgroundIsEnvMapParam=element.getAttribute(\"environmentmapbg\");if(backgroundIsEnvMapParam&&backgroundIsEnvMapParam===\"true\"){backgroundIsEnvMap=true;}environmentSettings=new EnvironmentSettings(environmentMapParts,backgroundIsEnvMap);}}let modelUrls=null;let modelParams=element.getAttribute(\"model\");if(modelParams){modelUrls=ParameterConverter.StringToModelUrls(modelParams);}return Init3DViewerFromUrlList(element,modelUrls,{camera:camera,projectionMode:projectionMode,backgroundColor:backgroundColor,defaultLineColor:defaultLineColor,defaultColor:defaultColor,edgeSettings:edgeSettings,environmentSettings:environmentSettings});}let viewerElements=[];let elements=document.getElementsByClassName(\"online_3d_viewer\");for(let i=0;i<elements.length;i++){let element=elements[i];let viewerElement=LoadElement(element);viewerElements.push(viewerElement);}return viewerElements;}export{AddCoord2D,AddCoord3D,AddDiv,AddDomElement,ArrayBufferToAsciiString,ArrayBufferToUtf8String,ArrayToCoord3D,ArrayToQuaternion,ArrayToRGBColor,AsciiStringToArrayBuffer,Base64DataURIToArrayBuffer,BezierTweenFunction,BigEps,BinaryReader,BinaryWriter,BoundingBoxCalculator3D,Box3D,CalculateSurfaceArea,CalculateTriangleNormal,CalculateVolume,Camera,CameraIsEqual3D,CameraValidator,CheckModel,ClearDomElement,ClickDetector,ColorComponentFromFloat,ColorComponentToFloat,ColorToMaterialConverter,ConvertColorToThreeColor,ConvertMeshToMeshBuffer,ConvertModelToThreeObject,ConvertThreeColorToColor,ConvertThreeGeometryToMesh,Coord2D,Coord3D,Coord4D,CoordDistance2D,CoordDistance3D,CoordIsEqual2D,CoordIsEqual3D,CopyObjectAttributes,CreateDiv,CreateDomElement,CreateHighlightMaterial,CreateHighlightMaterials,CreateModelUrlParameters,CreateObjectUrl,CreateObjectUrlWithMimeType,CreateOcctWorker,CreateUrlBuilder,CreateUrlParser,CrossVector3D,DegRad,Direction,DisposeThreeObjects,DotVector2D,DotVector3D,EdgeSettings,EmbeddedViewer,EnvironmentSettings,Eps,EscapeHtmlChars,EventNotifier,ExportedFile,Exporter,Exporter3dm,ExporterBase,ExporterBim,ExporterGltf,ExporterModel,ExporterObj,ExporterOff,ExporterPly,ExporterSettings,ExporterStl,FLoc,FaceMaterial,FileFormat,FileSource,FinalizeModel,FlipMeshTrianglesOrientation,FormatString,GenerateCone,GenerateCuboid,GenerateCylinder,GeneratePlatonicSolid,GenerateSphere,Generator,GeneratorHelper,GeneratorParams,GetBoundingBox,GetDefaultCamera,GetDefaultMaterials,GetDomElementClientCoordinates,GetDomElementExternalHeight,GetDomElementExternalWidth,GetDomElementInnerDimensions,GetDomElementOuterHeight,GetDomElementOuterWidth,GetExternalLibPath,GetFileExtension,GetFileExtensionFromMimeType,GetFileName,GetIntegerFromStyle,GetLineSegmentsProjectedDistance,GetShadingType,GetShadingTypeOfObject,GetTetrahedronSignedVolume,GetTopology,GetTriangleArea,HasHighpDriverIssue,HexStringToRGBAColor,HexStringToRGBColor,ImportError,ImportErrorCode,ImportResult,ImportSettings,Importer,Importer3dm,Importer3ds,ImporterBase,ImporterBim,ImporterFcstd,ImporterFile,ImporterFileAccessor,ImporterFileList,ImporterGltf,ImporterIfc,ImporterObj,ImporterOcct,ImporterOff,ImporterPly,ImporterStl,ImporterThree3mf,ImporterThreeAmf,ImporterThreeBase,ImporterThreeDae,ImporterThreeFbx,ImporterThreeUSDZ,ImporterThreeSvg,ImporterThreeWrl,Init3DViewerElements,Init3DViewerFromFileList,Init3DViewerFromUrlList,InputFile,InputFilesFromFileObjects,InputFilesFromUrls,InsertDomElementAfter,InsertDomElementBefore,IntegerToHexString,IntersectionMode,IsDefined,IsDomElementVisible,IsEmptyMesh,IsEqual,IsEqualEps,IsGreater,IsGreaterOrEqual,IsLower,IsLowerOrEqual,IsModelEmpty,IsNegative,IsObjectEmpty,IsPositive,IsPowerOfTwo,IsTwoManifold,IsUrl,IsZero,Line,LinearToSRGB,LinearTweenFunction,LoadExternalLibrary,LoadExternalLibraryFromLibs,LoadExternalLibraryFromUrl,Loc,MaterialBase,MaterialGeometryType,MaterialSource,MaterialType,Matrix,MatrixIsEqual,Mesh,MeshBuffer,MeshInstance,MeshInstanceId,MeshPrimitiveBuffer,Model,ModelObject3D,ModelToThreeConversionOutput,ModelToThreeConversionParams,MouseInteraction,NameFromLine,Navigation,NavigationMode,NavigationType,NextPowerOfTwo,Node,Object3D,Octree,OctreeNode,ParabolicTweenFunction,ParameterConverter,ParameterListBuilder,ParameterListParser,ParametersFromLine,PhongMaterial,PhysicalMaterial,ProjectPointToSegment2D,ProjectionMode,Property,PropertyGroup,PropertyToString,PropertyType,Quaternion,QuaternionFromAxisAngle,QuaternionFromXYZ,QuaternionIsEqual,RGBAColor,RGBAColorToHexString,RGBColor,RGBColorFromFloatComponents,RGBColorIsEqual,RGBColorToHexString,RadDeg,ReadFile,ReadLines,ReplaceDefaultMaterialsColor,RequestUrl,RevokeObjectUrl,RunTaskAsync,RunTasks,RunTasksBatch,SRGBToLinear,Segment2D,SegmentPointDistance2D,SetDomElementHeight,SetDomElementOuterHeight,SetDomElementOuterWidth,SetDomElementWidth,SetExternalLibLocation,SetLanguageCode,SetLocalizedStrings,SetThreeMeshPolygonOffset,ShadingModel,ShadingType,ShowDomElement,SubCoord2D,SubCoord3D,TaskRunner,TextWriter,TextureIsEqual,TextureMap,TextureMapIsEqual,ThreeColorConverter,ThreeConversionStateHandler,ThreeLinearToSRGBColorConverter,ThreeMaterialHandler,ThreeMeshMaterialHandler,ThreeModelLoader,ThreeNodeTree,ThreeSRGBToLinearColorConverter,Topology,TopologyEdge,TopologyTriangle,TopologyTriangleEdge,TopologyVertex,TouchInteraction,TransformFileHostUrls,TransformMesh,Transformation,TransformationIsEqual,TraverseThreeObject,Triangle,TweenCoord3D,Unit,UpVector,UpdateMaterialTransparency,Utf8StringToArrayBuffer,ValueOrDefault,VectorAngle3D,VectorLength3D,Viewer,ViewerMainModel,ViewerModel,WaitWhile,};\nexport const __FramerMetadata__ = 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terThreeDae\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"SetLocalizedStrings\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"IsObjectEmpty\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"AsciiStringToArrayBuffer\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetDefaultMaterials\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Direction\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetTetrahedronSignedVolume\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MouseInteraction\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetDomElementOuterWidth\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"IntersectionMode\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"TopologyTriangle\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"BinaryReader\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ExporterGltf\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"LoadExternalLibraryFromUrl\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ParameterConverter\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"AddCoord3D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ClickDetector\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Object3D\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CameraValidator\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Coord2D\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CalculateTriangleNormal\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Exporter\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"BoundingBoxCalculator3D\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterPly\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ShadingType\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"SetThreeMeshPolygonOffset\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CopyObjectAttributes\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"NavigationMode\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterFcstd\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterObj\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"InsertDomElementBefore\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ModelToThreeConversionParams\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"LoadExternalLibrary\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Importer3ds\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"PropertyType\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"IsGreaterOrEqual\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"FlipMeshTrianglesOrientation\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetLineSegmentsProjectedDistance\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"TouchInteraction\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterIfc\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"FileSource\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MeshBuffer\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ThreeConversionStateHandler\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Transformation\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ArrayBufferToAsciiString\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"InputFile\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Init3DViewerElements\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ConvertMeshToMeshBuffer\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterThreeWrl\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RGBAColor\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"TextureMapIsEqual\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Exporter3dm\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"IsZero\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ParabolicTweenFunction\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CreateObjectUrlWithMimeType\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterFileList\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"BigEps\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"VectorAngle3D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GeneratorParams\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Segment2D\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"UpdateMaterialTransparency\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ViewerMainModel\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"IsEmptyMesh\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetFileExtensionFromMimeType\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"IsDomElementVisible\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CameraIsEqual3D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"DotVector2D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Eps\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"EmbeddedViewer\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterStl\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"NavigationType\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MeshInstance\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"OctreeNode\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"SetDomElementWidth\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Init3DViewerFromFileList\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetFileName\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterThreeFbx\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Octree\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ArrayToRGBColor\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Box3D\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ViewerModel\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CreateOcctWorker\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetDomElementExternalWidth\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ThreeSRGBToLinearColorConverter\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RunTasksBatch\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"FormatString\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RequestUrl\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"SegmentPointDistance2D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ShowDomElement\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MeshPrimitiveBuffer\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Navigation\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"LinearToSRGB\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ThreeLinearToSRGBColorConverter\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"IsPowerOfTwo\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"DisposeThreeObjects\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterThreeSvg\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"AddDiv\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Model\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"InputFilesFromUrls\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RGBColorIsEqual\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GeneratorHelper\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ExporterOff\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetTopology\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ReadLines\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CrossVector3D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ReplaceDefaultMaterialsColor\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CoordIsEqual3D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ExporterStl\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Topology\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"TaskRunner\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RGBColorToHexString\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"FaceMaterial\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetTriangleArea\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RGBColorFromFloatComponents\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MatrixIsEqual\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CalculateVolume\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ExporterBim\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ProjectPointToSegment2D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"IsModelEmpty\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Base64DataURIToArrayBuffer\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RGBColor\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterThree3mf\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Quaternion\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterBim\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ThreeNodeTree\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"EnvironmentSettings\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MaterialSource\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GenerateCylinder\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"QuaternionFromAxisAngle\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ThreeMaterialHandler\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ModelToThreeConversionOutput\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ExporterModel\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"SetDomElementHeight\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CoordDistance2D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CreateHighlightMaterials\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetFileExtension\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ColorComponentFromFloat\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"EventNotifier\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"HexStringToRGBColor\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"QuaternionFromXYZ\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MaterialBase\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Line\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"FLoc\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterFile\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"SetExternalLibLocation\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ParameterListBuilder\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ExportedFile\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImporterFileAccessor\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetShadingTypeOfObject\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Coord4D\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Matrix\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MaterialGeometryType\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"IsUrl\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"AddDomElement\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ImportResult\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"SubCoord3D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"TopologyEdge\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CoordDistance3D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ThreeColorConverter\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ArrayToCoord3D\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RevokeObjectUrl\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GenerateCuboid\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"TextWriter\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Mesh\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"EscapeHtmlChars\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"WaitWhile\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Generator\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"ExporterObj\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"FileFormat\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"BinaryWriter\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"CreateModelUrlParameters\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"IsDefined\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"EdgeSettings\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetShadingType\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"SetDomElementOuterHeight\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Unit\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"PhysicalMaterial\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GetDomElementOuterHeight\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"Camera\":{\"type\":\"class\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./O3DV.map", "// Welcome to Code in Framer\n// Get Started: https://www.framer.com/developers/\nimport{jsx as _jsx,jsxs as _jsxs,Fragment as _Fragment}from\"react/jsx-runtime\";import{ROOT_API}from\"https://framerusercontent.com/modules/0zYdC2pD6JRYGZS5lOsI/bEqB6hHCsxi9dHxxs6HB/PayAsYouGo.js\";import{createStore}from\"https://framer.com/m/framer/store.js@^1.0.0\";import{useEffect,useState,useRef}from\"react\";import*as THREE from\"https://cdn.jsdelivr.net/npm/three@0.132.0/build/three.module.js\";import{OrbitControls}from\"https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/controls/OrbitControls.js\";import{GLTFLoader}from\"https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/loaders/GLTFLoader.js\";import{FBXLoader}from\"https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/loaders/FBXLoader.js\";import{OBJLoader}from\"https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/loaders/OBJLoader.js\";import{DRACOLoader}from\"https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/loaders/DRACOLoader.js\";import{USDZLoader}from\"https://framerusercontent.com/modules/51u3njNuoF9dIHST7Nda/j7oC5BBIcXf3b75DjZEv/USDZLoader.js\";import{unzip}from\"https://cdn.jsdelivr.net/npm/unzipit@1.4.3/+esm\";import{EffectComposer}from\"https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/postprocessing/EffectComposer.js\";import{RenderPass}from\"https://cdn.jsdelivr.net/npm/three@0.132.0/examples/jsm/postprocessing/RenderPass.js\";import{uploadTexture,useStore as textureStoreData}from\"https://framerusercontent.com/modules/z6QBu2dISWYWjUE5jI9c/12o8eb0BsJko8QQUUe1D/UploadTexture.js\";import{showHideLoading}from\"https://framerusercontent.com/modules/OOTEhGHcmjgDAX6AjJX8/mPwaeSn298yLWY3WbZsF/Products.js\";import{callTrackEvent}from\"https://framerusercontent.com/modules/sAg1Vq6Uhcdm0gGKWqo1/YLeDZRz2tErN901XV674/UseSegment.js\";import{isApplicationNotGuestUserLoggedIn,useStore as selfServeStoreData,initialSelfServeStoreValues}from\"https://framerusercontent.com/modules/Qrhozy42ODiRyyKCWAgu/LDlqvsUMkySIw0hnIfCc/SelfServe.js\";import{USERPILOT_EVENTS,getOrGenerateEpochUUID}from\"https://framerusercontent.com/modules/bht4YxYvS1EtDNlVwP8y/zY58G4Rphds6eYqGjVJS/Hubspot_Events.js\";// const {\n//     trackUploadTextureModelClicked,\n//     trackTextureModelUploadStarted,\n//     trackTextureModelUploadedSuccessfully,\n//     trackTextureModelUploadCancelled,\n//     trackTextureModelSelected,\n//     trackDragToRotateClick,\n// } = USERPILOT_EVENTS\nimport*as OV from\"https://framerusercontent.com/modules/Zf14kptWlVsa34THw6J0/UQdHGKfdXE3G4qJFTL1O/O3DV.js\";export const getSearch=value=>{const search=window.location.search.split(\"&\").find(_item=>_item.includes(value));return search?.split(value)?.at(-1)||null;};const GUEST_LOGIN=\"/users/api/v3/demo-register/\";const CONVERT_GUEST_TO_TEST_USER=\"/users/api/v3/update-to-test-user/\";const PRODUCT_3D_MODEL_UPLOAD_API=\"/assetbundles/api/v3/products/detail/user/upload/\";const PRODUCT_3D_MODEL_JOB_API=\"/assetbundles/api/v3/products-viewer-job/detail/\";const ACCEPT_3D_MODELS=\".glb, .obj, .fbx, .blend, .usdz, .jpg, .jpeg, .png, .zip\";const ACCEPT_TEXTURE_IMAGES=\".jpg, .jpeg, .png\";const ACCEPT_3D_MODELS_WITH_MIME_TYPE=`${ACCEPT_3D_MODELS}, model/gltf-binary, application/x-tgif, application/octet-stream, application/x-blender, model/vnd.usdz+zip, image/jpeg, image/png, application/zip`;const ACCEPT_3D_MODELS_IN_ZIP=\".gltf, .fbx, .obj, .blend\";export const NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL=/[!@#$&%^~`*+\\=\\[\\]{};':\"\\\\|<>\\/?]+/gi;export const MAX_3D_MODEL_PRODUCT_NAME_LENGTH=100;export const APP_DOMAIN=\"https://app.imagine.io\";export const RENDER_API=\"/rendering-system/api/v3/framer/render-details/\";export const GET_MODEL_TEMPLATE=\"/rendering-system/api/v3/get-model-template/\";const GET_MODEL_DATA=\"/rendering-system/api/v3/public-share/get-model-data/\";export const DEFAULT_DB_NAME=\"LFDB\";export const MODEL_TEXTURE_DB_NAME=\"TLFDB\";export const VIEWER_TYPE={TEXTURE:\"TEXTURE\",MODEL:\"MODEL\"};const REFRESH_TOKEN=`/users/api/v3/login/refresh/`;const USER_DETAILS=`/organization/api/v3/my-orgs/`;let loginInterval=null;let userValidated;const handIcon=()=>{const element=document.createElement(\"div\");element.id=\"model-viewer-hand-icon\";element.innerHTML=`<svg width=\"44\" height=\"52\" viewBox=\"0 0 44 52\" fill=\"none\" xmlns=\"http://www.w3.org/2000/svg\">\n<path d=\"M37.3045 21.0034L37.3046 21.012L37.3519 26.5266C37.3519 26.5277 37.3519 26.5288 37.3519 26.53C37.3501 27.0179 36.9571 27.4222 36.4331 27.4222C35.9079 27.4222 35.5143 27.016 35.5143 26.5266V17.8908C35.5143 16.3373 34.2425 15.0419 32.6665 15.0419C31.0988 15.0419 29.8188 16.3056 29.8188 17.8908V24.0458C29.8188 24.5353 29.4252 24.9415 28.9 24.9415C28.3748 24.9415 27.9812 24.5353 27.9812 24.0458V15.41C27.9812 13.8565 26.7095 12.5612 25.1334 12.5612C23.5657 12.5612 22.2857 13.8249 22.2857 15.41V21.5885C22.2857 22.0779 21.8921 22.4842 21.3669 22.4842C20.8417 22.4842 20.4481 22.0779 20.4481 21.5885V3.84885C20.4481 2.29534 19.1764 1 17.6003 1C16.0326 1 14.7526 2.2637 14.7526 3.84885V31.3008C14.7526 31.6625 14.5316 31.9945 14.1625 32.1369C13.7704 32.2643 13.3511 32.1442 13.1124 31.8767C13.1122 31.8765 13.112 31.8763 13.1118 31.8761L5.69837 23.5225L5.67659 23.4979L5.65324 23.4749C5.12557 22.9536 4.39543 22.6714 3.67123 22.6714C2.93016 22.6714 2.19779 22.949 1.66553 23.4749C0.959875 24.172 0.92944 25.0885 1.06361 25.7854C1.19784 26.4826 1.52611 27.1614 1.83584 27.6852C3.98553 31.4365 6.34689 34.9942 8.42821 38.1252C8.49019 38.2189 8.55202 38.3124 8.61369 38.4056C10.1134 40.6727 11.5155 42.7921 12.5688 44.5854L12.5706 44.5884C13.266 45.763 14.6932 48.6661 15.5183 50.3444L15.5659 50.4412L15.8406 51H16.4633H38.1624H38.8954L39.116 50.301C39.8066 48.113 40.7716 44.8768 41.565 41.7854C42.3464 38.741 43 35.6969 43 33.9688V21.0034C43 19.4499 41.7283 18.1546 40.1523 18.1546C38.5845 18.1546 37.3045 19.4183 37.3045 21.0034Z\" fill=\"white\" stroke=\"#333333\" stroke-width=\"2\"/>\n</svg>`;element.style.position=\"absolute\";element.style.top=\"50%\";element.style.left=\"50%\";element.style.transform=\"translate(-50%, -50%)\";return element;};// Function to detect if the user is on iOS\nfunction isIOS(){return/iPhone|iPad|iPod/i.test(navigator.userAgent);}export function getTextureStoreData(){const[store,setStore]=textureStoreData();console.log(\"texture store : \",store);return{textureStore:store,setTextureStore:setStore};}export async function refreshToken(_refreshToken){const response=await fetch(ROOT_API+REFRESH_TOKEN,{method:\"POST\",headers:{\"Content-Type\":\"application/json\"},body:JSON.stringify({refresh:_refreshToken})});return await response.json();}export async function validUser(token){const response=await fetch(ROOT_API+USER_DETAILS,{method:\"GET\",headers:{\"Content-Type\":\"application/json\",Authorization:`Bearer ${token}`}});const data=await response.json();console.log(\"TEST123\",data);return data?.results;}export const openDatabase=(databaseName=DEFAULT_DB_NAME)=>{return new Promise((resolve,reject)=>{const request=indexedDB.open(databaseName,1)// 'LFDB' is the default databse name, 1 is the version\n;// On successful opening or creation\nrequest.onsuccess=event=>{console.log(\"Database opened successfully\");resolve(event.target.result)// Database instance\n;};// On error while opening or creating the database\nrequest.onerror=event=>{console.error(\"Database failed to open\",event);reject(event);};// Create the object store if it doesn't exist\nrequest.onupgradeneeded=event=>{const db=event.target.result;if(!db.objectStoreNames.contains(\"items\")){const objectStore=db.createObjectStore(\"items\",{keyPath:\"id\",autoIncrement:true});objectStore.createIndex(\"name\",\"name\",{unique:false});}console.log(\"Object store created\");};});};export const openModelTextureFileDb=()=>openDatabase(MODEL_TEXTURE_DB_NAME)// texture livefurnish database\n;const initialStoreValue={modelId:null,textureId:null,files:[],url:\"\",extension:\"\",uploadingFile:false,customizingScene:false,renderJson:null,fileName:\"\",progress:7.5,apiProgress:0,showTextureModal:false,guestLoginData:null,modelLoading:false,viewerLoaded:false};export const useStore=createStore(initialStoreValue);const apiPostUpload3DModel=async(formData,token)=>{try{const response=await fetch(`${ROOT_API}${PRODUCT_3D_MODEL_UPLOAD_API}`,{method:\"POST\",headers:{Authorization:`Bearer ${token}`},body:formData});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};const apiPost3DModelJob=async(formData,token)=>{try{const response=await fetch(`${ROOT_API}${PRODUCT_3D_MODEL_JOB_API}`,{method:\"POST\",headers:{Authorization:`Bearer ${token}`},body:formData});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};const apiPostImageOnPresignedData=async(file,presigned_data)=>{const formData=new FormData;Object.entries(presigned_data.fields).forEach(([k,v])=>{formData.append(k,v);});formData.append(\"file\",file);const response=await fetch(presigned_data.url,{method:\"POST\",body:formData});};const setGuestLoginUserData=(data=null,setData=null)=>{if(data&&setData){const dataToSend={access:data?.data?.access,refresh:data?.data?.refresh,is_active_org:data?.data?.is_active_org,is_email_verified:data?.data?.is_email_verified,is_guest:data?.data?.is_guest,id:data?.data?.info?.id};setData?.(prev=>({...prev,guestLoginData:JSON.stringify(dataToSend)}));}};const isInternalGuestUser=()=>{const isInternal=localStorage.getItem(\"INTERNAL\");return isInternal&&isInternal===\"true\";};export const checkAndDoGuestLogin=async(setData=null)=>{try{if(isApplicationNotGuestUserLoggedIn()){const token=localStorage.getItem(\"token\");return{data:{access:token}};}const user=localStorage.getItem(\"current_user\");if(user){let loginData=localStorage.getItem(\"loginData\");let isUser;loginData=loginData?JSON.parse(loginData):null;if(loginData){isUser=await validUser(loginData?.data?.access);// if (tokenData?.access) {\n//     loginData.data.access = tokenData?.access\n//     loginData.data.refresh = tokenData?.refresh\n//     localStorage.setItem(\"loginData\", JSON.stringify(loginData))\n// }\n}if(isUser){if(setData&&loginData)setGuestLoginUserData(loginData,setData);if(isInternalGuestUser()&&localStorage.getItem(\"CONVERTED_TO_INTERNAL\")!==\"true\"){fetch(`${ROOT_API}${CONVERT_GUEST_TO_TEST_USER}`,{method:\"POST\",headers:{Authorization:`Bearer ${loginData?.data?.access}`}}).then(response=>{if(response.ok){localStorage.setItem(\"CONVERTED_TO_INTERNAL\",true);}});}return loginData;}userValidated=true;}const formData=new FormData;if(isInternalGuestUser()||window.location.origin!==\"https://imagine.io\"){formData.append(\"is_test_user\",true);}formData.append(\"user_pilot_id\",getOrGenerateEpochUUID());const response=await fetch(`${ROOT_API}${GUEST_LOGIN}`,{method:\"POST\",body:formData});const result=await response.json();if(result?.status){localStorage.setItem(\"current_user\",JSON.stringify({...result?.data?.info,was_guest_user:result?.data?.was_guest_user,user_pilot_id:result?.data?.user_pilot_id}));localStorage.setItem(\"loginData\",JSON.stringify(result));if(setData)setGuestLoginUserData(result,setData);}return result;}catch(error){console.error(\"An error occured\",error);return null;}};export function withCancelButton(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,style:{...props?.style,backgroundColor:\"rgb(33, 37, 41)\"}});};}export const getTextSubstring=(text=\"\",maxLength=50)=>{if(text&&typeof text===\"string\"&&text?.length>maxLength){return`${text.substring(0,maxLength)}...`;}return text;};export const getExtension=(name=null)=>{if(!name)return name;const ext=name.split(\".\").pop();return ext?.trim()?.toLowerCase();};export function getAllData(db){return new Promise((resolve,reject)=>{const transaction=db.transaction([\"items\"],\"readonly\");const objectStore=transaction.objectStore(\"items\");const request=objectStore.getAll()// Fetch all data\n;request.onsuccess=event=>{console.log(\"Data retrieved successfully\",event.target.result);resolve(event.target.result)// Contains the array of items\n;};request.onerror=event=>{console.error(\"Failed to retrieve data\",event);reject(event);};});}export function saveDataToIdb(db,data){return new Promise((resolve,reject)=>{const transaction=db.transaction([\"items\"],\"readwrite\")// Create a transaction\n;const objectStore=transaction.objectStore(\"items\")// Access the object store\n;try{const request=objectStore.add(data)// Add the data to the store\n;request.onsuccess=()=>{console.log(\"Data saved successfully\");resolve(true);};request.onerror=event=>{console.error(\"Failed to save data\",event);reject(event);};}catch(error){console.error(\"Failed to save data\",error);reject(error);}});}export const saveDataToIdbV2=(db,data)=>{return new Promise((resolve,reject)=>{const transaction=db.transaction([\"items\"],\"readwrite\");const objectStore=transaction.objectStore(\"items\");try{if(!data?.id){const request=objectStore.add(data)// Add the data to the store\n;request.onsuccess=()=>{console.log(\"Data saved successfully\");resolve(true);};request.onerror=event=>{console.error(\"Failed to save data\",event);};}else{// First, try to get the existing item\nconst getRequest=objectStore.get(data.id);getRequest.onsuccess=event=>{if(event.target.result){// If the item exists, update it\nconst updateRequest=objectStore.put(data);updateRequest.onsuccess=()=>{console.log(\"Data updated successfully\");resolve(true);};updateRequest.onerror=event=>{console.error(\"Failed to update data\",event);reject(event);};}else{// If the item doesn't exist, add it\nconst addRequest=objectStore.add(data);addRequest.onsuccess=()=>{console.log(\"Data added successfully\");resolve(true);};addRequest.onerror=event=>{console.error(\"Failed to add data\",event);reject(event);};}};getRequest.onerror=event=>{console.error(\"Error checking for existing data\",event);reject(event);};}}catch(error){console.error(\"Failed to save data\",error);reject(error);}});};export const getDataFromIdb=(db,id)=>{return new Promise((resolve,reject)=>{const transaction=db.transaction([\"items\"],\"readonly\");const objectStore=transaction.objectStore(\"items\");const request=objectStore.get(id);request.onsuccess=event=>{if(event.target.result){console.log(\"File retrieved successfully\");resolve(event.target.result);}else{console.log(\"File not found\");resolve(null);}};request.onerror=event=>{console.error(\"Failed to retrieve file\",event);reject(event);};});};export function deleteDatabase(name=DEFAULT_DB_NAME){return new Promise((resolve,reject)=>{const request=indexedDB.deleteDatabase(name)// Delete the database by name\n;request.onsuccess=()=>{console.log(`Database ${name} deleted successfully.`);resolve(true);};request.onerror=event=>{console.error(`Failed to delete database ${name}:`,event);reject(event);};request.onblocked=()=>{console.warn(`Deletion of database ${name} is blocked.`);resolve(false);};});}const getExtensionFroms3Url=url=>{const a=url.split(\"?\");const b=a[0].split(\".\");return b[b.length-1];};const getAllDataFromUnicode=async(unicode,token)=>{try{const response=await fetch(`${ROOT_API}${GET_MODEL_DATA}?unicode=${unicode}`,{method:\"GET\",headers:{Authorization:`Bearer ${token}`}});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};export const sizeDecimals=size=>parseFloat(size.toFixed(2));export const convertBytesInMB=(size=0)=>size?sizeDecimals(size*1e-6):size;// this is component of Model Viewer in which the model loads\nexport function withModelViewer(Component){return props=>{const[store,setStore]=useStore();const{textureStore,setTextureStore}=getTextureStoreData();const[selfServeStore,setSelfServeStore]=selfServeStoreData();const cleanUpFunction=()=>{console.log(\"CLEANUP_FUNCTION\");setStore(initialStoreValue);setTextureStore(prev=>({...prev,selectedImage:null,selectedHotspotImage:null,fileData:null,files:[]}));setSelfServeStore(prev=>({...prev,...initialSelfServeStoreValues}));showHideLoading({loading:false});const element=document.getElementById(\"upload-model-viewer-loading-parent\");if(element){element.style.display=\"none\";}const viewerContainer=document.getElementById(\"model-viewer-container\");if(viewerContainer){viewerContainer.style.display=\"none\";}const uploaderContainer=document.getElementById(\"model-upload-container\");if(uploaderContainer){uploaderContainer.style.display=\"flex\";}const textureModal=document.getElementById(\"texture-upload-modal\");if(textureModal)textureModal.style.display=\"none\";};useEffect(()=>{setStore(prev=>({...prev,modelLoading:true}));return()=>cleanUpFunction();},[]);return /*#__PURE__*/_jsxs(Component,{...props,style:{...props.style,position:\"relative\"},children:[/*#__PURE__*/_jsx(\"div\",{id:\"model-viewer\",style:{width:\"100%\",height:\"100%\"}}),store?.modelLoading&&/*#__PURE__*/_jsx(\"div\",{className:\"loader-container\",style:{position:\"absolute\",zIndex:\"1\"},children:/*#__PURE__*/_jsx(\"div\",{style:{display:\"flex\",alignItems:\"center\",justifyContent:\"center\",flexDirection:\"column\",gap:\"1rem\"},children:/*#__PURE__*/_jsxs(\"div\",{className:\"modelLoader-container\",children:[/*#__PURE__*/_jsx(\"p\",{style:{position:\"absolute\",width:\"100%\",margin:\"1rem 0\",textAlign:\"center\",top:\"50%\",fontSize:\"0.85rem\"},children:\"Loading product...\"}),/*#__PURE__*/_jsx(\"div\",{id:\"modelLoader\"}),/*#__PURE__*/_jsx(\"div\",{id:\"modelLoaderBase\"})]})})})]});};}export async function urlToFile(url,fileName){const response=await fetch(url);const blob=await response.blob();// Create a new File instance from the Blob\nconst file=new File([blob],fileName,{type:blob.type});return file;}export function fileToBlob(file){return new Blob([file],{type:file.type});}// this is a used for to upload to model either by click or drag & drop\nexport function withDragDropUploadSelfServe(Component){return props=>{const[store,setStore]=useStore();const[files,setFiles]=useState([]);const[selected,setSelected]=useState(null);const[tokenData,setTokenData]=useState(null);const[fileBtn,setFileBtn]=useState(true);const[dimension,setDimension]=useState({width:510,height:480});// const [modelLoading, setModelLoading] = useState(false)\nconst[error,setError]=useState(false);const ref=useRef();const[url,setUrl]=useState(\"\");const[extension,setExtension]=useState(\"\");const[uploadedProductId,setUpdatedProductId]=useState(null);const[startRender,setStartRender]=useState(false);const{textureStore,setTextureStore}=getTextureStoreData();const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const hotSpotData=textureStore?.selectedHotspotImage;const selectedImage=textureStore?.selectedImage;const unicode=getSearch(\"unicode=\");const[isTextureFromUnicode,setIsTextureFromUnicode]=useState(\"\");const[selfServeStore,setSelfServeStore]=selfServeStoreData();const{expandedImage}=selfServeStore;const{trackUploadTextureModelClicked,trackTextureModelUploadStarted,trackTextureModelUploadedSuccessfully,trackTextureModelUploadCancelled,trackTextureModelSelected,trackDragToRotateClick}=USERPILOT_EVENTS;let scene=null;let viewer=null;console.log(\"isTexture : \",isTexture,hotSpotData);useEffect(()=>{callTrackEvent(\"Curator Landing Page View\",{},true);},[]);const getDataFromLocalStorage=()=>{const currentUser=localStorage.getItem(\"current_user\")||null;const USER_DATA=currentUser?JSON.parse(currentUser):null;console.log(fileBtn,USER_DATA,\"check the user filebtn\");const user=USER_DATA?.user;if(USER_DATA?.id&&user?.id&&!user?.is_guest){setFileBtn(false);}else{setFileBtn(true);}};const handleLogin=()=>getDataFromLocalStorage();const clearLocalData=()=>{localStorage.removeItem(\"renderJson\");localStorage.removeItem(\"updatedProductId\");// localStorage.removeItem(\"tokenForRefresh\")\n};clearLocalData();const handleDrop=event=>{event.preventDefault();};const onFileSelected=(file=null)=>{if(!file){setSelected(null);return;}clearLocalData();setSelected(file);};const onUpload=async({fileList=[],access_token=\"it does not work without token :( waiting for backend update\",type=1}={})=>{if(isTexture&&!hotSpotData){return;}if(!fileBtn){window.open(APP_DOMAIN,\"_blank\");return;}showHideLoading({loading:true});const userData=await checkAndDoGuestLogin(setStore);if(!userData)return;setSelfServeStore(prev=>({...prev,loginData:userData}));setTokenData(userData?.data?.access);// }\nclearLocalData();await deleteDatabase();const maxSize=1023*1024*1024;const currentFile=fileList?.[0];console.log(currentFile,currentFile?.size,maxSize,\"check all sizes\");if(currentFile?.size>=maxSize){console.log(\"Show size error\");const element=document.getElementById(\"model-upload-size-error\");if(element){element.style.display=\"flex\";}showHideLoading({loading:false});alert(`File \"${currentFile.name}\" is too large. Maximum file size is 1 GB.`);trackTextureModelUploadCancelled({upload_type:\"Model\",upload_extension:getExtension(currentFile?.name?.replaceAll(\" \",\"_\")?.replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\"\")),file_name:currentFile.name,reason:\"File is too large\",detail:`File size is \"${convertBytesInMB(currentFile?.size)}mb\"`});return;}let allowedFiles=[...fileList]?.filter(f=>ACCEPT_3D_MODELS.includes(getExtension(f?.name)));const haveOtherFormat=[...fileList].some(a=>!ACCEPT_3D_MODELS.includes(getExtension(a?.name)));if(haveOtherFormat){alert(`Only ${ACCEPT_3D_MODELS.split(\",\").join(\", \")} is allowed for upload.`);trackTextureModelUploadCancelled({upload_type:\"Model\",upload_extension:getExtension(haveOtherFormat?.[0]?.name),file_name:haveOtherFormat?.[0]?.name,reason:\"Extension not allowed\",detail:`Uploading extension \"${getExtension(haveOtherFormat?.[0]?.name)}\"`});showHideLoading({loading:false});return;}//zip validation ********** begin *****************\nlet zipFiles=allowedFiles.filter(file=>getExtension(file.name)===\"zip\");let zipdata;for(let i=0;i<zipFiles.length;i++){const file=zipFiles[i];console.log(\"zip file found__________________________1\");let filePathList=[];if(file.blobUrl){console.log(\"zip file found__________________________2\",file);const{entries}=await unzip(file.blobUrl);zipdata=entries;filePathList=Object.keys(entries).filter(filePath=>{return!filePath.includes(\"__MACOSX\");});}else{const{entries}=await unzip(file);zipdata=entries;filePathList=Object.keys(entries).filter(filePath=>{return!filePath.includes(\"__MACOSX\");});}filePathList=filePathList.map(path=>path.replace(/^.*[\\\\/]/,\"\"));const allowedFileExt=filePathList.filter(f=>{if(f.trim()===\"\"){return false;}return ACCEPT_3D_MODELS_IN_ZIP.includes(getExtension(f));});console.log(\"file contains after validation:\",allowedFileExt);file.isValidZip=allowedFileExt.length===1?true:false;if(allowedFileExt.length==1&&[\"blend\"].includes(getExtension(allowedFileExt[0]))){file.isInstantPreviewNotSupported=true;}}if(zipFiles.length>0){console.log(\"zipfiles\",zipFiles);allowedFiles=[...allowedFiles].filter(f=>{if(f.isValidZip===undefined)return true;else{if(!f.isValidZip){alert(`File \"${f.name}\" contains invalid model data. Kindly refer to upload guideline for zip`);trackTextureModelUploadCancelled({upload_type:\"Model\",file_name:f.name,reason:\"Invalid model data\",detail:\"User trying to upload invalid file in a zip\"});}return f.isValidZip;}});console.log(\"all files\",allowedFiles);}//zip validation **********  end  *****************\n// try{\n//     openDatabase().then((db) => saveDataToIdb(db, {file: fileToBlob(currentFile), name:currentFile.name}))\n// }\n// catch (error){\n//     console.log(\"save to index db\", error)\n// }\nconst _files=[];[...allowedFiles].forEach((f,i)=>{const size=convertBytesInMB(f?.size||f?.sizeBytes||f?.bytes);let name=f?.name?.split(\".\")?.[0]?.trim()?.replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\"\");name=name?.substring(0,MAX_3D_MODEL_PRODUCT_NAME_LENGTH-4);const isAvailableToUpload=true//i < _uploadAvailableLimit;\n;const id=crypto.randomUUID().slice(2);_files.push({id:id,fildId:f?.id||id,name:name,filename:f.name?.trim(),extension:getExtension(f.name),size,file:f,url:f?.link||f?.blobUrl||URL.createObjectURL(f),isUploaded:false,isFailed:\"\",isAvailableToUpload,access_token,type});});// setFiles((prev) => [...prev, ...new Set(_files)])\nsetFiles(prev=>[...new Set(_files)]);onFileSelected(_files?.[0]);showHideLoading({loading:false});};const onDelete=(file=null)=>{if(!file?.id)return;const _files=files.filter(f=>f.id!==file?.id);setFiles(_files);onFileSelected(_files?.[0]||null);};// model viewer\nconst getModelDetail=async uploadedProductId=>{const _formData=new FormData;_formData.append(\"product\",uploadedProductId);let status=0;_formData.append(\"status\",status);_formData.append(\"is_guest_request\",true);await apiPost3DModelJob(_formData,tokenData);};const getModelTemplateData=async()=>{try{let url=`${ROOT_API}${GET_MODEL_TEMPLATE}?is_texture_template=${isTexture}&product_model_template=false&product_texture_template=false`;if(isTexture){if(selectedImage?.id){url+=`&model=${selectedImage.id}`;}}const response=await fetch(url,{method:\"GET\",headers:{Authorization:`Bearer ${tokenData}`}});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};const getJson=async url=>{const res=await fetch(url);return res.json();};const sendRenderData=async uploadedProductId=>{localStorage.removeItem(\"renderJson\");const modelTemplateData=await getModelTemplateData();const resultJson=[];setStartRender(false);await Promise.all(modelTemplateData?.results?.map(async(templateData,index)=>{if(templateData?.id){const templateJson=await getJson(templateData?.template_json);const copyJson=JSON.parse(JSON.stringify(templateJson));const formObj=new FormData;formObj.append(\"is_preview\",\"false\");formObj.append(\"is_main_render\",\"false\");formObj.append(\"render_name\",\"Render_\"+templateData.id);formObj.append(\"count\",\"1\");formObj.append(\"is_meta_data\",\"false\");formObj.append(\"is_water_mark\",\"false\");formObj.append(\"is_transparent_bg\",\"false\");formObj.append(\"is_shadow_on_floor\",\"true\");formObj.append(\"render_extension\",\"jpg\");formObj.append(\"type\",templateData?.room_type);formObj.append(\"room\",templateData?.template);formObj.append(\"model_template\",templateData?.id);formObj.append(\"is_self_serve_model\",\"true\");addIdsToRequestData({data:formObj,roomInfo:templateJson,includedIds:{products:true,textures:true}});if(isTexture){formObj.append(\"is_self_serve_texture\",\"true\");const hotspotMaterialDetails=copyJson[\"hotspotMaterialDetails\"];const currentHotSpot=hotspotMaterialDetails.find(_item=>_item?.hotspotName===hotSpotData?.objectName);copyJson[\"materialDetails\"]=copyJson[\"materialDetails\"].reduce((a,c)=>{if(currentHotSpot?.objectName===c?.objectName){const textureDetail=JSON.parse(localStorage.getItem(\"textureDetail\"));const{width,height}=textureDetail;const tilingOffsetValues=c?.tilingOffsetValues.map(_item=>{if(_item?.key===\"_MainTex\"){return{..._item,tilingX:10/(width/(12*2.54)),tilingY:10/(height/(12*2.54))};}return _item;});const _data={...c,skuId:textureDetail?.name,diffuseId:textureDetail?.id,isTexture:true,isColor:false,isTextureChanged:true,diffuseName:textureDetail?.name,tilingOffsetValues};return[...a,_data];}else if(hotspotMaterialDetails.find(_item=>_item?.objectName===c?.objectName)){return a;}return[...a,c];},[]);}else{// for (let pair of formObj.entries()) {\n//     console.log(pair[0] + \": \" + pair[1])\n// }\ncopyJson[\"uploaded_model_id\"]=uploadedProductId;let newBlenderAssetData={assetBundleName:null,objectName:\"1@\"+uploadedProductId,blenderAssetbundleId:uploadedProductId,parentName:null,id:uploadedProductId,objectIndex:\"1\",parentMat:null,childrenObjects:[],childrenMaterials:[],isDuplicateProp:false,isWindowAndDoor:false,loadedPropType:\"None\",modelType:\"UserImportModel\"};copyJson[\"blenderAssetBundleDatas\"].push(newBlenderAssetData);copyJson[\"transformChangedObjectData\"][\"1@\"+uploadedProductId]={objectName:\"1@\"+uploadedProductId,xPosition:templateData?.position_x,yPosition:templateData?.position_y,zPosition:templateData?.position_z,xRotation:templateData?.rotation_x,yRotation:templateData?.rotation_y,zRotation:templateData?.rotation_z,wRotation:templateData?.rotation_w,xScale:templateData?.scale_x,yScale:templateData?.scale_y,zScale:templateData?.scale_z,isScaled:getScaleValue(templateData),centerPivotPositionX:0,centerPivotPositionY:0,centerPivotPositionZ:0};}copyJson[\"cameraList\"]=templateData?.camera_angle_details?[templateData?.camera_angle_details]:[];copyJson[\"roomId\"]=templateData?.template;copyJson[\"baseRoomId\"]=+copyJson?.blenderLayoutBundleDatas?.[0]?.id;const blob=new Blob([JSON.stringify(copyJson)],{type:\"application/json\"});formObj.append(\"json_file\",blob,\"room_info.json\");const renderData=await sendRenderToApi(formObj);console.log(\"renderData\",renderData);resultJson.push({renderId:renderData?.data?.id,type:templateData?.room_type,tokenData:tokenData,renderUploadId:renderData?.data?.render_upload_id,cameraData:renderData?.data?.CameraData?.[0]});console.log(\"resultJson\",resultJson);const progressData=(index+1)*50;setStore(prev=>({...prev,apiProgress:progressData,customizingScene:progressData>=100?true:false}));}}));if(resultJson?.length){const onlyIds=resultJson.map(data=>data.renderId);if(onlyIds?.length){localStorage.setItem(\"renderJson\",JSON.stringify(resultJson));}console.log(resultJson,\"result json check 111\");setStore(prev=>({...prev,renderJson:JSON.stringify(resultJson)}));}};const sendRenderToApi=async formObj=>{try{const response=await fetch(`${ROOT_API}${RENDER_API}`,{method:\"POST\",headers:{Authorization:`Bearer ${tokenData}`},body:formObj});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};const getScaleValue=data=>{let flag=false;if(parseInt(data.scale_x)!=1||parseInt(data.scale_y)!=1||parseInt(data.scale_z)!=1){flag=true;}return flag;};const addIdsToRequestData=({data,roomInfo,includedIds={textures:true,products:false}})=>{const isFormData=data instanceof FormData;if(includedIds.products){const key=\"products\";const propIds=roomInfo.blenderAssetBundleDatas?.map(item=>item.id);const groupPropIds=roomInfo?.groupPropsMapping?Object.keys(roomInfo?.groupPropsMapping):[];const ids=[...propIds,...groupPropIds];if(isFormData){ids?.forEach(id=>{data.append(key,id);});}else{data[key]=ids;}}// textures and materials\nconst textureIds=[];const materialIds=[];roomInfo.materialDetails.map(md=>{if(md.loadedMaterialId){materialIds.push(md.loadedMaterialId);}[\"diffuseId\",\"AOId\",\"metallicId\",\"normalId\",\"roughnessId\",\"transparencyId\"].forEach(key=>{if(md[key]){textureIds.push(md[key]);}});});if(includedIds.textures){const uniqueTextureIds=duplicateArrayRemove(textureIds);if(isFormData){uniqueTextureIds.forEach(id=>{data.append(\"textures\",id);});}else{data.textures=uniqueTextureIds;}}};const duplicateArrayRemove=arr=>arr.filter((a,i)=>arr.indexOf(a)===i);async function uploadFileWithProgress(url,formData){const xhr=new XMLHttpRequest;// Set up the request\nxhr.open(\"POST\",url);// Track upload progress\nxhr.upload.addEventListener(\"progress\",event=>{if(event.lengthComputable){const percentComplete=event.loaded/event.total*100;if(percentComplete>7.5)setStore(prev=>({...prev,progress:percentComplete}));// if (percentComplete >= 100) {\n//     setStartRender(true)\n// }\n}});// Handle when the upload is complete\nxhr.onload=()=>{if([200,201,202,203,204].includes(xhr.status)){setStartRender(true);console.log(\"Upload complete!\");}else{console.log(`Upload failed with status: ${xhr.status}`);}};// Handle errors\n// xhr.onerror = () => {\n//     console.log(\"An error occurred during the upload.\")\n// }\n// Send the request with the file\nxhr.send(formData);}const uploadImageData=async(file,presigned_data)=>{const formData=new FormData;Object.entries(presigned_data.fields).forEach(([k,v])=>{formData.append(k,v);});formData.append(\"file\",file);// const response = await fetch(presigned_data.url, {\n//     method: \"POST\",\n//     body: formData,\n// })\nconst response=await uploadFileWithProgress(presigned_data.url,formData);return response;};const saveToLibrary=async files=>{if(files.length===0){alert(\"Please upload atleast one 3D model.\");return;}localStorage.removeItem(\"updatedProductId\");// setShowLoader(true)\n// let token = localStorage.getItem(\"tokenForRefresh\")\nconst guestLoginResponse=await checkAndDoGuestLogin(setStore);const token=guestLoginResponse?.data?.access;// if (!token || token === \"undefined\") {\n//     console.log(\"TOKEN LOGGED : \", token)\n//     // showHideLoading({ loading: true })\n//     const guestLoginResponse = await checkAndDoGuestLogin(setStore)\n//     // showHideLoading({ loading: false })\n//     // const refresh = guestLoginResponse?.data?.refresh\n//     // const currentUser = guestLoginResponse?.data?.user\n//     token = guestLoginResponse?.data?.access\n//     // const dataToSend = {\n//     //     access: guestLoginResponse?.data?.access,\n//     //     refresh: guestLoginResponse?.data?.refresh,\n//     //     is_active_org: guestLoginResponse?.data?.is_active_org,\n//     //     is_email_verified:\n//     //         guestLoginResponse?.data?.is_email_verified,\n//     //     is_guest: guestLoginResponse?.data?.is_guest,\n//     //     id: guestLoginResponse?.data?.info?.id,\n//     // }\n//     // setStore((prev) => ({\n//     //     ...prev,\n//     //     guestLoginData: JSON.stringify(dataToSend),\n//     // }))\n// }\nsetTokenData(token);console.log(\"files : \",files);const result=await Promise.allSettled(files.filter(a=>a.isAvailableToUpload&&!a.isUploaded&&!a.isFailed).map(async({id,fildId,name,filename,file,type,url,access_token})=>{let response;try{const urlRes=await fetch(url);const blob=await urlRes.blob();// Convert Blob to File (File constructor requires the file name)\nconst newFile=new File([blob],filename,{type:type});if(isTexture){trackTextureModelUploadStarted({upload_type:\"Texture\",upload_extension:getExtension(filename?.replaceAll(\" \",\"_\")?.replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\"\")),file_name:name,model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});response=await uploadTexture(file,filename,token);if(response?.status&&response?.data?.length){if(type===1){await uploadImageData(newFile,response?.data?.[0]?.presigned_data);trackTextureModelUploadedSuccessfully({upload_type:\"Texture\",upload_extension:getExtension(filename?.replaceAll(\" \",\"_\")?.replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\"\")),file_name:name,model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});}response={...response,data:response?.data?.[0]};}if(response?.data?.available_texture_count===0){alert(\"Your texture upload limit is finished\");trackTextureModelUploadCancelled({upload_type:\"Texture\",upload_extension:getExtension(filename?.replaceAll(\" \",\"_\")?.replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\"\")),file_name:name,model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\",reason:\"Reload\",detail:\"Your texture upload limit is finished\"});window.location.reload();}}else{const formData=new FormData;formData.append(\"name\",name);formData.append(\"main_asset_name\",name?.replaceAll(\" \",\"_\"));// formData.append(\"is_assetbundle\", false)\nformData.append(\"upload_type\",type);formData.append(\"access_token\",access_token);formData.append(\"prop_data_user_file_name\",filename?.replaceAll(\" \",\"_\")?.replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\"\"));trackTextureModelUploadStarted({upload_type:\"Model\",upload_extension:getExtension(filename?.replaceAll(\" \",\"_\")?.replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\"\")),file_name:name});response=await apiPostUpload3DModel(formData,token);if(response?.status&&response?.data?.id){if(type===1){await uploadImageData(newFile,response?.data?.presigned_url_prop_user_file);trackTextureModelUploadedSuccessfully({upload_type:\"Model\",upload_extension:getExtension(filename?.replaceAll(\" \",\"_\")?.replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\"\")),file_name:name});}}else{const element=document.getElementById(\"upload-model-viewer-loading-parent\");if(element){element.style.display=\"none\";}alert(\"Your 3d model upload limit is finished\");trackTextureModelUploadCancelled({upload_type:\"Model\",upload_extension:getExtension(filename?.replaceAll(\" \",\"_\")?.replaceAll(NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\"\")),file_name:name,reason:\"Reload\",detail:\"Your 3d model upload limit is finished\"});// \"You don't have 3D Model File Upload Limit.\"\nwindow.location.reload();return;}}}catch(e){let message=e?.message;if(message?.toLowerCase()?.includes(\"already exists\")){message=`The model with name \"${getTextSubstring(name)}\" is already exists. Please rename it to upload again.`;}alert(message||\"Something went wrong. Please try again.\");let failedMessage=\"\";if(message?.toLowerCase()?.includes(\"already exists\")){failedMessage=\"Name already exists in library.\";}}return response;}));if(result.length>0){const success=result.every(res=>res?.status===\"fulfilled\"&&res?.value);console.log(\"success : \",success);if(success){setStore(prev=>({...prev,modelId:!isTexture?result?.[0]?.value?.data?.id.toString():null,textureId:isTexture?result?.[0]?.value?.data?.id.toString():null}));setUpdatedProductId(result?.[0]?.value?.data?.id);localStorage.setItem(\"updatedProductId\",result?.[0]?.value?.data?.id);localStorage.setItem(\"textureDetail\",JSON.stringify(result?.[0]?.value?.data));// if (!localStorage.getItem(\"tokenForRefresh\")) {\n//     localStorage.setItem(\n//         \"tokenForRefresh\",\n//         tokenData || token\n//     )\n// }\n}}else{// warningToast('No Model is uploaded.');\n}};function saveFileToIndexDB(){// openDatabase()\n//     .then((db) => getAllData(db))\n//     .then(async (data) => {\nconst _file=files?.[0];if(_file){// let allowedFiles = _files\n// let fileData = {}\n// let name = allowedFiles?.name\n//     ?.split(\".\")?.[0]\n//     ?.trim()\n//     ?.replaceAll(\n//         NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL,\n//         \"\"\n//     )\n// name = name?.substring(\n//     0,\n//     MAX_3D_MODEL_PRODUCT_NAME_LENGTH - 4\n// )\n// const isAvailableToUpload = true //i < _uploadAvailableLimit;\n// const id = crypto.randomUUID().slice(2)\n// fileData = {\n//     id: id,\n//     fildId: allowedFiles?.id || id,\n//     name: name,\n//     filename: allowedFiles.name?.trim(),\n//     extension: allowedFiles?.extension || getExtension(allowedFiles.name),\n//     size: allowedFiles?.file?.size,\n//     file: allowedFiles?.file,\n//     url:\n//         allowedFiles?.link ||\n//         allowedFiles?.blobUrl ||\n//         URL.createObjectURL(allowedFiles?.file),\n//     isUploaded: false,\n//     isFailed: \"\",\n//     isAvailableToUpload,\n//     access_token:\n//         \"it does not work without token :( waiting for backend update\",\n//     type: 1,\n// }\nsetStore(prev=>({...prev,fileName:_file?.name,extension:_file?.extension}));if(isTexture){openModelTextureFileDb().then(db=>getAllData(db)).then(async data=>{console.log(\"db data\",data);if(data){const _file=data.find(_item=>_item.name===`${selectedImage?.id}.glb`)?.file;if(_file){console.log(\"DB texture url : \",URL.createObjectURL(_file));setUrl(URL.createObjectURL(_file));setExtension(\"glb\");}else{setUrl(selectedImage?.propUrl);setExtension(\"glb\");}}else{setUrl(selectedImage?.propUrl);setExtension(\"glb\");}});}else{setUrl(_file?.url);setExtension(_file?.extension);}console.log(localStorage.getItem(\"renderJson\"),_file?.url,_file?.extension,\"check render json\");if(localStorage.getItem(\"renderJson\")){const resultJson=JSON.parse(localStorage.getItem(\"renderJson\"));setUpdatedProductId(localStorage.getItem(\"updatedProductId\"));// const guestLoginResponse = await checkAndDoGuestLogin(setStore)\n// setTokenData(guestLoginResponse?.data?.access)\nconsole.log(resultJson,\"result json check 222\");setStore(prev=>({...prev,renderJson:JSON.stringify(resultJson),modelId:!isTexture?localStorage.getItem(\"updatedProductId\"):null,textureId:isTexture?localStorage.getItem(\"updatedTextureId\"):null}));}else{saveToLibrary([_file]);}}// })\n}useEffect(()=>{if(!unicode){if(!loginInterval){loginInterval=setTimeout(()=>{loginInterval=null;},100);if(localStorage.getItem(\"current_user\")){checkAndDoGuestLogin(setStore);}}}handleLogin();window.addEventListener(\"storage\",handleLogin);ref.current=document.getElementById(\"model-viewer\");return()=>{window.removeEventListener(\"storage\",handleLogin);};},[]);useEffect(()=>{if(!isTexture){const isTexturePresent=files.find(file=>file.extension===\"jpeg\"||file.extension===\"jpg\"||file.extension===\"png\");if(isTexturePresent){setStore(prev=>({...prev,showTextureModal:true}));setTextureStore(prev=>({...prev,files:files}));// setTextureStoreData({files: files.map(_item => _item.file)})\nreturn;}}if(files.length){const element=document.getElementById(\"upload-model-viewer-loading-parent\");const viewerContainer=document.getElementById(\"model-viewer-container\");const uploaderContainer=document.getElementById(\"model-upload-container\");if(viewerContainer){viewerContainer.style.display=\"flex\";}if(uploaderContainer){uploaderContainer.style.display=\"none\";}if(element){element.style.display=\"flex\";}if(isTexture){const textureModal=document.getElementById(\"texture-upload-modal\");if(textureModal)textureModal.style.display=\"none\";}saveFileToIndexDB();// window.location.href =\n//     localStorage.getItem(\"REDIRECT_URL\") || REDIRECT_URL // get REDIRECT_URL from local is for Mayank' s work. Remove it after his work completed\n}},[files,selected]);useEffect(()=>{setStore(prev=>({...prev,files:files}));},[files]);useEffect(()=>{setStore(prev=>({...prev,url:selected?.url||\"\",extension:selected?.extension||\"\"}));},[selected]);useEffect(()=>{async function fetchData(){const viewerContainer=document.getElementById(\"model-viewer-container\");const uploaderContainer=document.getElementById(\"model-upload-container\");if(viewerContainer){viewerContainer.style.display=\"flex\";}if(uploaderContainer){uploaderContainer.style.display=\"none\";}const guestLoginResponse=await checkAndDoGuestLogin(setStore);const tokenNew=guestLoginResponse?.data?.access;const allUnicodeData=await getAllDataFromUnicode(unicode,tokenNew);console.log(allUnicodeData,\"allUnicodeData\");if(allUnicodeData?.status){let productUrl=allUnicodeData?.data?.product_details?.prop_data_user_file;let extension;if(allUnicodeData?.data?.is_texture_share){const allTextureData=allUnicodeData?.data?.texture_data;const texData=allTextureData?.hotspotData;const textureFile=allUnicodeData?.data?.texture_details?.texture_file;if(texData?.propUrl){productUrl=texData?.propUrl;extension=\"glb\";localStorage.setItem(\"hotspotData\",JSON.stringify(texData));}const texDetail=allTextureData?.textureDetail;texDetail[\"texture_file\"]=textureFile;console.log(texData,\"texData\",texDetail);localStorage.setItem(\"textureDetail\",JSON.stringify(texDetail));}else{extension=getExtensionFroms3Url(productUrl);}setUrl(productUrl);setExtension(extension);setStore(prev=>({...prev,url:productUrl||\"\",extension:extension||\"\"}));const renderJson=[];const projectRender=allUnicodeData?.data?.project_render?.sort();const mainRender=allUnicodeData?.data?.main_render?.sort();const allRenderImages=allUnicodeData?.data?.render_images_details;for(let i=0;i<allRenderImages?.length;i++){let obj={renderId:allRenderImages[i]?.render_job||mainRender[i],renderUploadId:allRenderImages[i]?.main_render,type:allRenderImages[i]?.room_type,tokenData:tokenNew,cameraData:{cameraName:allRenderImages[i]?.angle_name}};renderJson.push(obj);}localStorage.setItem(\"renderJson\",JSON.stringify(renderJson));let productId;if(allUnicodeData?.data?.is_texture_share){productId=allUnicodeData?.data?.texture;}else{productId=allUnicodeData?.data?.product;}localStorage.setItem(\"updatedProductId\",productId);console.log(renderJson,\"result json check 333\");setStore(prev=>({...prev,renderJson:JSON.stringify(renderJson),modelId:!allUnicodeData?.data?.is_texture_share?productId:null,textureId:allUnicodeData?.data?.is_texture_share?productId:null}));setTextureStore(prev=>({...prev,fileData:{width:allUnicodeData?.data?.texture_data?.textureDetail?.width,height:allUnicodeData?.data?.texture_data?.textureDetail?.height,url:allUnicodeData?.data?.texture_details?.texture_file},selectedHotspotImage:allUnicodeData?.data?.texture_data?.hotspotData,selectedImage:allUnicodeData?.data?.texture_data?.hotspotData}));console.log(renderJson,extension,productUrl,\"check all values\");}return;}if(unicode&&!textureStore?.fileData&&!store?.resultJson){loginInterval=setTimeout(()=>{fetchData();if(loginInterval)clearInterval(loginInterval);},10);}},[]);useEffect(()=>{console.log(\"DEBUG___STORE\",{textureStore,store});},[textureStore,store]);useEffect(()=>{if(store.progress>=100&&store.apiProgress>=100){const element=document.getElementById(\"upload-model-viewer-loading-parent\");if(element?.style?.display===\"none\")return;if(element){element.style.display=\"none\";}let dataForSegment={};console.log(isTexture,\"checking texture upload\",hotSpotData,textureStore,store);const params=new URLSearchParams(window.location.search);if(!params?.get(\"unique\")){if(isTexture){dataForSegment[\"Upload_Type\"]=\"Texture\";dataForSegment[\"Hotspot_id\"]=hotSpotData?.id;dataForSegment[\"widget_id\"]=selectedImage?.id;dataForSegment[\"widget_name\"]=selectedImage?.name;callTrackEvent(\"Texture/Model Upload\",dataForSegment,true);}else{dataForSegment[\"Upload_Type\"]=\"Model\";dataForSegment[\"widget_id\"]=\"\";dataForSegment[\"widget_name\"]=\"\";dataForSegment[\"Hotspot_id\"]=\"\";callTrackEvent(\"Texture/Model Upload\",dataForSegment,true);}}}},[store.progress,store.apiProgress]);useEffect(()=>{if(uploadedProductId&&startRender){setStore(prev=>({...prev,uploadingFile:true}));if(!isTexture)getModelDetail(uploadedProductId);sendRenderData(uploadedProductId);}},[uploadedProductId,startRender]);const callSegmentEvent=()=>{let dataForSegment={};dataForSegment[\"Upload_Type\"]=isTexture?\"Texture\":\"Model\";dataForSegment[\"Hotspot_id\"]=hotSpotData?.id||\"\";dataForSegment[\"widget_id\"]=selectedImage?.id||\"\";dataForSegment[\"widget_name\"]=selectedImage?.name||\"\";callTrackEvent(\"Drag to rotate click\",dataForSegment,true);};useEffect(()=>{async function fetchData(){if(// extension !== \"glb\" &&\n!isTexture&&!isTextureFromUnicode){OV.SetExternalLibLocation(\"lib\");viewer=new OV.EmbeddedViewer(ref?.current,{backgroundColor:new OV.RGBAColor(255,255,255,255),defaultColor:new OV.RGBColor(200,200,200),edgeSettings:new OV.EdgeSettings(false,new OV.RGBColor(0,0,0),1),environmentSettings:new OV.EnvironmentSettings([\"https://framerusercontent.com/images/pMLb7hshOstBTCZK2fMrWxvrCY.jpg\",\"https://framerusercontent.com/images/7vpD1JcHrmXRWLNbX8sHbQLpTkE.jpg\",\"https://framerusercontent.com/images/PPL7Uac5MndWWkIYN3EBVziy49U.jpg\",\"https://framerusercontent.com/images/Xgf92plfEhjzYdbe0iYJCap5JMs.jpg\",\"https://framerusercontent.com/images/CBQmx242Pq4V9i4f69C5naFktX4.jpg\",\"https://framerusercontent.com/images/pQpPNmjTdRUL27poJnYKlDoAsDc.jpg\"],false),onModelLoaded:()=>{const loader=document.getElementById(\"modelLoader\");loader.style.width=\"100%\";let element=document.getElementById(\"model-viewer-hand-icon\");console.log(\"viweer : \",element,ref?.current);if(!element){element=handIcon();ref?.current.appendChild(element);ref?.current?.addEventListener(\"mousedown\",e=>{if(element!==\"REMOVED\"){e.preventDefault();ref?.current.removeChild(element);element=\"REMOVED\";callSegmentEvent();}});ref?.current?.addEventListener(\"touchstart\",e=>{if(element!==\"REMOVED\"){e?.preventDefault();ref?.current.removeChild(element);element=\"REMOVED\";callSegmentEvent();}});if(ref?.current){ref.current.querySelector(\"canvas\").onclick=function(){trackDragToRotateClick({curatorOpenSource:isTexture?\"Texture upload\":\"Model upload\",is_expand:expandedImage?\"Yes\":\"No\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:files?.[0]?.extension,file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:files?.[0]?.name,hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});};}}// setTimeout(() => {\nsetStore(prev=>({...prev,modelLoading:false}));// }, 100)\nviewer.GetViewer().scene.traverse(obj=>{if(obj.isMesh){console.log(\"mesh : \",obj);}});},onLoadStart:()=>{const loader=document.getElementById(\"modelLoader\");loader.style.width=\"50%\";},onImportStart:()=>{const loader=document.getElementById(\"modelLoader\");loader.style.width=\"60%\";},onVisualizationStart:()=>{const loader=document.getElementById(\"modelLoader\");loader.style.width=\"80%\";},onLoadError:()=>{setTimeout(()=>{setStore(prev=>({...prev,modelLoading:false}));});}});// viewer = new OV.EmbeddedViewer(ref?.current, {})\nconsole.log(\"model upload:\",url,viewer,store);fetch(url).then(r=>r.blob()).then(blobdata=>{console.log(\"after loading\");viewer.LoadModelFromFileList([new File([blobdata],\"name.\"+extension)]);});}else if(!scene){scene=new THREE.Scene;// Step 2: Define the Paths to the Six Cubemap Images\nconst loader=new THREE.CubeTextureLoader;const textureCube=loader.load([\"https://framerusercontent.com/images/pMLb7hshOstBTCZK2fMrWxvrCY.jpg\",\"https://framerusercontent.com/images/7vpD1JcHrmXRWLNbX8sHbQLpTkE.jpg\",\"https://framerusercontent.com/images/PPL7Uac5MndWWkIYN3EBVziy49U.jpg\",\"https://framerusercontent.com/images/Xgf92plfEhjzYdbe0iYJCap5JMs.jpg\",\"https://framerusercontent.com/images/CBQmx242Pq4V9i4f69C5naFktX4.jpg\",\"https://framerusercontent.com/images/pQpPNmjTdRUL27poJnYKlDoAsDc.jpg\"]);scene.environment=textureCube// Useful for reflective materials\n;const canvas=document.createElement(\"canvas\");canvas.width=512;canvas.height=512;const context=canvas.getContext(\"2d\");// Create a linear gradient (vertical)\nconst gradient=context.createLinearGradient(0,0,0,canvas.height);gradient.addColorStop(0,\"#f5f5f5\")// Top color (blue)\n;gradient.addColorStop(1,\" #e0e0e0\")// Bottom color (light blue)\n;// Apply the gradient to the canvas\ncontext.fillStyle=gradient;context.fillRect(0,0,canvas.width,canvas.height);// Use the canvas as a texture\nconst texture=new THREE.CanvasTexture(canvas);// Set the texture as the scene's background\nscene.background=texture;const camera=new THREE.PerspectiveCamera(35,ref?.current?.clientWidth/ref?.current?.clientHeight,.1,1e4);// Set Camera Position for Initial Rotation (45-degree angle)\nconst radius=60// Distance from the origin\n;const angle=THREE.MathUtils.degToRad(-25)// Convert 45 degrees to radians\n;// Use polar coordinates for positioning\nconst x=radius*Math.sin(angle)// Horizontal offset\n;// const y = radius * Math.sin(angle) // Vertical offset\nconst z=radius*Math.cos(angle)// Depth offset\n;camera.position.set(x,25,z)// Set camera position at a 45-degree angle\n;camera.lookAt(0,0,0);console.log(\"camera : \",camera);const renderer=new THREE.WebGLRenderer({antialias:true});renderer.setSize(ref?.current?.clientWidth,ref?.current?.clientHeight);// renderer.outputEncoding = THREE.LinearEncoding\n// renderer.outputColorSpace = THREE.LinearSRGBColorSpace\nrenderer.outputEncoding=THREE.sRGBEncoding// Correct color space encoding\n;renderer.toneMapping=THREE.ACESFilmicToneMapping// Tone mapping for photorealistic colors\n;renderer.toneMappingExposure=1.2// Adjust exposure if needed\n;renderer.setPixelRatio(window.devicePixelRatio);renderer.setClearColor(16777215,1);//post processing\nconst composer=new EffectComposer(renderer);const renderPass=new RenderPass(scene,camera);composer.addPass(renderPass);if(renderer?.domElement){renderer.domElement.onclick=function(){trackDragToRotateClick({curatorOpenSource:isTexture?\"Texture upload\":\"Model upload\",is_expand:expandedImage?\"Yes\":\"No\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:files?.[0]?.extension,file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:files?.[0]?.name,hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});};}ref?.current?.appendChild(renderer.domElement);var ambientLight=new THREE.AmbientLight(8947848,.5);var directionalLight=new THREE.DirectionalLight(8947848,.5);scene.add(directionalLight);scene.add(ambientLight);const controls=new OrbitControls(camera,renderer.domElement);controls.enableDamping=true;const updateDimension=()=>{if(!ref?.current)return;const width=ref?.current?.clientWidth;let height=ref?.current?.clientHeight;// if (width > 510) height = 510\n// if (height > 480) height = 480\ncamera.aspect=width/height;camera.updateProjectionMatrix();renderer.setSize(width,height);render();setDimension({width,height});};const loadModel=async()=>{let loader;if(extension===\"fbx\"){loader=new FBXLoader;}else if(extension===\"obj\"){loader=new OBJLoader;}else if(extension===\"glb\"||extension===\"gltf\"){loader=new GLTFLoader;const draco=new DRACOLoader;// draco.setDecoderPath(\"/draco/\") // getting the draco files from the public folder\ndraco.setDecoderPath(\"https://media-stag.imagine.io/media/public/self_serve_tex_upload_model/\");draco.setDecoderConfig({type:\"js\"});loader.setDRACOLoader(draco);}else if(extension===\"usdz\"){// usda support\nloader=new USDZLoader;//usdc & usd support\n// const usdzloader = new USDZLoader();\n// setModelLoading(true)\n// console.log('extension ______________1 : ', url);\n// let object = new THREE.Group();\n// let blob = await fetch(url).then((r) => r.blob());\n// console.log('blob loaded successfully ______________2 : ', blob);\n// usdzloader.loadFile(new File([blob], 'name.usdz'), object).then(\n//   (usdzobj) => {\n//     console.log('loaded successfully ______________2 : ', object);\n//     object.position.set(0, 0, 0);\n//     scene.add(object);\n//     fitCameraToSelection(camera, controls, [object], 1.15);\n//     setModelLoading(false)\n//     // animate();\n//   },\n//   (err) => {\n//     console.log(err);\n//   }\n// );\n}let modelViewerUrl=url;if(!url.startsWith(\"blob:\")){try{const db=await openModelTextureFileDb();const data=await getAllData(db);const fileName=`${selectedImage?.id}.glb`;const existingFile=data?.find(_dataItem=>_dataItem.name===fileName)?.file;if(existingFile){const blobToUrl=URL.createObjectURL(existingFile);modelViewerUrl=blobToUrl;}if(!existingFile)urlToFile(url,`${selectedImage?.id}.glb`).then(file=>{if(file.type===\"binary/octet-stream\")openModelTextureFileDb().then(db=>{saveDataToIdb(db,{file:fileToBlob(file),name:file.name});});});}catch(error){console.error(\"Error loading model\",error);}}console.log(\"modelViewerUrl\",modelViewerUrl);loader?.load(url,obj=>{let object;if(extension===\"glb\"||extension===\"gltf\"||obj.scene){object=obj.scene;}else{object=obj;}object.position.set(0,0,0);console.log(\"Model loaded successfully ______________2 : \",object);object.traverse(function(child){if(child.isMesh){// if (\n//     isIOS() &&\n//     child.material.map &&\n//     (child.material.map.image.width >\n//         1024 ||\n//         child.material.map.image\n//             .height > 1024)\n// ) {\n//     child.material.map =\n//         resizeTextureTo2K(\n//             child.material.map\n//         )\n//     child.material.needsUpdate = true // Ensure the material is updated\n//     console.log(\n//         \"texture resolution downgraded to 1k\"\n//     )\n// }\nlet oldMat=child.material;child.castShadow=true;child.receiveShadow=true;console.log(\"DEBUG__child\",child);if(isMeshPhysicalMaterial(oldMat)){console.log(\"meshphysical material\");child.material=convertToStandardMaterial(oldMat);}else if(child.material.map){console.log(\"Texture loaded:\",child.material.map);}else if(!child.material){child.material=new THREE.MeshPhongMaterial({color:11908533});// console.log('No texture map found for mesh:', child);\n}else{// child.material = new THREE.MeshPhongMaterial({\n//   color: 0xb5b5b5,\n// });\n// console.log('No texture map found for mesh:', child);\n}console.log(\"isTexture :\"+isTexture+\" objectname:\"+hotSpotData?.objectName+\" childname:\"+child.name);if(isTexture&&child.name===hotSpotData?.objectName){//calculating tiling\nconst{fileData:{url,width,height}={}}=textureStore;const tilingX=10/(width/(12*2.54));const tilingY=10/(height/(12*2.54));//***************** */\nif(url){const loader=new THREE.TextureLoader;// load a resource\nloader.load(// resource URL\nurl,// onLoad callback\nfunction(texture){// in this example we create the material when the texture is loaded\n// Set the wrapping mode to RepeatWrapping to allow tiling\ntexture.wrapS=THREE.RepeatWrapping;texture.wrapT=THREE.RepeatWrapping;// Set the tiling values\ntexture.repeat.set(tilingX,-tilingY);// Set the offset values\nconst offsetX=0// Example offset value along X-axis\n;const offsetY=tilingY// Example offset value along Y-axis\n;texture.offset.set(offsetX,offsetY);child.material.map=texture;setStore(prev=>({...prev,modelLoading:false}));},// onProgress callback currently not supported\nundefined,// onError callback\nfunction(err){console.error(\"An error happened.\");});}}child.material.envMap=textureCube;child.material.needsUpdate=true;}});scene.add(object);fitCameraToSelection(camera,controls,[object],1.15);animate();// console.log('DEBUG___object', object);\n},xhr=>{// setModelLoading((xhr.loaded / xhr.total) * 100 !== 100);\n// console.log((xhr.loaded / xhr.total) * 100 + '% loaded');\n},error=>{console.log(error);setStore(prev=>({...prev,modelLoading:false}));setError(true);});// setStore(prev => ({\n//     ...prev,\n//     modelLoading: false,\n// }))\n};function resizeTextureTo2K(texture){const canvas=document.createElement(\"canvas\");const context=canvas.getContext(\"2d\");// Set the canvas to 2048x2048 (2K resolution)\ncanvas.width=1024;canvas.height=1024;// Draw the original texture onto the resized canvas\ncontext.drawImage(texture.image,0,0,1024,1024);// Create a new texture from the resized canvas\nconst resizedTexture=new THREE.Texture(canvas);resizedTexture.needsUpdate=true;return resizedTexture;}function convertToStandardMaterial(physicalMaterial){// const standardMaterial = new THREE.MeshPhongMaterial()\nconst standardMaterial=new THREE.MeshStandardMaterial;// Copy common properties\nstandardMaterial.color.copy(physicalMaterial.color);standardMaterial.map=physicalMaterial.map;standardMaterial.roughness=physicalMaterial.roughness;standardMaterial.metalness=physicalMaterial.metalness;standardMaterial.normalMap=physicalMaterial.normalMap;standardMaterial.normalScale.copy(physicalMaterial.normalScale);standardMaterial.envMap=physicalMaterial.envMap;standardMaterial.envMapIntensity=physicalMaterial.envMapIntensity;standardMaterial.emissive.copy(physicalMaterial.emissive);standardMaterial.emissiveMap=physicalMaterial.emissiveMap;standardMaterial.emissiveIntensity=physicalMaterial.emissiveIntensity;standardMaterial.aoMap=physicalMaterial.aoMap;standardMaterial.aoMapIntensity=physicalMaterial.aoMapIntensity;standardMaterial.bumpMap=physicalMaterial.bumpMap;standardMaterial.bumpScale=physicalMaterial.bumpScale;standardMaterial.alphaMap=physicalMaterial.alphaMap;standardMaterial.displacementMap=physicalMaterial.displacementMap;standardMaterial.displacementScale=physicalMaterial.displacementScale;standardMaterial.displacementBias=physicalMaterial.displacementBias;standardMaterial.lightMap=physicalMaterial.lightMap;standardMaterial.lightMapIntensity=physicalMaterial.lightMapIntensity;standardMaterial.transparent=physicalMaterial.transparent;standardMaterial.opacity=physicalMaterial.opacity;// Other custom properties you may want to copy\n// standardMaterial.wireframe = physicalMaterial.wireframe;\nreturn standardMaterial;}function isMeshPhysicalMaterial(material){// return material instanceof THREE.MeshPhysicalMaterial\nreturn material.type===\"MeshPhysicalMaterial\";}function onWindowResize(){updateDimension();}function animate(){requestAnimationFrame(animate);controls?.update();directionalLight.position.copy(camera.position);directionalLight.rotation.copy(camera.rotation);// render()\ncomposer.render();}const size=new THREE.Vector3;const center=new THREE.Vector3;const box=new THREE.Box3;function fitCameraToSelection(camera,controls,selection,fitOffset=1.2){box.makeEmpty();for(const object of selection){box.expandByObject(object);}box.getSize(size);box.getCenter(center);const maxSize=Math.max(size.x,size.y,size.z);const fitHeightDistance=maxSize/(2*Math.atan(Math.PI*camera.fov/360));const fitWidthDistance=fitHeightDistance/camera.aspect;const distance=fitOffset*Math.max(fitHeightDistance,fitWidthDistance);const direction=controls.target.clone().sub(camera.position).normalize().multiplyScalar(distance);controls.minDistance=distance*.3;controls.maxDistance=distance*3.5;controls.autoRotate=true;controls.target.copy(center);camera.near=distance/100;camera.far=distance*100;camera.updateProjectionMatrix();camera.position.copy(controls.target).sub(direction);controls.update();}function render(){renderer.render(scene,camera);}// const handleWindowClick = (event) => {\n//     controls.autoRotate = false\n// }\n// Register the event listener\nanimate();loadModel();if(ref?.current){updateDimension();}window.addEventListener(\"resize\",onWindowResize,false);window.addEventListener(\"click\",()=>{controls.autoRotate=false;},false);return()=>{window.removeEventListener(\"resize\",onWindowResize,false);// window.removeEventListener(\n//     \"click\",\n//     handleWindowClick,\n//     false\n// )\n// ref?.current?.removeChild(renderer.domElement)\n};}}if(url&&!store?.viewerLoaded){setStore(prev=>({...prev,viewerLoaded:true}));fetchData();}return()=>{if(!unicode){while(ref?.current&&ref?.current.firstChild){ref?.current.firstChild.remove();}viewer?.Destroy();}};},[url]);return /*#__PURE__*/_jsxs(\"div\",{id:\"upload-container\",style:{position:\"relative\"},className:\"upload-container-1\",children:[/*#__PURE__*/_jsx(Component,{...props,onDragOver:e=>{e.stopPropagation();e.preventDefault();},onDrop:e=>{e.preventDefault();const _files=Array.from(e.dataTransfer.files);const _filteredFiles=[..._files]?.filter(a=>ACCEPT_3D_MODELS.includes(getExtension(a?.name)));const targetText=e?.target?.innerText?.toLowerCase()===\"imagine your product here\";if([..._files]?.length>_filteredFiles?.length){alert(`Only ${ACCEPT_3D_MODELS.split(\",\").join(\",\")} files are supported.`);trackTextureModelUploadCancelled({is_drag:\"Yes\",// upload_type: \"Model\",\nupload_extension:getExtension(_files?.[0]?.name),reason:\"Extension not allowed\",detail:`Uploading extension \"${getExtension(_files?.[0]?.name)}\"`});}if(_filteredFiles?.length===1){trackTextureModelSelected({upload_type:ACCEPT_TEXTURE_IMAGES.includes(getExtension(_filteredFiles?.[0]?.name))?\"Texture\":\"Model\",upload_extension:getExtension(_filteredFiles?.[0]?.name),file_name:_filteredFiles?.[0]?.name,imagine_your_product:targetText?\"Yes\":\"No\",is_drag:\"Yes\"});callTrackEvent(\"Texture/Model Click \",{Upload_Source:\"Click and drop\"},true);onUpload({fileList:_filteredFiles});}else{alert(`Cannot upload more than 1 file`);trackTextureModelUploadCancelled({imagine_your_product:targetText?\"Yes\":\"No\",is_drag:\"Yes\",upload_type:\"Model\",reason:\"Multiple file upload\",detail:\"User is trying to upload multiple files\"});}},onClick:e=>{if(textureStore?.selectedImage){if(hotSpotData){const _file=textureStore?.fileData?.file;const fileData={name:_file?.name,filename:_file.name?.trim(),extension:getExtension(_file.name),size:_file?.size,file:_file,url:URL.createObjectURL(_file),isUploaded:false,isFailed:\"\",isAvailableToUpload:true,type:1};setFiles([fileData]);}}else{const targetText=e?.target?.innerText?.toLowerCase()===\"imagine your product here\";trackUploadTextureModelClicked({imagine_your_product:targetText?\"Yes\":\"No\",is_drag:\"No\"});document.getElementById(\"inputModelUpload\")?.click();}},style:{...props.style,cursor:\"pointer\",opacity:textureStore?.selectedImage?hotSpotData?1:.5:1}}),/*#__PURE__*/_jsx(\"input\",{style:{display:\"none\"},accept:isIOS()?ACCEPT_3D_MODELS_WITH_MIME_TYPE:ACCEPT_3D_MODELS,id:\"inputModelUpload\",type:fileBtn?\"file\":\"button\",onChange:async e=>{// trackUploadTextureModelClicked({\n//     imagine_your_product: \"No\",\n//     is_drag: \"No\",\n// })\nconst targetText=e?.target?.innerText?.toLowerCase()===\"imagine your product here\";const textures=Array.from(e.target.files);if(textures?.length===1){trackTextureModelSelected({upload_type:ACCEPT_TEXTURE_IMAGES.includes(getExtension(textures?.[0]?.name))?\"Texture\":\"Model\",upload_extension:getExtension(textures?.[0]?.name),file_name:textures?.[0]?.name,imagine_your_product:targetText?\"Yes\":\"No\",is_drag:\"No\"});}callTrackEvent(\"Texture/Model Click \",{Upload_Source:\"Click and drop\"},true);await onUpload({fileList:Array.from(e.target.files)});e.target.value=\"\";},onClick:async e=>{if(!fileBtn){await onUpload({fileList:[]});}}})]});};}export function withModelUpload(Component){return props=>{const{textureStore,setTextureStore}=getTextureStoreData();props.id=\"model-upload-container\";const unicode=getSearch(\"unicode=\");useEffect(()=>{const fetchData=async()=>{try{const db=await openModelTextureFileDb();const data=await getAllData(db);console.log(\"data\",data,textureStore);textureStore?.images?.forEach(async _item=>{const fileName=`${_item?.id}.glb`;const existingFile=data?.find(_dataItem=>_dataItem.name===fileName)?.file;if(!existingFile){const file=await urlToFile(_item?.propUrl,fileName);if(file.type===\"binary/octet-stream\"){await saveDataToIdb(db,{file:fileToBlob(file),name:file.name});}}});}catch(error){console.error(\"Error fetching data:\",error);}};if(!unicode)fetchData();},[]);return /*#__PURE__*/_jsx(Component,{...props});};}export function withModelViewerContainer(Component){return props=>{props.id=\"model-viewer-container\";return /*#__PURE__*/_jsx(Component,{...props,style:{display:\"none\"}});};}// this a rendering in process model\nexport function withModelUploadLoader(Component){return props=>{return /*#__PURE__*/_jsx(\"div\",{id:\"upload-model-viewer-loading-parent\",style:{position:\"fixed\",zIndex:\"10\",width:\"100%\",height:\"100%\",top:\"0px\",left:\"0px\",display:\"none\",justifyContent:\"center\",alignItems:\"center\",background:\"rgba(0, 0, 0, 0.8)\"},children:/*#__PURE__*/_jsx(Component,{...props,style:{...props?.style,position:\"relative\",top:\"initial\",left:\"initial\",opacity:1,transform:\"translate(0, 0)\"}})});};}export function withShowTextureUpload(Component){return props=>{const[store,setStore]=useStore();const{showTextureModal}=store;props.id=\"texture-upload-modal\";return /*#__PURE__*/_jsx(_Fragment,{children:showTextureModal&&/*#__PURE__*/_jsx(Component,{...props,style:{...props.style,position:\"fixed\",top:\"0px\",left:\"0px\",width:\"100%\",height:\"100%\",zIndex:\"10\"}})});};}export function withSizeError(Component){return props=>{return /*#__PURE__*/_jsx(\"div\",{id:\"model-upload-size-error\",style:{position:\"fixed\",zIndex:\"10\",width:\"100%\",height:\"100%\",left:\"0px\",top:\"100px\",display:\"none\",justifyContent:\"center\",alignItems:\"center\",background:\"rgba(0, 0, 0, 0.8)\"},children:/*#__PURE__*/_jsx(Component,{...props,style:{// position: \"relative\",\ntop:\"180px\",// left: \"initial\",\nopacity:1}})});};}export function withCloseSizeErrorPopup(Component){const closePopup=()=>{console.log(\"clicked close\");const element=document.getElementById(\"model-upload-size-error\");if(element){element.style.display=\"none\";}};return props=>{return /*#__PURE__*/_jsx(Component,{...props,style:{cursor:\"pointer\"},onClick:e=>closePopup()});};}// Styles are written in object syntax\n// Learn more: https://reactjs.org/docs/dom-elements.html#style\nconst containerStyle={height:\"100%\",display:\"flex\",justifyContent:\"center\",alignItems:\"center\",overflow:\"hidden\"};\nexport const __FramerMetadata__ = {\"exports\":{\"withModelUploadLoader\":{\"type\":\"reactHoc\",\"name\":\"withModelUploadLoader\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"checkAndDoGuestLogin\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getAllData\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withModelUpload\":{\"type\":\"reactHoc\",\"name\":\"withModelUpload\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RENDER_API\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"APP_DOMAIN\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"saveDataToIdbV2\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withCloseSizeErrorPopup\":{\"type\":\"reactHoc\",\"name\":\"withCloseSizeErrorPopup\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useStore\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"openModelTextureFileDb\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"fileToBlob\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withSizeError\":{\"type\":\"reactHoc\",\"name\":\"withSizeError\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"refreshToken\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"DEFAULT_DB_NAME\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"saveDataToIdb\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getDataFromIdb\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"openDatabase\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"deleteDatabase\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withCancelButton\":{\"type\":\"reactHoc\",\"name\":\"withCancelButton\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"validUser\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withModelViewerContainer\":{\"type\":\"reactHoc\",\"name\":\"withModelViewerContainer\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getTextureStoreData\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withModelViewer\":{\"type\":\"reactHoc\",\"name\":\"withModelViewer\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getExtension\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MAX_3D_MODEL_PRODUCT_NAME_LENGTH\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getSearch\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"urlToFile\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"GET_MODEL_TEMPLATE\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"sizeDecimals\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowTextureUpload\":{\"type\":\"reactHoc\",\"name\":\"withShowTextureUpload\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"convertBytesInMB\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getTextSubstring\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"VIEWER_TYPE\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withDragDropUploadSelfServe\":{\"type\":\"reactHoc\",\"name\":\"withDragDropUploadSelfServe\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"MODEL_TEXTURE_DB_NAME\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}", "import{jsx as _jsx,jsxs as _jsxs,Fragment as _Fragment}from\"react/jsx-runtime\";import{useEffect,useState}from\"react\";import{createStore}from\"https://framer.com/m/framer/store.js@^1.0.0\";const SIGNUP_CONVERT_USER=\"/users/api/v3/convert-demo/\";import{ROOT_API,createUserInHubspot}from\"https://framerusercontent.com/modules/0zYdC2pD6JRYGZS5lOsI/bEqB6hHCsxi9dHxxs6HB/PayAsYouGo.js\";import{openCurator}from\"https://framerusercontent.com/modules/Qrhozy42ODiRyyKCWAgu/LDlqvsUMkySIw0hnIfCc/SelfServe.js\";import{emailIsValid}from\"https://framerusercontent.com/modules/msoNJauJPf3u5kqVzgyR/Igu8LFD6YZDOUlDo3g5I/ShareData.js\";import{useStore as selfServeStore}from\"https://framerusercontent.com/modules/Qrhozy42ODiRyyKCWAgu/LDlqvsUMkySIw0hnIfCc/SelfServe.js\";import{getTextureStoreData,checkAndDoGuestLogin}from\"https://framerusercontent.com/modules/27LpsBfn0auCgG9AOqtA/fhFHiFdOwlhnddgQ6lt8/Upload3dModel.js\";import{callTrackEvent}from\"https://framerusercontent.com/modules/sAg1Vq6Uhcdm0gGKWqo1/YLeDZRz2tErN901XV674/UseSegment.js\";import{USERPILOT_EVENTS}from\"https://framerusercontent.com/modules/bht4YxYvS1EtDNlVwP8y/zY58G4Rphds6eYqGjVJS/Hubspot_Events.js\";export const RESTRICT_PERSONAL_EMAIL_FROM_REGISTER=!localStorage.getItem(\"RESTRICT_PERSONAL_EMAIL_FROM_REGISTER\")?true:localStorage.getItem(\"RESTRICT_PERSONAL_EMAIL_FROM_REGISTER\")===\"true\"?true:false;export const emailRegExp=RESTRICT_PERSONAL_EMAIL_FROM_REGISTER?/^(?!.*@(?:gmail\\.com|yahoo\\.com|outlook\\.com|live\\.com|hotmail\\.com|gmail\\.io|yahoo\\.io|outlook\\.io|live\\.io|hotmail\\.io|gmail\\.in|yahoo\\.in|outlook\\.in|live\\.in|hotmail\\.in|gmail\\.org|yahoo\\.org|outlook\\.org|live\\.org|hotmail\\.org|test\\.com|test\\.in|test\\.co.in|testing\\.com|testing\\.in|testing\\.co.in)).*$/i:/^(?!.*@(?:yahoo\\.com|outlook\\.com|live\\.com|hotmail\\.com|gmail\\.io|yahoo\\.io|outlook\\.io|live\\.io|hotmail\\.io|gmail\\.in|yahoo\\.in|outlook\\.in|live\\.in|hotmail\\.in|gmail\\.org|yahoo\\.org|outlook\\.org|live\\.org|hotmail\\.org|test\\.com|test\\.in|test\\.co.in|testing\\.com|testing\\.in|testing\\.co.in)).*$/i;export const emailIsValidWithExtension=e=>emailRegExp.test(e);const initialData={name:\"\",email:\"\",password:\"\",hidePassword:true,isNameValid:true,isEmailValid:true,useBusinessEmail:true,isPasswordValid:true,restrictPersonalEmail:false};const GOOGLE_CLIENT_ID=\"556660496344-nughc01t5q2nbkakkavm23iagctb2ics.apps.googleusercontent.com\";export const useStore=createStore(initialData);const emailStyleObj={padding:\"15px 12px\",width:\"100%\",border:\"none\",fontSize:\"15px\",outline:\"none\"};export const generatePassword=(length=8)=>{const characters=\"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789!@#$%^&*()\";let password=\"\";for(let i=0;i<length;i++){password+=characters.charAt(Math.floor(Math.random()*characters.length));}return password;};export const closeSignupForm=()=>{const form=document.querySelector(\"#signup-form-overlay\");if(form){form.style.display=\"none\";form.querySelector(\".not-allowed-domains\")?.remove();return true;}return false;};// we are opening signup form here - we open it when the user is not loggedin or loggedin as guest\nconst getCurrentUser=()=>{return new Promise((resolve,reject)=>{try{let user=localStorage.getItem(\"current_user\");user=user?JSON.parse(user):user;resolve(user?.user);}catch(error){reject(error);}});};const getLoginData=()=>{return new Promise((resolve,reject)=>{try{let loginData=localStorage.getItem(\"loginData\");loginData=loginData?JSON.parse(loginData)?.data:loginData;resolve(loginData);}catch(error){reject(error);}});};// we are opening signup form here - we open it when the user is not loggedin or loggedin as guest\nexport const openSignupFormWhenUserNotLoggedIn=async({loginData=false,signupCallback=null,signupProps={}}={})=>{const data=loginData||await getCurrentUser()// await getGuestLoginDataFromLocal()\n;if(!data||data?.is_guest){const form=document.querySelector(\"#signup-form-overlay\");if(form){const{trackSignUpPopupOpened}=USERPILOT_EVENTS;form.style.display=\"flex\";trackSignUpPopupOpened({...signupProps});window.signupProps=signupProps;window.signupCallback=signupCallback;return true;}}closeSignupForm();window.signupProps=null;window.signupCallback=null;return false;};export function withSignUpNowButton(Component){return props=>{const[store,setStore]=useStore();const{trackSignUpNowClicked}=USERPILOT_EVENTS;const onClick=async()=>{trackSignUpNowClicked();if((!store?.loginData?.data||store?.loginData?.data?.is_guest)&&await openSignupFormWhenUserNotLoggedIn({loginData:store?.loginData?.data,signupCallback:()=>openCurator({openDashboard:true}),signupProps:{main_origin:\"Signup For Free\"}})){return;}openCurator({openDashboard:true});};return /*#__PURE__*/_jsx(Component,{...props,onClick:onClick});};}export function withNameChange(Component){return props=>{const[store,setStore]=useStore();const{name,isNameValid}=store;const onNameChange=e=>{setStore(prev=>({...prev,name:e.target.value}));};return /*#__PURE__*/_jsxs(_Fragment,{children:[/*#__PURE__*/_jsx(Component,{...props,style:{padding:\"0px\"},children:/*#__PURE__*/_jsx(\"input\",{type:\"text\",className:\"emailInput\",style:emailStyleObj,value:name,placeholder:\"Enter your name\",maxLength:50,onChange:e=>onNameChange(e)})}),!isNameValid&&/*#__PURE__*/_jsx(\"div\",{style:{color:\"red\"},children:\"Invalid name\"})]});};}export function withEmailIdChange(Component){return props=>{const[store,setStore]=useStore();const{email,isEmailValid,useBusinessEmail}=store;const onEmailChange=e=>{setStore(prev=>({...prev,email:e.target.value}));if(email){const isYourEmailValid=emailIsValid(e.target.value);const isBusinessEmail=emailIsValidWithExtension(e.target.value);if(isYourEmailValid||isBusinessEmail){setStore(prev=>({...prev,isEmailValid:isYourEmailValid,useBusinessEmail:isBusinessEmail}));}}};const emailChangeBlur=e=>{const isYourEmailValid=emailIsValid(e.target.value);const isBusinessEmail=emailIsValidWithExtension(e.target.value);setStore(prev=>({...prev,isEmailValid:isYourEmailValid,useBusinessEmail:isBusinessEmail}));};return /*#__PURE__*/_jsxs(_Fragment,{children:[/*#__PURE__*/_jsx(Component,{...props,style:{padding:\"0px\"},children:/*#__PURE__*/_jsx(\"input\",{type:\"text\",className:\"emailInput\",style:emailStyleObj,value:email,placeholder:\"Enter your email id\",onChange:e=>onEmailChange(e),onBlur:e=>emailChangeBlur(e)})}),email&&!isEmailValid&&/*#__PURE__*/_jsx(\"div\",{style:{color:\"red\"},children:\"Invalid email\"}),!useBusinessEmail&&/*#__PURE__*/_jsx(\"div\",{style:{color:\"red\"},children:\"Use a business email only\"})]});};}export function withPasswordChange(Component){return props=>{const[store,setStore]=useStore();const{password,isPasswordValid,hidePassword}=store;const styleObj={position:\"absolute\",right:\"10px\",cursor:\"pointer\",borderBottom:\"1px solid #8e8d8d\"};const onPasswordChange=e=>{setStore(prev=>({...prev,password:e.target.value}));};const showHidePassword=e=>{setStore(prev=>({...prev,hidePassword:!hidePassword}));};return /*#__PURE__*/_jsxs(_Fragment,{children:[/*#__PURE__*/_jsxs(Component,{...props,style:{padding:\"0px\"},children:[/*#__PURE__*/_jsx(\"input\",{type:hidePassword?\"password\":\"text\",className:\"emailInput\",style:emailStyleObj,value:password,maxLength:40,placeholder:\"Enter your password\",onChange:e=>onPasswordChange(e)}),/*#__PURE__*/_jsx(\"div\",{style:styleObj,onClick:showHidePassword,children:hidePassword?\"Show\":\"Hide\"})]}),!isPasswordValid&&/*#__PURE__*/_jsx(\"div\",{style:{color:\"red\"},children:\"Invalid password\"})]});};}const apiPostDataSignup=async(formData,token)=>{try{const response=await fetch(`${ROOT_API}${SIGNUP_CONVERT_USER}`,{method:\"POST\",headers:{Authorization:`Bearer ${token}`},body:formData});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};export function withGoogleSignup(Component){return props=>{const[store,setStore]=useStore();const[selfServeStoreVal,setSelfServeStoreVal]=selfServeStore();const{renderId,urlObj,cameraName}=selfServeStoreVal;const{textureStore}=getTextureStoreData();const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const{trackSignUpSuccessEvent}=USERPILOT_EVENTS;useEffect(()=>{// Initialize Google API client\nwindow?.google?.accounts?.id?.initialize?.({client_id:GOOGLE_CLIENT_ID,callback:response=>{if(response?.credential){const jsonData=window.jwt_decode(response.credential);setStore(prev=>({...prev,restrictPersonalEmail:false}));// here, we are restricting the user to register with his/her personal email\nif(!emailIsValidWithExtension(jsonData?.email)){setStore(prev=>({...prev,restrictPersonalEmail:true}));const restrictedUser={email:jsonData?.email,name:`${jsonData.given_name} ${jsonData.family_name}`,signed_up:false,b2c_attempt:true};createUserInHubspot(restrictedUser);return;}jsonData&&oauthSignIn(jsonData);}}});return()=>{setStore(prev=>({...prev,restrictPersonalEmail:false}));};},[renderId,urlObj,isTexture]);// Handle the Google OAuth response\nconst handleCredentialResponse=async(jsonData,accessToken)=>{let token=null;if(selfServeStore?.loginData||localStorage.getItem(\"loginData\")){const allData=selfServeStore?.loginData||JSON.parse(localStorage.getItem(\"loginData\"));token=allData?.data?.access;}if(!token){const userData=await checkAndDoGuestLogin();token=userData?.data?.access;}if(!token||!accessToken)return;const firstName=jsonData?.given_name||\"\";const lastName=jsonData?.family_name||\"\";const email=jsonData?.email||\"\";const formObj=new FormData;formObj.append(\"access_token\",accessToken);const response=await apiPostDataSignup(formObj,token);if(!response?.status&&!response?.access){alert(response?.message||\"Something went wrong. Please try again.\");return;}gtag_report_conversion?.({url:window.location.href,event_name:\"conversion\",send_to:\"AW-10868671574/PRyJCM2UpYEaENaIy74o\"});createUserInHubspot({name:`${firstName} ${lastName}`,email});let loginData=localStorage.getItem(\"loginData\");if(loginData){loginData=JSON.parse(loginData);const userDetails=JSON.parse(JSON.stringify(loginData?.data?.user));userDetails[\"email\"]=email;userDetails[\"first_name\"]=firstName;userDetails[\"last_name\"]=lastName;userDetails[\"name\"]=`${firstName} ${lastName}`;userDetails[\"is_guest\"]=false;const newLoginData={data:{...response,user:userDetails}};localStorage.setItem(\"loginData\",JSON.stringify(newLoginData));setSelfServeStoreVal(prev=>({...prev,loginData:newLoginData,urlObj:null}));}// Update current use data in locla stoage\nlocalStorage.setItem(\"current_user\",JSON.stringify(response?.info||null));setStore(initialData);const form=document.querySelector(\"#signup-form-overlay\");if(form)form.style.display=\"none\";if(urlObj){// will be triggered from pricing page\ntrackSignUpSuccessEvent({source:window.location.pathname===\"/\"?\"home-page\":\"pricing-page\",is_google_signup:\"Yes\"});openCurator({...urlObj,setStore:setSelfServeStoreVal,uploadedRenderId:renderId,cameraName,openImages:false,main_origin:window.location.pathname===\"/\"?\"Home Page\":\"Pricing Page\"});}else{// will be triggered from edit in 3d and remove watermark\nif(window?.signupCallback){trackSignUpSuccessEvent({...window?.signupProps?.main_origin?{source:window?.signupProps?.main_origin}:{},...window?.signupProps||{},is_google_signup:\"Yes\"});window?.signupCallback?.();}else{trackSignUpSuccessEvent({source:\"visitor-remove-watermark\",is_google_signup:\"Yes\"});openCurator({setStore:setSelfServeStoreVal,uploadedRenderId:renderId,cameraName,openImages:true,curatorOpenSource:isTexture?\"Texture upload\":\"Model upload\",main_origin:\"Remove Watermark Signup\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});}}};const createFakeGoogleWrapper=()=>{const googleLoginWrapper=document.createElement(\"div\");// Or you can simple hide it in CSS rule for custom-google-button\ngoogleLoginWrapper.style.display=\"none\";googleLoginWrapper.classList.add(\"custom-google-button\");// Add the wrapper to body\ndocument.body.appendChild(googleLoginWrapper);// Use GSI javascript api to render the button inside our wrapper\n// You can ignore the properties because this button will not appear\nwindow?.google?.accounts?.id?.renderButton?.(googleLoginWrapper,{type:\"icon\",width:\"200\"});const googleLoginWrapperButton=googleLoginWrapper.querySelector(\"div[role=button]\");return{click:()=>{googleLoginWrapperButton?.click();}};};const handleGoogleLogin=()=>{const googleButtonWrapper=createFakeGoogleWrapper();googleButtonWrapper?.click();setStore(prev=>({...prev,restrictPersonalEmail:false}));};const oauthSignIn=jsonData=>{const email=jsonData?.email;if(email){const client=window?.google?.accounts?.oauth2?.initTokenClient?.({client_id:GOOGLE_CLIENT_ID,scope:\"https://www.googleapis.com/auth/userinfo.profile\",hint:email,prompt:\"\",callback:response=>{if(response?.access_token){handleCredentialResponse(jsonData,response.access_token);}}});client.requestAccessToken();}};return /*#__PURE__*/_jsxs(\"div\",{style:{width:\"100%\"},children:[store?.restrictPersonalEmail?/*#__PURE__*/_jsx(\"div\",{className:\"not-allowed-domains\",children:/*#__PURE__*/_jsx(\"p\",{children:\"Please use your Company Email to log in. Personal emails (e.g. ending with gmail.com, outlook.com, etc.) are NOT allowed. Contact us via the chat if you have any questions.\"})}):null,/*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\"},onClick:()=>handleGoogleLogin()})]});};}export function withSignupBtnClick(Component){return props=>{const[store,setStore]=useStore();const{name,email,password,isEmailValid,useBusinessEmail}=store;const enableButton=name&&email&&password&&isEmailValid&&useBusinessEmail;const[loader,setLoader]=useState(false);const[selfServeStoreVal,setSelfServeStoreVal]=selfServeStore();const{renderId,urlObj,expandedType,cameraName}=selfServeStoreVal;const{textureStore}=getTextureStoreData();const selectedImage=textureStore?.selectedImage;const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const{trackSignUpSuccessEvent}=USERPILOT_EVENTS;useEffect(()=>{const submitBtn=document.querySelector(\".submit-btn\");if(submitBtn){if(!enableButton){submitBtn.style.backgroundColor=\"rgb(214, 209, 198)\";submitBtn.querySelector(\".framer-text\").style.color=\"rgb(171, 167, 158)\";}else{submitBtn.style.backgroundColor=\"rgb(235, 78, 10)\";submitBtn.querySelector(\".framer-text\").style.color=\"#fff\";}}},[enableButton]);const submitData=async()=>{if(!enableButton)return;let token=null;if(localStorage.getItem(\"loginData\")){const allData=JSON.parse(localStorage.getItem(\"loginData\"));token=allData?.data?.access;}setLoader(true);if(!token){const userData=await checkAndDoGuestLogin();token=userData?.data?.access;}if(!token){setLoader(false);return;}const firstName=name.split(\" \")[0];const lastName=name.split(\" \")[1];const formObj=new FormData;formObj.append(\"email\",email);formObj.append(\"first_name\",firstName);formObj.append(\"last_name\",lastName||\"\");formObj.append(\"password\",password);const response=await apiPostDataSignup(formObj,token);if(!response?.status&&!response.access){alert(response?.message||\"Something went wrong. Please try again.\");setLoader(false);return;}createUserInHubspot({name:`${firstName} ${lastName}`,email});gtag_report_conversion?.({url:window.location.href,event_name:\"conversion\",send_to:\"AW-10868671574/PRyJCM2UpYEaENaIy74o\"});const dataForSegment={User_name:response?.info?.user?.name,User_id:response?.info?.user?.id,Org_id:response?.info?.organization,widget_id:selectedImage?.id||\"\",widget_name:selectedImage?.name||\"\",Expand:\"Yes\",Upload_Type:isTexture?\"Texture\":\"Model\",Clicked_Source:expandedType===\"silo\"?\"Silo Render\":\"Vignette Render\"};callTrackEvent(\"Remove Watermark - Signup Now\",dataForSegment,true);let loginData=localStorage.getItem(\"loginData\");if(loginData){loginData=JSON.parse(loginData);const userDetails=JSON.parse(JSON.stringify(loginData?.data?.user));userDetails[\"email\"]=email;userDetails[\"first_name\"]=firstName;userDetails[\"last_name\"]=lastName;userDetails[\"name\"]=name;userDetails[\"is_guest_user\"]=false;const newLoginData={data:{...response,user:userDetails}};localStorage.setItem(\"loginData\",JSON.stringify(newLoginData));setSelfServeStoreVal(prev=>({...prev,loginData:newLoginData,urlObj:null}));}// Update current use data in locla stoage\nlocalStorage.setItem(\"current_user\",JSON.stringify(response?.info||null));setStore(initialData);const form=document.querySelector(\"#signup-form-overlay\");if(form)form.style.display=\"none\";if(urlObj){// will be triggered from pricing page\ntrackSignUpSuccessEvent({main_origin:window.location.pathname===\"/\"?\"Home Page\":\"Pricing Page\",source:window.location.pathname===\"/\"?\"home-page\":\"pricing-page\",is_google_signup:\"No\"});openCurator({...urlObj,setStore:setSelfServeStoreVal,uploadedRenderId:renderId,cameraName,openImages:false,main_origin:window.location.pathname===\"/\"?\"Home Page\":\"Pricing Page\"});}else{// will be triggered from edit in 3d and remove watermark\nif(window?.signupCallback){trackSignUpSuccessEvent({...window?.signupProps?.main_origin?{source:window?.signupProps?.main_origin}:{},...window?.signupProps||{},is_google_signup:\"No\"});window?.signupCallback?.();}else{trackSignUpSuccessEvent({source:\"visitor-remove-watermark\",is_google_signup:\"No\"});openCurator({setStore:setSelfServeStoreVal,uploadedRenderId:renderId,cameraName,openImages:true,curatorOpenSource:isTexture?\"Texture upload\":\"Model upload\",main_origin:\"Remove Watermark Signup\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});}}setLoader(false);};if(!props?.className?.includes(\"submit-btn\")){props.className+=\" submit-btn\";}return /*#__PURE__*/_jsxs(_Fragment,{children:[/*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\"},onClick:submitData}),loader&&/*#__PURE__*/_jsx(\"div\",{className:\"loader-container\",style:{position:\"absolute\",zIndex:\"1\",padding:\"10px\",color:\"#fff\",display:\"flex\",justifyContent:\"center\",alignItems:\"center\"},children:/*#__PURE__*/_jsx(\"div\",{className:\"loader\",style:{width:\"30px\",height:\"30px\",top:\"calc(50% - 15px)\",left:\"calc(50% - 15px)\",border:\"4px solid #ec4e0b\",borderTop:\"4px solid transparent\"}})})]});};}export function withShowHidePassword(Component){return props=>{const[store,setStore]=useStore();const{hidePassword}=store;const showHidePassword=e=>{setStore(prev=>({...prev,hidePassword:!hidePassword}));};const showHidePasswordn=e=>{setStore(prev=>({...prev,hidePassword:!hidePassword}));};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style},onClick:showHidePassword});};}export function withMainSignupForm(Component){return props=>{const[maxWidth,setMaxWidth]=useState(920);useEffect(()=>{// const form = document.querySelector(\"#signup-form-overlay\")\n// if (form) {\n//     form.parentElement.style.zIndex = \"10\"\n// }\nwindow.addEventListener(\"resize\",handleMaxWidth);return()=>window.removeEventListener(\"resize\",handleMaxWidth);},[]);const handleMaxWidth=()=>setMaxWidth(window.innerWidth>1171?920:350);return /*#__PURE__*/_jsx(\"div\",{id:\"signup-form-overlay\",style:{position:\"fixed\",display:\"none\",alignItems:\"center\",justifyContent:\"center\",width:\"100%\",height:\"100%\",left:0,top:0,background:\"rgba(0, 0, 0, 0.5)\",zIndex:\"10\"},children:/*#__PURE__*/_jsx(Component,{...props,style:{...props.style,maxWidth:`${maxWidth}px`,zIndex:10}})});};}export function withCloseSignupPopup(Component){return props=>{const[store,setStore]=useStore();const[selfServeStoreVal,setSelfServeStoreVal]=selfServeStore();const closePopup=()=>{setStore(initialData);setSelfServeStoreVal(prev=>({...prev,urlObj:null}));const form=document.querySelector(\"#signup-form-overlay\");if(form){form.style.display=\"none\";setStore(prev=>({...prev,restrictPersonalEmail:false}));}};return /*#__PURE__*/_jsx(Component,{...props,onClick:closePopup,style:{...props.style,cursor:\"pointer\"}});};}\nexport const __FramerMetadata__ = {\"exports\":{\"useStore\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RESTRICT_PERSONAL_EMAIL_FROM_REGISTER\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withPasswordChange\":{\"type\":\"reactHoc\",\"name\":\"withPasswordChange\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withNameChange\":{\"type\":\"reactHoc\",\"name\":\"withNameChange\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGoogleSignup\":{\"type\":\"reactHoc\",\"name\":\"withGoogleSignup\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withMainSignupForm\":{\"type\":\"reactHoc\",\"name\":\"withMainSignupForm\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"openSignupFormWhenUserNotLoggedIn\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowHidePassword\":{\"type\":\"reactHoc\",\"name\":\"withShowHidePassword\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"generatePassword\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"emailIsValidWithExtension\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withEmailIdChange\":{\"type\":\"reactHoc\",\"name\":\"withEmailIdChange\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"closeSignupForm\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withSignUpNowButton\":{\"type\":\"reactHoc\",\"name\":\"withSignUpNowButton\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withCloseSignupPopup\":{\"type\":\"reactHoc\",\"name\":\"withCloseSignupPopup\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withSignupBtnClick\":{\"type\":\"reactHoc\",\"name\":\"withSignupBtnClick\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"emailRegExp\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}", "import{jsx as _jsx,jsxs as _jsxs,Fragment as _Fragment}from\"react/jsx-runtime\";import{useEffect,useState}from\"react\";import{createStore}from\"https://framer.com/m/framer/store.js@^1.0.0\";import{refreshToken,APP_DOMAIN,checkAndDoGuestLogin}from\"https://framerusercontent.com/modules/27LpsBfn0auCgG9AOqtA/fhFHiFdOwlhnddgQ6lt8/Upload3dModel.js\";import{ROOT_API}from\"https://framerusercontent.com/modules/0zYdC2pD6JRYGZS5lOsI/bEqB6hHCsxi9dHxxs6HB/PayAsYouGo.js\";import{useStore as textureStoreData}from\"https://framerusercontent.com/modules/z6QBu2dISWYWjUE5jI9c/12o8eb0BsJko8QQUUe1D/UploadTexture.js\";// Learn more: https://www.framer.com/docs/guides/overrides/\nconst RENDER_IMAGES_API=\"/rendering-system/api/v3/framer/render-images/\";import{useStore as modelStoreData,getTextureStoreData}from\"https://framerusercontent.com/modules/27LpsBfn0auCgG9AOqtA/fhFHiFdOwlhnddgQ6lt8/Upload3dModel.js\";export const SELF_SERVE_PAGE=\"/imagine3d\";import{checkIsMobile}from\"https://framerusercontent.com/modules/R5zJOGROjfodUtklU0BX/w8fnRXAY9kLUahIbc6sk/QRCodeGenerator.js\";import{callTrackEvent}from\"https://framerusercontent.com/modules/sAg1Vq6Uhcdm0gGKWqo1/YLeDZRz2tErN901XV674/UseSegment.js\";import{USERPILOT_EVENTS,getUUIDParams,trackContactSalesMainNav}from\"https://framerusercontent.com/modules/bht4YxYvS1EtDNlVwP8y/zY58G4Rphds6eYqGjVJS/Hubspot_Events.js\";import{openSignupFormWhenUserNotLoggedIn}from\"https://framerusercontent.com/modules/MTh2DgZ0IDZLVrDCHSw0/DZ10zAUGY2XdN7JYbBFk/SignUpForm.js\";function editIcon(){return /*#__PURE__*/_jsxs(\"svg\",{width:20,height:20,viewBox:\"0 0 20 20\",fill:\"none\",xmlns:\"http://www.w3.org/2000/svg\",children:[/*#__PURE__*/_jsx(\"mask\",{id:\"mask0_963_8460\",style:{maskType:\"alpha\"},maskUnits:\"userSpaceOnUse\",x:0,y:0,width:20,height:20,children:/*#__PURE__*/_jsx(\"rect\",{width:20,height:20,fill:\"#D9D9D9\"})}),/*#__PURE__*/_jsx(\"g\",{mask:\"url(#mask0_963_8460)\",children:/*#__PURE__*/_jsx(\"path\",{d:\"M9.16667 16.1873V10.479L4.16667 7.58317V13.2915L9.16667 16.1873ZM10.8333 16.1873L15.8333 13.2915V7.58317L10.8333 10.479V16.1873ZM10 9.0415L14.9375 6.18734L10 3.33317L5.0625 6.18734L10 9.0415ZM3.33333 14.7498C3.06944 14.5971 2.86458 14.3957 2.71875 14.1457C2.57292 13.8957 2.5 13.6179 2.5 13.3123V6.68734C2.5 6.38178 2.57292 6.104 2.71875 5.854C2.86458 5.604 3.06944 5.40262 3.33333 5.24984L9.16667 1.89567C9.43056 1.74289 9.70833 1.6665 10 1.6665C10.2917 1.6665 10.5694 1.74289 10.8333 1.89567L16.6667 5.24984C16.9306 5.40262 17.1354 5.604 17.2813 5.854C17.4271 6.104 17.5 6.38178 17.5 6.68734V13.3123C17.5 13.6179 17.4271 13.8957 17.2813 14.1457C17.1354 14.3957 16.9306 14.5971 16.6667 14.7498L10.8333 18.104C10.5694 18.2568 10.2917 18.3332 10 18.3332C9.70833 18.3332 9.43056 18.2568 9.16667 18.104L3.33333 14.7498Z\",fill:\"white\"})})]});}export function expandIcon(){return /*#__PURE__*/_jsxs(\"svg\",{width:24,height:24,viewBox:\"0 0 24 24\",fill:\"none\",xmlns:\"http://www.w3.org/2000/svg\",children:[/*#__PURE__*/_jsx(\"rect\",{width:24,height:24,rx:12,fill:\"white\",fillOpacity:\"0.5\"}),/*#__PURE__*/_jsx(\"mask\",{id:\"mask0_1015_8453\",style:{maskType:\"alpha\"},maskUnits:\"userSpaceOnUse\",x:5,y:5,width:15,height:14,children:/*#__PURE__*/_jsx(\"rect\",{x:\"5.33008\",y:\"5.00781\",width:\"13.9922\",height:\"13.9922\",fill:\"#D9D9D9\"})}),/*#__PURE__*/_jsx(\"g\",{mask:\"url(#mask0_1015_8453)\",children:/*#__PURE__*/_jsx(\"path\",{d:\"M7.0791 17.251V12.5869H8.24512V15.2688L15.591 7.92285H12.9092V6.75684H17.5732V11.4209H16.4072V8.73906L9.06133 16.085H11.7432V17.251H7.0791Z\",fill:\"#141414\"})})]});}// function loginGuestUserWithToken(\n//     guestLoginResponse,\n//     renderId,\n//     guestLoginData = null\n// ) {\n//     const token = guestLoginResponse?.data?.access\n//     const refresh = guestLoginResponse?.data?.refresh\n//     const currentUser = guestLoginResponse?.data?.user\n//     let dataToSend = {\n//         access: guestLoginResponse?.data?.access,\n//         refresh: guestLoginResponse?.data?.refresh,\n//         is_active_org: guestLoginResponse?.data?.is_active_org,\n//         is_email_verified: guestLoginResponse?.data?.is_email_verified,\n//         is_guest: guestLoginResponse?.data?.is_guest,\n//         id: guestLoginResponse?.data?.info?.id,\n//     }\n//     console.log(guestLoginData, \"guestLoginData\")\n//     if (guestLoginData) {\n//         dataToSend = JSON.parse(guestLoginData)\n//     }\n//     const encodedData = JSON.stringify(dataToSend)\n//     const url1 = `${APP_DOMAIN}/guest-user-token?renderId=${renderId}&allData=${encodedData}`\n//     console.log(guestLoginResponse?.data, \"check response\", url1, dataToSend)\n//     window.open(url1, \"_blank\")\n// }\nexport const getGuestLoginDataFromLocal=async(lastLoginData=null)=>{let loginData=lastLoginData||JSON.parse(localStorage.getItem(\"loginData\"));const params=new URLSearchParams(window.location.search);const userpilotUUID=localStorage.getItem(\"USERPILOT_UUID\");if(loginData){if(loginData?.data?.user_pilot_id)localStorage.setItem(\"USERPILOT_UUID\",loginData?.data?.user_pilot_id);return{access:loginData?.data?.access,refresh:loginData?.data?.refresh,is_active_org:loginData?.data?.is_active_org,is_email_verified:loginData?.data?.is_email_verified,is_guest:loginData?.data?.is_guest,id:loginData?.data?.info?.id,userId:loginData?.data?.user?.id,name:loginData?.data?.user?.name,USERPILOT_UUID:loginData?.data?.user_pilot_id||userpilotUUID};}const currentUser=JSON.parse(localStorage.getItem(\"current_user\"));if(currentUser){if(currentUser?.user_pilot_id)localStorage.setItem(\"USERPILOT_UUID\",currentUser?.user_pilot_id);return{access:localStorage.getItem(\"token\"),refresh:localStorage.getItem(\"refresh_token\"),is_active_org:currentUser?.is_active_org,is_email_verified:currentUser?.is_email_verified,is_guest:currentUser?.is_guest,id:currentUser?.info?.id,userId:currentUser?.user?.id,name:currentUser?.user?.name,USERPILOT_UUID:currentUser?.user_pilot_id||userpilotUUID};}return null;};export const isApplicationNotGuestUserLoggedIn=()=>{const currentUser=localStorage.getItem(\"current_user\");const flag=(currentUser?JSON.parse(currentUser):null)?.user?.is_guest===false;return flag;};const constructUrlFromParams=({uploadedRenderId,templateId,cameraName,openImages,isShared,curatorOpenSource,encodedData,selectedPlanId,selectedPlanPriceId,selectedInterval,openDashboard,is_expand,model_id,model_name,upload_type,upload_extension,file_name,hotspot_name,main_origin})=>{const url=new URL(`${APP_DOMAIN}/guest-user-token`);const params=url.searchParams;// using append function we append the params to url and finally convert the url to string\nif(uploadedRenderId){params.append(\"renderId\",uploadedRenderId);}if(templateId){params.append(\"templateId\",templateId);}if(cameraName){params.append(\"cameraName\",cameraName);}if(openImages){params.append(\"openImages\",openImages);}if(isShared){params.append(\"isShared\",isShared);}if(curatorOpenSource){params.append(\"curatorOpenSource\",curatorOpenSource);}if(selectedPlanId){params.append(\"selectedPlanId\",selectedPlanId);}if(selectedPlanPriceId){params.append(\"selectedPlanPriceId\",selectedPlanPriceId);}if(selectedInterval){params.append(\"selectedInterval\",selectedInterval);}if(openDashboard){params.append(\"openDashboard\",openDashboard);}if(encodedData){params.append(\"allData\",encodedData);}if(is_expand){params.append(\"is_expand\",is_expand);}if(model_id){params.append(\"model_id\",model_id);}if(model_name){params.append(\"model_name\",model_name);}if(upload_type){params.append(\"upload_type\",upload_type);}if(upload_extension){params.append(\"upload_extension\",upload_extension);}if(file_name){params.append(\"file_name\",file_name);}if(hotspot_name){params.append(\"hotspot_name\",hotspot_name);}if(main_origin){params.append(\"main_origin\",main_origin);}const userpilotUUID=getUUIDParams();if(userpilotUUID){params.append(\"uuid\",userpilotUUID);}if(!window.location.origin?.includes(\"https://imagine.io\")){params.append(\"lf_debugger\",1)// this is for testing on staging only\n;}const urlToOpen=url.toString();return urlToOpen;};export const openCurator=async({uploadedRenderId,templateId,cameraName,selectedPlanId,selectedPlanPriceId,selectedInterval,alwaysLogin=false,openImages=false,curatorOpenSource=\"\",openDashboard=false,is_expand,model_id,model_name,upload_type,upload_extension,file_name,hotspot_name,main_origin,lastLoginData,setStore})=>{let _guestLoginData=await getGuestLoginDataFromLocal();if(!_guestLoginData&&alwaysLogin){await checkAndDoGuestLogin();_guestLoginData=await getGuestLoginDataFromLocal();if(!_guestLoginData){const token=localStorage.getItem(\"token\");const isActiveOrg=localStorage.getItem(\"is_active_org\");const isEmailVerified=localStorage.getItem(\"is_email_verified\");const refreshToken=localStorage.getItem(\"refresh_token\");const userData=localStorage.getItem(\"current_user\");const userpilotUUID=localStorage.getItem(\"USERPILOT_UUID\");if(userData){const currentUser=JSON.parse(userData);if(currentUser?.user_pilot_id)localStorage.setItem(\"USERPILOT_UUID\",currentUser?.user_pilot_id);_guestLoginData={access:token||\"\",refresh:refreshToken||\"\",is_active_org:Boolean(JSON.parse(isActiveOrg)),is_email_verified:Boolean(JSON.parse(isEmailVerified)),is_guest:currentUser?.is_guest,id:currentUser?.id,userId:currentUser?.user?.id,name:currentUser?.user?.name,USERPILOT_UUID:currentUser?.user_pilot_id||userpilotUUID};}}}if(_guestLoginData||lastLoginData){// const current_user = JSON.parse(localStorage.getItem(\"current_user\"))\nconst loginData=JSON.parse(localStorage.getItem(\"loginData\"));if(!loginData&&lastLoginData){setStore(prev=>({...prev,loading:true}));try{_guestLoginData=await getGuestLoginDataFromLocal(lastLoginData);const response=await refreshToken(_guestLoginData.refresh);if(response?.access){_guestLoginData.refresh=response?.refresh;_guestLoginData.access=response?.access;lastLoginData.data.refresh=response?.refresh;lastLoginData.data.access=response?.access;localStorage.setItem(\"loginData\",JSON.stringify(lastLoginData));setStore(prev=>({...prev,loginData:lastLoginData}));}setStore(prev=>({...prev,loading:false}));}catch(error){console.error(error);setStore(prev=>({...prev,loading:false}));return;}}const encodedData=JSON.stringify(_guestLoginData);const isShared=new URLSearchParams(window.location.search)?.get(\"unicode\")!==null;const urlToOpen=constructUrlFromParams({uploadedRenderId,templateId,cameraName,openImages,isShared,curatorOpenSource,encodedData,selectedPlanId,selectedPlanPriceId,selectedInterval,openDashboard,is_expand,model_id,model_name,upload_type,upload_extension,file_name,hotspot_name,main_origin});const isOpened=window.open(urlToOpen,\"_blank\");if(!isOpened){const modal=document.getElementById(\"pop-up-blocker\");const button=document.getElementById(\"pop-up-continue-button\");// Show the modal\nmodal.style.display=\"flex\";// Handle button click\nbutton.addEventListener(\"click\",()=>{modal.style.display=\"none\"// Close the modal\n;window.open(urlToOpen,\"_blank\");});}}else if(!alwaysLogin){// alert(\n//     \"You have been logged out from the app. Your session will restart.\"\n// )\n// window.location.assign(\n//     window.location.origin + window.location.pathname\n// )\n}// setStore((prev) => ({...prev, loading:false}))\n};const MONTHLY_PLAN_PRICE_ID=233//713\n;const YEARLY_PLAN_PRICE_ID=337//1166\n;const checkIfMonthlyYearlyProPlan=priceId=>{let planPriceId=localStorage.getItem(\"planPriceId\");if(planPriceId){planPriceId=parseInt(planPriceId);if(planPriceId===priceId){return true;}return false;}return false;};export const initialSelfServeStoreValues={selectedImageIndex:0,expandedImage:null,expandedType:null,renderId:null,siloImage:null,lifestyleImage:null,urlObj:null,isProPlan:false,loginData:null};export const useStore=createStore({background:\"#0099FF\",...initialSelfServeStoreValues,images:[{renderId:415909,thumbnail:\"https://framerusercontent.com/images/fmkB2Kf2Z8Q6dwQAwrustVH5pYo.jpg\"},{renderId:459981,thumbnail:\"https://framerusercontent.com/images/37LE7aPy2AireiX0q7uK53T7u44.jpg\"},{renderId:472653,thumbnail:\"https://framerusercontent.com/images/brYkMEUPQmpdkMuE3IVPn8a8IJo.jpg\"},{renderId:733090,thumbnail:\"https://framerusercontent.com/images/5V7zqVk1jrLIFbxhZTOkbJC9A.jpg\"},{renderId:416801,thumbnail:\"https://framerusercontent.com/images/kowcd4SK2oNtbWJBNVJeuXQVYk.png\"}],isMonthlyProPlan:checkIfMonthlyYearlyProPlan(MONTHLY_PLAN_PRICE_ID),isYearlyProPlan:checkIfMonthlyYearlyProPlan(YEARLY_PLAN_PRICE_ID),loading:false,loginData:null});export function withTryNow(Component){return props=>{const currentUser=JSON.parse(localStorage.getItem(\"current_user\"));const[hideButton,setHideButton]=useState(currentUser&&!currentUser?.user?.is_guest);useEffect(()=>{window.addEventListener(\"storage\",event=>{if(event.key===\"current_user\"){const currentUser=JSON.parse(localStorage.getItem(\"current_user\"));setHideButton(currentUser&&!currentUser?.user?.is_guest);}});return()=>{window.removeEventListener(\"storage\",event=>{if(event.key===\"current_user\"){const currentUser=JSON.parse(localStorage.getItem(\"current_user\"));setHideButton(currentUser&&!currentUser?.user?.is_guest);}});};},[]);return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",style:{...props.style,display:hideButton?\"none\":\"block\"},onClick:async()=>{await openSignupFormWhenUserNotLoggedIn({signupCallback:()=>{setHideButton(true);openCurator({openDashboard:true});},signupProps:{main_origin:\"Try Now\"}});trackContactSalesMainNav();}});};}export function withPopUpBlockerComponent(Component){return props=>{return /*#__PURE__*/_jsx(\"div\",{id:\"pop-up-blocker\",style:{position:\"fixed\",display:\"none\",alignItems:\"center\",justifyContent:\"center\",left:\"0\",top:\"0\",background:\"rgba(0, 0, 0, 0.5)\",height:\"100vh\",width:\"100vw\",zIndex:\"11\"},children:/*#__PURE__*/_jsx(Component,{...props,style:{...props.style,zIndex:12,width:\"600px\",margin:\"1rem\"}})});};}export function withHomeCardContentAddClass(Component){return props=>{if(!props?.className?.includes(\"home-card-content\")){props.className+=\" home-card-content\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withHomeCardTypeAddClass(Component){return props=>{if(!props?.className?.includes(\"home-card-type\")){props.className+=\" home-card-type\";}return /*#__PURE__*/_jsx(Component,{...props});};}var isMainToolButtonClicked=false;export function withHomeCardButtonClick(Component){return props=>{const{trackMainToolSelected}=USERPILOT_EVENTS;if(!props?.className?.includes(\"home-card-btn\")){props.className+=\" home-card-btn\";}useEffect(()=>{const allButtons=document.querySelectorAll(\".home-card-btn\");const timerId=setTimeout(()=>{if(!localStorage.getItem(\"homepageevent\")){callTrackEvent(\"Homepage view\",{},false);localStorage.setItem(\"homepageevent\",\"true\");}},1e3);let timerId2;// Add click event listeners to all buttons\nallButtons.forEach(button=>{button.onclick=function(e){const directParentDiv=button.parentElement;console.log(\"Parent Div (Using parentElement):\",directParentDiv);const allPTags=directParentDiv.querySelectorAll(\"p\");console.log(allPTags[1].textContent,\"check text content\");const textData=allPTags[1].textContent;const dataForSegment={};if(textData===\"AI\"){dataForSegment[\"Product_id\"]=\"Imagine AI id\";dataForSegment[\"Product_name\"]=\"Imagine AI\";trackMainToolSelected({tool_name:\"Imagine AI\",clicked_on:\"Button\"});}else if(textData===\"360\"){dataForSegment[\"Product_id\"]=\"Imagine 360 id\";dataForSegment[\"Product_name\"]=\"Imagine 360\";trackMainToolSelected({tool_name:\"Imagine 360\",clicked_on:\"Button\"});}else{dataForSegment[\"Product_id\"]=\"Imagine 3D id\";dataForSegment[\"Product_name\"]=\"Imagine 3D\";trackMainToolSelected({tool_name:\"Imagine 3D\",clicked_on:\"Button\"});}callTrackEvent(\"Product Selected\",dataForSegment,true);isMainToolButtonClicked=true;timerId2=setTimeout(()=>{isMainToolButtonClicked=false;},500);};});return()=>{localStorage.removeItem(\"homepageevent\");if(timerId)clearTimeout(timerId);if(timerId2)clearTimeout(timerId2);};},[]);return /*#__PURE__*/_jsx(Component,{...props});};}export function withHomeCardContainerClick(Component){return props=>{const{trackMainToolSelected}=USERPILOT_EVENTS;if(!props?.className?.includes(\"home-card-container\")){props.className+=\" home-card-container\";}useEffect(()=>{const cardContainers=document.querySelectorAll(\".home-card-container\");// Add click event listeners to all buttons\ncardContainers.forEach(card=>{card.onclick=function(){if(isMainToolButtonClicked)return;const cardType=card?.querySelector(\".home-card-type .framer-text\")?.innerText;const dataForSegment={};if(cardType===\"AI\"){dataForSegment[\"Product_id\"]=\"Imagine AI id\";dataForSegment[\"Product_name\"]=\"Imagine AI\";trackMainToolSelected({tool_name:\"Imagine AI\",clicked_on:\"Card\"});}else if(cardType===\"360\"){dataForSegment[\"Product_id\"]=\"Imagine 360 id\";dataForSegment[\"Product_name\"]=\"Imagine 360\";trackMainToolSelected({tool_name:\"Imagine 360\",clicked_on:\"Card\"});}else{dataForSegment[\"Product_id\"]=\"Imagine 3D id\";dataForSegment[\"Product_name\"]=\"Imagine 3D\";trackMainToolSelected({tool_name:\"Imagine 3D\",clicked_on:\"Card\"});}callTrackEvent(\"Product Selected\",dataForSegment,true);};});},[]);return /*#__PURE__*/_jsx(Component,{...props});};}export function withNavigateToUploadModelImagine3D(Component){return props=>{useEffect(()=>{setTimeout(()=>{console.log(\"Sending homepage btn\",window.analytics);callTrackEvent(\"Homepage view\",{},false);},1e3);},[]);const openPage=()=>{const dataForSegment={Product_id:\"Imagine 3D id\",Product_name:\"Imagine 3D\"};callTrackEvent(\"Product Selected\",dataForSegment,true);window.location.href=SELF_SERVE_PAGE;};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\"},onClick:openPage});};}export function withNavigateToUploadModelImagineAI(Component){return props=>{const openPage=()=>{const dataForSegment={Product_id:\"Imagine AI id\",Product_name:\"Imagine AI\"};callTrackEvent(\"Product Selected\",dataForSegment,true);window.location.href=SELF_SERVE_PAGE;};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\"},onClick:openPage});};}export function withNavigateToUploadModelImagine360(Component){return props=>{const openPage=()=>{const dataForSegment={Product_id:\"Imagine 360 id\",Product_name:\"Imagine 360\"};callTrackEvent(\"Product Selected\",dataForSegment,true);window.location.href=SELF_SERVE_PAGE;};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\"},onClick:openPage});};}export function withNavigateToUploadModel(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\"},onClick:()=>{window.location.href=SELF_SERVE_PAGE;}});};}export function withCursorButton(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\"}});};}export function withModelFileName(Component){return props=>{const[modelStore,setModelStore]=modelStoreData();return /*#__PURE__*/_jsx(Component,{...props,children:/*#__PURE__*/_jsx(\"p\",{style:{fontSize:\"15px\",color:\"rgba(0, 0, 0, 0.45)\"},children:modelStore?.fileName&&modelStore?.extension?`${modelStore.fileName}.${modelStore.extension}`:\"NA\"})});};}export function withNextImage(Component){return props=>{const[store,setStore]=useStore();const{images,selectedImageIndex}=store;const onSetNextImage=()=>{let count=selectedImageIndex;count=count+1;if(count>images.length-1){count=0;}setStore(prev=>({...prev,selectedImageIndex:count}));};return /*#__PURE__*/_jsx(Component,{...props,onClick:onSetNextImage,style:{cursor:\"pointer\"}});};}export function withPrevImage(Component){return props=>{const[store,setStore]=useStore();const{images,selectedImageIndex}=store;const onSetPrevImage=()=>{let count=selectedImageIndex;count=count-1;if(count>images.length-1){count=0;}if(count<0){count=images.length-1;}setStore(prev=>({...prev,selectedImageIndex:count}));};return /*#__PURE__*/_jsx(Component,{...props,onClick:onSetPrevImage,style:{cursor:\"pointer\"}});};}export function withEditIn3DBtn(Component){return props=>{const[store,setStore]=useStore();const{images,selectedImageIndex,expandedImage}=store;const[loader,setLoader]=useState(false);const{textureStore}=getTextureStoreData();const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const onEditIn3d=async()=>{if(loader){return;}const currentUser=localStorage.getItem(\"current_user\")||null;const renderId=images[selectedImageIndex].renderId;let url=\"\";console.log(\"onEditIn3d click 1\",store);const openCuratorCallback=!currentUser?()=>openCurator({setStore:setStore,uploadedRenderId:renderId,curatorOpenSource:isTexture?\"Texture upload\":\"Model upload\",lastLoginData:store?.loginData,main_origin:\"Edit Experience\",is_expand:expandedImage?\"Yes\":\"No\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"}):()=>openCurator({setStore:setStore,uploadedRenderId:renderId,curatorOpenSource:isTexture?\"Texture upload\":\"Model upload\",lastLoginData:store?.loginData,main_origin:\"Edit Experience\",is_expand:expandedImage?\"Yes\":\"No\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});if((!store?.loginData?.data||store?.loginData?.data?.is_guest)&&await openSignupFormWhenUserNotLoggedIn({loginData:store?.loginData?.data,signupCallback:openCuratorCallback,signupProps:{main_origin:\"Edit Experience\",is_expand:expandedImage?\"Yes\":\"No\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"}})){return;}if(!currentUser){setLoader(true);const guestLoginResponse=await checkAndDoGuestLogin();// loginGuestUserWithToken(guestLoginResponse, renderId)\nopenCuratorCallback?.();// openCurator({\n//     setStore: setStore,\n//     uploadedRenderId: renderId,\n//     curatorOpenSource: isTexture\n//         ? \"Texture upload\"\n//         : \"Model upload\",\n//     lastLoginData: store?.loginData,\n//     main_origin: \"Edit Experience\",\n//     is_expand: expandedImage ? \"Yes\" : \"No\",\n//     upload_type: isTexture ? \"Texture\" : \"Model\",\n//     model_id: textureStore?.selectedImage?.id,\n//     model_name: textureStore?.selectedImage?.name,\n//     upload_extension:\n//         isTexture && textureStore?.files?.length > 0\n//             ? textureStore?.files?.[0]?.extension\n//             : \"\",\n//     file_name:\n//         isTexture && textureStore?.files?.length > 0\n//             ? textureStore?.files?.[0]?.name\n//             : \"\",\n//     hotspot_name:\n//         isTexture && textureStore?.selectedHotspotImage\n//             ? textureStore?.selectedHotspotImage?.objectName\n//             : \"\",\n// })\n}else{// url = `${APP_DOMAIN}/curator/room/open?renderId=${renderId}`\n// window.open(url, \"_blank\")\nopenCuratorCallback?.();// openCurator({\n//     setStore: setStore,\n//     uploadedRenderId: renderId,\n//     curatorOpenSource: isTexture\n//         ? \"Texture upload\"\n//         : \"Model upload\",\n//     lastLoginData: store?.loginData,\n//     main_origin: \"Edit Experience\",\n//     is_expand: expandedImage ? \"Yes\" : \"No\",\n//     upload_type: isTexture ? \"Texture\" : \"Model\",\n//     model_id: textureStore?.selectedImage?.id,\n//     model_name: textureStore?.selectedImage?.name,\n//     upload_extension:\n//         isTexture && textureStore?.files?.length > 0\n//             ? textureStore?.files?.[0]?.extension\n//             : \"\",\n//     file_name:\n//         isTexture && textureStore?.files?.length > 0\n//             ? textureStore?.files?.[0]?.name\n//             : \"\",\n//     hotspot_name:\n//         isTexture && textureStore?.selectedHotspotImage\n//             ? textureStore?.selectedHotspotImage?.objectName\n//             : \"\",\n// })\n}setLoader(false);};return /*#__PURE__*/_jsx(\"div\",{style:{width:\"100%\",height:\"100%\"},children:/*#__PURE__*/_jsx(Component,{...props,onClick:onEditIn3d,style:{cursor:\"pointer\"}})});};}export function withLoader(Component){return props=>{const[store,setStore]=useStore();return /*#__PURE__*/_jsxs(_Fragment,{children:[/*#__PURE__*/_jsx(Component,{...props}),store?.loading?/*#__PURE__*/_jsx(\"div\",{className:\"loader-container\",style:{position:\"fixed\",zIndex:\"100\",padding:\"10px\",color:\"#fff\",width:\"100vw\",height:\"100vh\",background:\"#171616d6\"},children:/*#__PURE__*/_jsx(\"div\",{className:\"loader\",style:{position:\"absolute\",width:\"30px\",height:\"30px\",top:\"50%\",left:\"50%\",transform:\"translate(-50%, -50%)\",border:\"4px solid #ec4e0b\",borderTop:\"4px solid transparent\"}})}):null]});};}export function withMain3DModelImage(Component){return props=>{const[store,setStore]=useStore();const{images,selectedImageIndex}=store;useEffect(()=>{updateImage();},[selectedImageIndex]);const updateImage=()=>{const element=document.querySelectorAll(\"#main3DModelImage\");if(element?.[0]?.children?.[0]?.children?.[0]){const image=element[0].children[0].children[0];image.srcset=\"\";image.src=images?.[selectedImageIndex]?.thumbnail;image.style.objectFit=\"contain\";}};const onSelectImage=index=>{setStore(prev=>({...prev,selectedImageIndex:index}));};return /*#__PURE__*/_jsx(Component,{...props,id:\"main3DModelImage\"});};}export function withEdit3DModel(Component){return props=>{const[store,setStore]=useStore();const{images,selectedImageIndex}=store;const onSelectImage=index=>{setStore(prev=>({...prev,selectedImageIndex:index}));};return /*#__PURE__*/_jsx(Component,{...props,children:images.map((image,index)=>{return /*#__PURE__*/_jsx(\"div\",{style:{height:\"40px\",width:\"40px\",position:\"relative\",cursor:\"pointer\",borderRadius:\"3px\",border:selectedImageIndex===index?\"1px solid #eb4e0a\":\"none\",flex:\"0 0 auto\",opacity:selectedImageIndex===index?1:.5},onClick:()=>onSelectImage(index),children:/*#__PURE__*/_jsx(\"img\",{src:image.thumbnail,style:{objectFit:\"cover\",height:\"100%\",width:\"100%\",borderRadius:\"inherit\"}})},index);})});};}let lifeStyleInterval=null;export function withLoadLifeStyleImage(Component){return props=>{const[textureStore,setTextureStoreData]=textureStoreData();const[imageSrc,setImageSrc]=useState(\"\");const[loading,setLoading]=useState(true);const[localFileData,setLocalFileData]=useState(null);const[store,setStore]=useStore();const[renderId,setRenderId]=useState(null);const[watermarkImage,setWatermarkImage]=useState(null);const[modelStore,setModelStore]=modelStoreData();const[uploadedRenderId,setUploadedRenderId]=useState(null);const[hover,setHover]=useState(checkIsMobile()?true:false);const[tokenLocal,setTokenLocal]=useState(null);const[buttonLoading,setButtonLoading]=useState(false);const[cameraName,setCameraName]=useState(false);const{guestLoginData}=modelStore;const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const{trackExpandImageClicked,trackEditIn3DFinalExperience}=USERPILOT_EVENTS;useEffect(()=>{return()=>{clearLoop();};},[]);useEffect(()=>{if(imageSrc){setStore(prev=>({...prev,lifestyleImage:imageSrc}));}},[imageSrc]);useEffect(()=>{if(modelStore?.renderJson&&!localFileData?.length){const renderJson=JSON.parse(modelStore?.renderJson);setLocalFileData(renderJson);}},[modelStore?.renderJson]);useEffect(()=>{if(localFileData?.length){console.log(\"waiting for api lifestyle\");getDataAfterFewSeconds();}},[localFileData]);const getDataFromApi=async()=>{const renderJson=JSON.parse(JSON.stringify(localFileData));console.log(renderJson,localFileData,\"check render json 2222\");const lifestyleRoomData=renderJson.find(val=>parseInt(val.type)==4||parseInt(val.type)==2);console.log(\"lifestyleRoomData\",lifestyleRoomData,renderJson);const lifestyleRenderId=lifestyleRoomData?.renderId;const lifestyleUploadRenderId=lifestyleRoomData?.renderUploadId;const _cameraName=lifestyleRoomData?.cameraData?.cameraName;const token=lifestyleRoomData?.tokenData;token&&setTokenLocal(token);lifestyleRenderId&&setRenderId(lifestyleRenderId);lifestyleUploadRenderId&&setUploadedRenderId(lifestyleUploadRenderId);setCameraName(_cameraName);if(lifestyleRenderId&&!imageSrc){const renderData=await getRenderImageData(lifestyleRenderId,token);console.log(renderData,\"renderData\");const imgData=renderData?.results?.[0];if(imgData?.status===1){setImageSrc(imgData?.filmic_thumbnail);if(imgData?.watermark_filmic_file){setWatermarkImage(imgData?.watermark_filmic_file);}// setModelStore((prev) => ({\n//     ...prev,\n//     files: [],\n//     url: \"\",\n//     extension: \"\",\n//     uploadingFile: false,\n//     customizingScene: false,\n//     // renderJson: null,\n//     fileName: \"\",\n//     progress: 0,\n//     apiProgress: 0,\n//     showTextureModal: false,\n//     // showOpenViewer: false,\n// }))\n// setTextureStoreData((prev) => ({\n//     ...prev,\n//     selectedImage: null,\n//     selectedHotspotImage: null,\n//     fileData: null,\n//     files: [],\n// }))\nclearLoop();// setLoading(false)\n}}};const getRenderImageData=async(renderId,token)=>{try{const response=await fetch(`${ROOT_API}${RENDER_IMAGES_API}?render=${renderId}`,{method:\"GET\",headers:{Authorization:`Bearer ${token}`}});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};const animateProgress=(complete=false)=>{const element=document.getElementById(\"lifestyle-progress-bar\");if(element){if(complete){element.style.width=\"100%\";}else{const width=element.style.width||\"0\";const percentage=parseInt(width)<80?parseInt(width)+10:parseInt(width)+2;if(parseInt(width)<98){element.style.width=`${percentage}%`;}}}};const clearLoop=()=>{clearInterval(lifeStyleInterval);};const getDataAfterFewSeconds=()=>{setLoading(true);let count=0;lifeStyleInterval=setInterval(()=>{if(imageSrc){clearLoop();count=0;animateProgress(true);// setLoading(false)\n}else{count=count+1;getDataFromApi();animateProgress();}},3e3);};console.log(imageSrc,\"img data lifestyle\");const expandImage=e=>{e.preventDefault();e.stopPropagation();console.log(uploadedRenderId,\"uploadedRenderId lifestyle\");if(!watermarkImage||!uploadedRenderId){return;}trackExpandImageClicked({render_id:renderId,render_name:\"\",edit_in_3d_source:\"Final Experience\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});setStore(prev=>({...prev,expandedImage:watermarkImage,renderId:uploadedRenderId,cameraName:cameraName,expandedType:\"lifestyle\"}));};const onMouseEnter=()=>{setHover(true);};const onMouseLeave=()=>{setHover(false);};const onEditIn3dClick=async e=>{if(buttonLoading){return;}e.preventDefault();e.stopPropagation();setButtonLoading(true);console.log(\"onEditIn3d click 2\",store);const dataForSegment={Expand:\"No\",ClickedSource:\"Vignette Render\",Upload_Type:isTexture?\"Texture\":\"Model\"};const trackingProps={upload_type:isTexture?\"Texture\":\"Model\",render_id:uploadedRenderId,is_expand:\"No\",lastLoginData:store?.loginData,edit_in_3d_source:\"Final Experience\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\",main_origin:\"Edit Experience\"};trackEditIn3DFinalExperience({...trackingProps});callTrackEvent(\"Edit in 3D click\",dataForSegment,true);setButtonLoading(false);const openCuratorCallback=()=>openCurator({setStore:setStore,uploadedRenderId,cameraName,lastLoginData:store?.loginData,curatorOpenSource:isTexture?\"Texture upload\":\"Model upload\",main_origin:\"Edit Experience\",is_expand:\"No\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});if((!store?.loginData?.data||store?.loginData?.data?.is_guest)&&await openSignupFormWhenUserNotLoggedIn({loginData:store?.loginData?.data,signupCallback:openCuratorCallback,signupProps:trackingProps})){return;}openCuratorCallback?.();// openCurator({\n//     setStore: setStore,\n//     uploadedRenderId,\n//     cameraName,\n//     lastLoginData: store?.loginData,\n//     curatorOpenSource: isTexture\n//         ? \"Texture upload\"\n//         : \"Model upload\",\n//     alwaysLogin:\n//         new URLSearchParams(window.location.search)?.get(\n//             \"unicode\"\n//         ) !== null, // this help to open the render when the page is shared\n//     main_origin: \"Edit Experience\",\n//     is_expand: \"No\",\n//     upload_type: isTexture ? \"Texture\" : \"Model\",\n//     model_id: textureStore?.selectedImage?.id,\n//     model_name: textureStore?.selectedImage?.name,\n//     upload_extension:\n//         isTexture && textureStore?.files?.length > 0\n//             ? textureStore?.files?.[0]?.extension\n//             : \"\",\n//     file_name:\n//         isTexture && textureStore?.files?.length > 0\n//             ? textureStore?.files?.[0]?.name\n//             : \"\",\n//     hotspot_name:\n//         isTexture && textureStore?.selectedHotspotImage\n//             ? textureStore?.selectedHotspotImage?.objectName\n//             : \"\",\n// })\n};return /*#__PURE__*/_jsxs(Component,{...props,children:[imageSrc&&/*#__PURE__*/_jsxs(\"div\",{style:{width:\"100%\",height:\"100%\",position:\"absolute\",top:\"0px\",left:\"0px\"},onClick:onEditIn3dClick,...checkIsMobile()?{}:{onMouseEnter:onMouseEnter,onMouseLeave:onMouseLeave},children:[/*#__PURE__*/_jsx(\"img\",{style:{width:\"100%\",height:\"100%\",objectFit:\"cover\",cursor:\"pointer\"},src:imageSrc,onLoad:()=>setLoading(false)}),hover&&/*#__PURE__*/_jsxs(\"div\",{style:{position:\"absolute\",top:\"0px\",left:\"0px\",width:\"100%\",height:\"100%\",display:\"flex\",justifyContent:\"center\",alignItems:\"center\",zIndex:\"2\",background:\"rgba(0, 0, 0, 0.5)\",border:\"1px solid rgb(235, 78, 10)\",borderRadius:\"10px\",cursor:\"pointer\"},children:[/*#__PURE__*/_jsx(\"button\",{style:{cursor:\"pointer\",// backgroundColor: \"rgb(235, 79, 9)\",\n// padding: \"8px 12px 8px 12px\",\n// borderRadius: \"50%\",\n// color: \"white\",\n// fontSize: \"15px\",\nwidth:\"36px\",height:\"36px\",border:\"none\",display:\"flex\",alignItems:\"center\",justifyContent:\"center\",position:\"absolute\",gap:\"0.5rem\",top:\"1rem\",right:\"1rem\",borderRadius:\"50%\"},onClick:expandImage,children:expandIcon()}),/*#__PURE__*/_jsxs(\"button\",{style:{cursor:\"pointer\",backgroundColor:\"rgb(235, 79, 9)\",padding:\"8px 12px 8px 12px\",borderRadius:\"8px\",color:\"white\",fontSize:\"15px\",border:\"none\",display:\"flex\",alignItems:\"center\",justifyContent:\"center\",gap:\"0.5rem\"},onClick:onEditIn3dClick,children:[editIcon(),\" Edit in 3D\"]})]})]}),/*#__PURE__*/_jsx(\"div\",{style:{width:\"100%\",display:loading?\"block\":\"none\"},children:props.children})]});};}let siloInterval=null;export function withLoadSiloImage(Component){return props=>{const[textureStore,setTextureStoreData]=textureStoreData();const[imageSrc,setImageSrc]=useState(\"\");const[loading,setLoading]=useState(true);const[store,setStore]=useStore();const[renderId,setRenderId]=useState(null);const[localFileData,setLocalFileData]=useState(null);const[watermarkImage,setWatermarkImage]=useState(null);const[modelStore,setModelStore]=modelStoreData();const[uploadedRenderId,setUploadedRenderId]=useState(null);const[hover,setHover]=useState(checkIsMobile()?true:false);const[tokenLocal,setTokenLocal]=useState(null);const[cameraName,setCameraName]=useState(null);const{guestLoginData}=modelStore;const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const{siloImage,lifestyleImage}=store;const{trackEditIn3DFinalExperience,trackExpandImageClicked,trackExperienceCreated}=USERPILOT_EVENTS;useEffect(()=>{return()=>{clearLoop();};},[]);useEffect(()=>{if(siloImage&&lifestyleImage){trackExperienceCreated({upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:modelStore?.extension,file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:modelStore?.files?.[0]?.name,hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});}},[siloImage,lifestyleImage]);useEffect(()=>{if(imageSrc){setStore(prev=>({...prev,siloImage:imageSrc}));}},[imageSrc]);useEffect(()=>{console.log(modelStore?.renderJson,\"check render json\",localFileData);if(modelStore?.renderJson&&!localFileData?.length){const renderJson=JSON.parse(modelStore?.renderJson);console.log(\"setting file data check render json\");setLocalFileData(renderJson);}},[modelStore?.renderJson]);useEffect(()=>{if(localFileData?.length){console.log(\"waiting for api silo\");getDataAfterFewSeconds();}},[localFileData]);const getDataFromApi=async()=>{const renderJson=JSON.parse(JSON.stringify(localFileData));console.log(renderJson,localFileData,\"check render json 11111\");const siloRoomData=renderJson.find(val=>parseInt(val.type)==3);// const lifestyleRoom = renderJson.find((val) => val.type == 2)\nconst siloRenderId=siloRoomData?.renderId;const siloUploadRenderId=siloRoomData?.renderUploadId;const _cameraName=siloRoomData?.cameraData?.cameraName;const token=siloRoomData?.tokenData;token&&setTokenLocal(token);siloRenderId&&setRenderId(siloRenderId);siloUploadRenderId&&setUploadedRenderId(siloUploadRenderId);setCameraName(_cameraName);if(siloRenderId&&!imageSrc){const renderData=await getRenderImageData(siloRenderId,token);console.log(renderData,\"renderData\");const imgData=renderData?.results?.[0];if(imgData?.status===1){setImageSrc(imgData?.filmic_thumbnail);if(imgData?.watermark_filmic_file){setWatermarkImage(imgData?.watermark_filmic_file);}// setModelStore((prev) => ({\n//     ...prev,\n//     files: [],\n//     url: \"\",\n//     extension: \"\",\n//     uploadingFile: false,\n//     customizingScene: false,\n//     // renderJson: null,\n//     fileName: \"\",\n//     progress: 0,\n//     apiProgress: 0,\n//     showTextureModal: false,\n//     // showOpenViewer: false,\n// }))\n// setTextureStoreData((prev) => ({\n//     ...prev,\n//     selectedImage: null,\n//     selectedHotspotImage: null,\n//     fileData: null,\n//     files: [],\n// }))\nclearLoop();// setLoading(false)\n}}};const getRenderImageData=async(renderId,token)=>{try{const response=await fetch(`${ROOT_API}${RENDER_IMAGES_API}?render=${renderId}`,{method:\"GET\",headers:{Authorization:`Bearer ${token}`}});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};const clearLoop=()=>{clearInterval(siloInterval);};const animateProgress=(complete=false)=>{const element=document.getElementById(\"silo-progress-bar\");if(element){if(complete){element.style.width=\"100%\";}else{const width=element.style.width||\"0\";const percentage=parseInt(width)<80?parseInt(width)+10:parseInt(width)+2;if(parseInt(width)<98){element.style.width=`${percentage}%`;}}}};const getDataAfterFewSeconds=()=>{setLoading(true);let count=0;siloInterval=setInterval(()=>{if(imageSrc){clearLoop();count=0;// setLoading(false)\nanimateProgress(true);}else{count=count+1;getDataFromApi();animateProgress();}},3e3);};console.log(imageSrc,\"img data silo\");const expandImage=e=>{e.preventDefault();e.stopPropagation();console.log(uploadedRenderId,\"uploadedRenderId\");if(!watermarkImage||!uploadedRenderId){return;}trackExpandImageClicked({render_id:renderId,render_name:\"\",edit_in_3d_source:\"Final Experience\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});setStore(prev=>({...prev,expandedImage:watermarkImage,expandedType:\"silo\",renderId:uploadedRenderId,cameraName:cameraName}));};const onMouseEnter=()=>{setHover(true);};const onMouseLeave=()=>{setHover(false);};const onEditIn3dClick=async e=>{e.preventDefault();e.stopPropagation();console.log(\"onEditIn3d click 2\",store);const dataForSegment={Expand:\"No\",ClickedSource:\"Silo Render\",Upload_Type:isTexture?\"Texture\":\"Model\"};const trackingProps={upload_type:isTexture?\"Texture\":\"Model\",render_id:uploadedRenderId,is_expand:\"No\",lastLoginData:store?.loginData,edit_in_3d_source:\"Final Experience\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\",main_origin:\"Edit Experience\"};trackEditIn3DFinalExperience({...trackingProps});callTrackEvent(\"Edit in 3D click\",dataForSegment,true);const openCuratorCallback=()=>openCurator({setStore:setStore,uploadedRenderId,cameraName,lastLoginData:store?.loginData,curatorOpenSource:isTexture?\"Texture upload\":\"Model upload\",// alwaysLogin:\n    //     new URLSearchParams(window.location.search)?.get(\n    //         \"unicode\"\n    //     ) !== null, // this help to open the render when the page is shared\n    main_origin:\"Edit Experience\",is_expand:\"No\",// edit_in_3d_source: \"Final Experience\",\n    model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});if((!store?.loginData?.data||store?.loginData?.data?.is_guest)&&await openSignupFormWhenUserNotLoggedIn({loginData:store?.loginData?.data,signupCallback:openCuratorCallback,signupProps:trackingProps})){return;}openCuratorCallback?.();// openCurator({\n//     setStore: setStore,\n//     uploadedRenderId,\n//     cameraName,\n//     lastLoginData: store?.loginData,\n//     curatorOpenSource: isTexture\n//         ? \"Texture upload\"\n//         : \"Model upload\",\n//     alwaysLogin:\n//         new URLSearchParams(window.location.search)?.get(\n//             \"unicode\"\n//         ) !== null, // this help to open the render when the page is shared\n//     main_origin: \"Edit Experience\",\n//     is_expand: \"No\",\n//     // edit_in_3d_source: \"Final Experience\",\n//     model_id: textureStore?.selectedImage?.id,\n//     model_name: textureStore?.selectedImage?.name,\n//     upload_extension:\n//         isTexture && textureStore?.files?.length > 0\n//             ? textureStore?.files?.[0]?.extension\n//             : \"\",\n//     file_name:\n//         isTexture && textureStore?.files?.length > 0\n//             ? textureStore?.files?.[0]?.name\n//             : \"\",\n//     hotspot_name:\n//         isTexture && textureStore?.selectedHotspotImage\n//             ? textureStore?.selectedHotspotImage?.objectName\n//             : \"\",\n// })\n};return /*#__PURE__*/_jsxs(Component,{...props,style:{...props.style,position:\"relative\"},children:[imageSrc&&/*#__PURE__*/_jsxs(\"div\",{style:{width:\"100%\",height:\"100%\",position:\"absolute\",top:\"0px\",left:\"0px\"},onClick:onEditIn3dClick,...checkIsMobile()?{}:{onMouseEnter:onMouseEnter,onMouseLeave:onMouseLeave},children:[/*#__PURE__*/_jsx(\"img\",{style:{width:\"100%\",height:\"100%\",objectFit:\"cover\",cursor:\"pointer\"},src:imageSrc,onLoad:()=>setLoading(false)}),hover&&/*#__PURE__*/_jsxs(\"div\",{style:{position:\"absolute\",top:\"0px\",left:\"0px\",width:\"100%\",height:\"100%\",display:\"flex\",justifyContent:\"center\",alignItems:\"center\",zIndex:\"2\",background:\"rgba(0, 0, 0, 0.5)\",border:\"1px solid rgb(235, 78, 10)\",borderRadius:\"10px\",cursor:\"pointer\"},children:[/*#__PURE__*/_jsx(\"button\",{style:{cursor:\"pointer\",// backgroundColor: \"rgb(235, 79, 9)\",\n// padding: \"8px 12px 8px 12px\",\n// borderRadius: \"50%\",\n// color: \"white\",\n// fontSize: \"15px\",\nwidth:\"36px\",height:\"36px\",border:\"none\",display:\"flex\",alignItems:\"center\",justifyContent:\"center\",position:\"absolute\",gap:\"0.5rem\",top:\"1rem\",right:\"1rem\",borderRadius:\"50%\"},onClick:expandImage,children:expandIcon()}),/*#__PURE__*/_jsxs(\"button\",{style:{cursor:\"pointer\",backgroundColor:\"rgb(235, 79, 9)\",padding:\"8px 12px 8px 12px\",borderRadius:\"8px\",color:\"white\",fontSize:\"15px\",border:\"none\",display:\"flex\",alignItems:\"center\",justifyContent:\"center\",gap:\"0.5rem\"},onClick:onEditIn3dClick,children:[editIcon(),\" Edit in 3D\"]})]})]}),/*#__PURE__*/_jsx(\"div\",{style:{width:\"100%\",display:loading?\"block\":\"none\"},children:props.children})]});};}export function withSiloProgressLoader(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,id:\"silo-progress-bar\"});};}export function withLifeStyleProgressLoader(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,id:\"lifestyle-progress-bar\"});};}export function withShowAfterExpand(Component){return props=>{const[store,setStore]=useStore();const{expandedImage,renderId}=store;const showExpand=expandedImage&&renderId;if(!props?.className?.includes(\"expanded-section\")){props.className+=\" expanded-section\";}return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:showExpand?\"block\":\"none\",opacity:showExpand?\"1\":\"0\",zIndex:showExpand?\"2\":\"-1\",height:\"100%\",background:\"#fff\"}});};}export function withHideSectionWhenImageExpanded(Component){return props=>{const[store,setStore]=useStore();const{expandedImage,renderId}=store;const showExpand=expandedImage&&renderId;if(!props?.className?.includes(\"hidden-section\")){props.className+=\" hidden-section\";}return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,...checkIsMobile()?{display:showExpand?\"none\":\"flex\"}:{}}});};}export function withShowAfterExpandBtns(Component){return props=>{const[store,setStore]=useStore();const{expandedImage,renderId}=store;return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:expandedImage&&renderId?\"flex\":\"none\",cursor:\"pointer\"}});};}export function withExpandedImageSrc(Component){return props=>{const[store,setStore]=useStore();const{expandedImage}=store;const[imageLoaded,setImageLoaded]=useState(false);useEffect(()=>{setImageLoaded(false);},[expandedImage]);return /*#__PURE__*/_jsxs(Component,{...props,children:[/*#__PURE__*/_jsx(\"img\",{style:{width:\"100%\",height:\"100%\",objectFit:\"contain\",position:\"absolute\",top:\"0px\",left:\"0px\",borderRadius:\"10px\"},src:expandedImage,onLoad:()=>setImageLoaded(true)}),!imageLoaded&&/*#__PURE__*/_jsx(\"div\",{className:\"loader-container\",style:{position:\"absolute\",zIndex:\"1\"},children:/*#__PURE__*/_jsx(\"div\",{className:\"loader\"})})]});};}export function withEditIn3DExpandBtn(Component){return props=>{const[store,setStore]=useStore();const[modelStore,setModelStore]=modelStoreData();const{expandedImage,renderId,cameraName}=store;const{guestLoginData}=modelStore;const{textureStore}=getTextureStoreData();const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const{trackEditIn3DFinalExperience}=USERPILOT_EVENTS;console.log(guestLoginData,\"guestLoginData\");const onEditIn3dClick=async e=>{e.preventDefault();e.stopPropagation();const dataForSegment={Expand:\"Yes\",Upload_Type:isTexture?\"Texture\":\"Model\"};const trackingProps={upload_type:isTexture?\"Texture\":\"Model\",render_id:renderId,render_name:\"\",is_expand:\"Yes\",edit_in_3d_source:\"Final Experience\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\",main_origin:\"Edit Experience\"};trackEditIn3DFinalExperience({...trackingProps});callTrackEvent(\"Edit in 3D click\",dataForSegment,true);const openCuratorCallback=()=>openCurator({setStore:setStore,uploadedRenderId:renderId,cameraName,curatorOpenSource:isTexture?\"Texture upload\":\"Model upload\",lastLoginData:store?.loginData,main_origin:\"Edit Experience\",is_expand:\"Yes\",// edit_in_3d_source: \"Final Experience\",\n    model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});if((!store?.loginData?.data||store?.loginData?.data?.is_guest)&&await openSignupFormWhenUserNotLoggedIn({loginData:store?.loginData?.data,signupCallback:openCuratorCallback,signupProps:trackingProps})){return;}openCuratorCallback?.();// openCurator({\n//     setStore: setStore,\n//     uploadedRenderId: renderId,\n//     cameraName,\n//     curatorOpenSource: isTexture\n//         ? \"Texture upload\"\n//         : \"Model upload\",\n//     lastLoginData: store?.loginData,\n//     main_origin: \"Edit Experience\",\n//     is_expand: \"Yes\",\n//     // edit_in_3d_source: \"Final Experience\",\n//     model_id: textureStore?.selectedImage?.id,\n//     model_name: textureStore?.selectedImage?.name,\n//     upload_extension:\n//         isTexture && textureStore?.files?.length > 0\n//             ? textureStore?.files?.[0]?.extension\n//             : \"\",\n//     file_name:\n//         isTexture && textureStore?.files?.length > 0\n//             ? textureStore?.files?.[0]?.name\n//             : \"\",\n//     hotspot_name:\n//         isTexture && textureStore?.selectedHotspotImage\n//             ? textureStore?.selectedHotspotImage?.objectName\n//             : \"\",\n// })\n};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:expandedImage&&renderId?\"flex\":\"none\",cursor:\"pointer\"},onClick:onEditIn3dClick});};}export function withExpandCloseBtn(Component){return props=>{const[store,setStore]=useStore();const{expandedImage,renderId}=store;const closePopup=()=>{setStore(prev=>({...prev,expandedImage:null,renderId:null}));};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:expandedImage&&renderId?\"block\":\"none\"},onClick:closePopup});};}export function withDownloadBtn(Component){return props=>{const[store,setStore]=useStore();const{expandedImage,renderId}=store;const downloadImage=()=>{const link=document.createElement(\"a\");link.href=expandedImage;link.download=\"Image.jpg\";document.body.appendChild(link);link.click();document.body.removeChild(link);};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\"},onClick:downloadImage});};}export function withSignUpBtn(Component){return props=>{const[store,setStore]=useStore();const{expandedImage,renderId}=store;const onSignup=()=>{window.open(`${APP_DOMAIN}/register`,\"_blank\");};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,cursor:\"pointer\"},onClick:onSignup});};}export function withShowUploadFileTick(Component){return props=>{const[modelStore,setModelStore]=modelStoreData();const{progress}=modelStore;return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:progress>=100?\"block\":\"none\"}});};}export function withShowCustomizingSceneTick(Component){return props=>{const[modelStore,setModelStore]=modelStoreData();const{apiProgress}=modelStore;return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:apiProgress>=100?\"block\":\"none\"}});};}export function withShowUploadFileProgress(Component){return props=>{const[modelStore,setModelStore]=modelStoreData();const{progress}=modelStore;return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:progress>=0&&progress<100?\"block\":\"none\"}});};}export function withShowCustomizingSceneProgress(Component){return props=>{const[modelStore,setModelStore]=modelStoreData();const{apiProgress}=modelStore;return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:apiProgress>0&&apiProgress<100?\"block\":\"none\"}});};}export function withShowUploadFilePercentage(Component){return props=>{const[modelStore,setModelStore]=modelStoreData();const{progress}=modelStore;console.log(\"progress\",progress);return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,width:progress>100?\"100%\":`${progress}%`}});};}export function withShowCustomizingScenePercentage(Component){return props=>{const[modelStore,setModelStore]=modelStoreData();const{apiProgress}=modelStore;console.log(\"apiProgress\",apiProgress);return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,width:apiProgress>100?\"100%\":`${apiProgress}%`}});};}export function withPublicTemplates(Component){return props=>{const{trackEditIn3DTemplate}=USERPILOT_EVENTS;const[store,setStore]=useStore();const templates=[{id:2169,title:\"Mid Century Open Concept Living Room\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2169.jpg\"},{id:2119,title:\"Boho Poolside Lounge\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2119.jpg\"},{id:2172,title:\"Contemporary Beach House Bedroom\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2172.jpg\"},{id:2060,title:\"High-Rise Office space\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2060.jpg\"},{id:2084,title:\"Hotel Room Deluxe Suite\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2084.jpg\"},{id:2207,title:\"Modern Luxe Seaside Bathroom\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2207.jpg\"},{id:1667,title:\"Modern Farmhouse Dining Set\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/1667.jpg\"},{id:2184,title:\"Eco-Modern Reception Lounge\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2184.jpg\"},{id:2239,title:\"Muted Modern Display\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2239.jpg\"},{id:2242,title:\"Dynamic Spotlight Display\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2242.jpg\"},{id:1720,title:\"Mood Board 3\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/1720.jpg\"},{id:2230,title:\"Silhouette in Shadow\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2230.jpg\"},{id:2235,title:\"Sneaker Showcase\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2235.jpg\"},{id:2248,title:\"Soft Curves Stage\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/2248.jpg\"},{id:1852,title:\"Conceptual Patio Chair Arrangement\",cameraName:\"Camera 1\",thumbnail:\"https://media.imagine.io/media/public/self-serve-models/templates_thumbnail/1852.jpg\"}];const onClick=async(template=null)=>{if(!template)return;const{id,cameraName,title}=template;const dataForSegment={Template_Id:id,Template_name:title};callTrackEvent(\"Templates Click\",dataForSegment,true);const trackingProps={template_id:id,template_name:title,is_expand:\"No\",edit_in_3d_source:\"Template\",main_origin:\"Edit Template\"};trackEditIn3DTemplate({...trackingProps});const openCuratorCallback=()=>openCurator({setStore:setStore,templateId:id,cameraName:cameraName,curatorOpenSource:\"Templates\",// alwaysLogin: true,\n    main_origin:\"Edit Template\",is_expand:\"No\",lastLoginData:store?.loginData});if((!store?.loginData?.data||store?.loginData?.data?.is_guest)&&await openSignupFormWhenUserNotLoggedIn({loginData:store?.loginData?.data,signupCallback:openCuratorCallback,signupProps:trackingProps})){setStore(prev=>({...prev,templateId:id,cameraName:cameraName}));return;}openCuratorCallback?.();// openCurator({\n//     setStore: setStore,\n//     templateId: id,\n//     cameraName: cameraName,\n//     curatorOpenSource: \"Templates\",\n//     alwaysLogin: true,\n//     main_origin: \"Edit Template\",\n//     is_expand: \"No\",\n// })\n};useEffect(()=>{const templateCard=document.querySelector(\".template-card\");if(templateCard&&templateCard?.parentElement){templateCard.parentElement.style.width=\"100%\";templateCard.parentElement.style.display=\"grid\";templateCard.parentElement.style[\"grid-template-columns\"]=\"repeat(auto-fill,minmax(247px,1fr))\";templateCard.parentElement.style.gap=\"16px\";}},[]);if(!props.className?.includes(\"template-card\")){props.className+=\" template-card\";}return /*#__PURE__*/_jsx(_Fragment,{children:templates.map((a,i)=>/*#__PURE__*/_jsx(Component,{...props,style:{cursor:\"pointer\",width:\"100%\",height:\"auto\"},title:a.title,image:a.thumbnail,onClick:()=>onClick(a)}))});};}export function withTemplateCarouselCard(Component){return props=>{if(!props?.className?.includes(\"template-carousel-card\")){props.className+=\" template-carousel-card\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withTemplateCarouselCardId(Component){return props=>{if(!props?.className?.includes(\"template-carousel-card-id\")){props.className+=\" template-carousel-card-id\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withTemplateCarouselCardTitle(Component){return props=>{if(!props?.className?.includes(\"template-carousel-card-title\")){props.className+=\" template-carousel-card-title\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withTemplateCarouselCardCameraName(Component){return props=>{if(!props?.className?.includes(\"template-carousel-card-cameraname\")){props.className+=\" template-carousel-card-cameraname\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withTemplateCarouselCardEditButton(Component){return props=>{const{trackEditIn3DTemplate}=USERPILOT_EVENTS;const[store,setStore]=useStore();const openTemplate=async e=>{const templateCard=e?.target?.closest(\".template-carousel-card\");const templateId=templateCard?.querySelector(\".template-carousel-card-id .framer-text\")?.innerText;const templateTitle=templateCard?.querySelector(\".template-carousel-card-title .framer-text\")?.innerText;const templateCamerName=templateCard?.querySelector(\".template-carousel-card-cameraname .framer-text\")?.innerText;if(!templateCard||!templateId)return;const id=templateId;const title=templateTitle||\"\";const cameraName=templateCamerName||\"\";const dataForSegment={Template_Id:id,Template_name:title};callTrackEvent(\"Templates Click\",dataForSegment,true);const trackingProps={template_id:id,template_name:title,is_expand:\"No\",edit_in_3d_source:\"Template\",main_origin:\"Edit Template\"};trackEditIn3DTemplate({...trackingProps});const openCuratorCallback=()=>openCurator({setStore:setStore,templateId:id,cameraName:cameraName,curatorOpenSource:\"Templates\",// alwaysLogin: true,\n    main_origin:\"Edit Template\",is_expand:\"No\",lastLoginData:store?.loginData});if((!store?.loginData?.data||store?.loginData?.data?.is_guest)&&await openSignupFormWhenUserNotLoggedIn({loginData:store?.loginData?.data,signupCallback:openCuratorCallback,signupProps:trackingProps})){setStore(prev=>({...prev,templateId:id,cameraName:cameraName}));return;}openCuratorCallback?.();};return /*#__PURE__*/_jsx(Component,{...props,onClick:openTemplate});};}export function withCreateYourExperienceBtn(Component){return props=>{const[isSharedPage,setIsSharedPage]=useState(false);const[textureStore,setTextureStoreData]=textureStoreData();const[modelStore,setModelStore]=modelStoreData();const resetStates=()=>{setModelStore(prev=>({...prev,files:[],url:\"\",extension:\"\",uploadingFile:false,customizingScene:false,renderJson:null,fileName:\"\",progress:0,apiProgress:0,showTextureModal:false}));setTextureStoreData(prev=>({...prev,selectedImage:null,selectedHotspotImage:null,fileData:null,files:[]}));window.open(SELF_SERVE_PAGE,\"_self\");};useEffect(()=>{const isSharedPage=new URLSearchParams(window.location.search)?.get(\"unicode\");setIsSharedPage(isSharedPage);},[]);return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:isSharedPage?\"flex\":\"none\",cursor:\"pointer\"},onClick:resetStates});};}export function withShowButtonInExpandedView(Component){return props=>{const[store,setStore]=useStore();const{expandedImage,renderId}=store;return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:expandedImage?\"flex\":\"none\",cursor:\"pointer\"}});};}export function withPopUpContinueButton(Component){return props=>{return /*#__PURE__*/_jsx(\"div\",{id:\"pop-up-continue-button\",children:/*#__PURE__*/_jsx(Component,{...props})});};}export function withRemoveWatermarkClick(Component){return props=>{const{textureStore}=getTextureStoreData();const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const[store,setStore]=useStore();const{expandedImage,renderId,cameraName}=store;const{trackRemoveWatermarkClicked,trackSignUpPopupOpened}=USERPILOT_EVENTS;const showExpand=expandedImage&&renderId;const openInCurator=()=>{openCurator({setStore:setStore,uploadedRenderId:renderId,cameraName,openImages:true,curatorOpenSource:isTexture?\"Texture upload\":\"Model upload\",main_origin:\"Remove Watermark\",is_expand:expandedImage?\"Yes\":\"No\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,lastLoginData:store?.loginData,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});};const openSignUpForm=async()=>{trackRemoveWatermarkClicked({render_id:renderId,render_name:\"\",is_expand:expandedImage?\"Yes\":\"No\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});if((!store?.loginData?.data||store?.loginData?.data?.is_guest)&&await openSignupFormWhenUserNotLoggedIn({loginData:store?.loginData?.data,signupCallback:()=>openInCurator(),signupProps:{render_id:renderId,render_name:\"\",is_expand:expandedImage?\"Yes\":\"No\",upload_type:isTexture?\"Texture\":\"Model\",model_id:textureStore?.selectedImage?.id,model_name:textureStore?.selectedImage?.name,upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\",main_origin:\"Remove Watermark\"}})){return;}openInCurator();};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:showExpand?\"flex\":\"none\"},onClick:openSignUpForm});};}const PREMIUM_TYPE=\"PREMIUM\";const OLD_SUBSCRIPTION_TYPE=\"OLD_SUBSCRIPTION\";const isPremiumUser=()=>{const userData=localStorage.getItem(\"current_user\");const currentUser=JSON.parse(userData);const type=currentUser?.organization_detail?.subscription_type;if(!type)return false;const _type=type.toLowerCase();return PREMIUM_TYPE.toLowerCase()===_type;};const isOldSubscriptionUser=()=>{const userData=localStorage.getItem(\"current_user\");const currentUser=JSON.parse(userData);const type=currentUser?.organization_detail?.subscription_type;if(!type)return false;const _type=type.toLowerCase();return OLD_SUBSCRIPTION_TYPE.toLowerCase()===_type;};export function withFreeProPlanBtn(Component){return props=>{const{textureStore}=getTextureStoreData();const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const{trackSignUpPopupOpened,trackBuyNow}=USERPILOT_EVENTS;const[buttonTitle,setButtonTitle]=useState(\"\");const[store,setStore]=useStore();const{isMonthlyProPlan,isYearlyProPlan,expandedImage,renderId}=store;const isProPlan=isMonthlyProPlan||isYearlyProPlan;const interval=parseInt(props?.interval||0);const isDisabled=isProPlan&&buttonTitle!==\"Modify Plan\"&&buttonTitle!==\"Downgrade Plan\"&&buttonTitle!==\"Upgrade Plan\";useEffect(()=>{if(isProPlan){updateElement();}},[isProPlan]);useEffect(()=>{let priceId=localStorage.getItem(\"planPriceId\")||0;const userData=localStorage.getItem(\"current_user\");if(!userData){return;}const parsedData=JSON.parse(userData);const currentUser=parsedData?.user;if(userData&&!currentUser?.is_guest){const priceIdFromProp=parseInt(props?.priceId||0);priceId=priceId===null||priceId===\"null\"?0:parseInt(priceId);let title=priceId===priceIdFromProp?priceIdFromProp===0?\"Upgrade Plan\":\"Modify Plan\":\"\";if(!title&&priceIdFromProp&&isMonthlyProPlan&&interval===2){title=\"Upgrade Plan\";}if(!title&&priceIdFromProp&&isYearlyProPlan&&interval===1){title=\"Downgrade Plan\";}setButtonTitle(title);}},[props?.priceId,interval]);const updateElement=()=>{const monthlyBlock=document.querySelector(\".pricing-monthly-parent\");const yearlyBlock=document.querySelector(\".pricing-yearly-parent\");if(isMonthlyProPlan){monthlyBlock&&(monthlyBlock.style.display=\"flex\");yearlyBlock&&(yearlyBlock.style.display=\"none\");}else{monthlyBlock&&(monthlyBlock.style.display=\"none\");yearlyBlock&&(yearlyBlock.style.display=\"flex\");}};const onFreeProPlanBtnClick=async()=>{const userData=localStorage.getItem(\"current_user\");const planId=parseInt(props?.planId||0);const priceId=parseInt(props?.priceId||0);const interval=parseInt(props?.interval||0);// not logged in case\n// if (!userData) {\n//     let url = `${APP_DOMAIN}/register`\n//     if (planId) {\n//         url = `${url}?selectedPlanId=${planId}&selectedPlanPriceId=${priceId}&selectedInterval=${interval}`\n//     }\n//     window.open(url, \"_blank\")\n//     return\n// }\nconst parsedData=JSON.parse(userData);const currentUser=parsedData?.user;trackBuyNow({is_yearly:interval===2});// normal login case\nif(currentUser&&!currentUser?.is_guest){let url=`${APP_DOMAIN}/settings?activeTab=plans`;const isPremiumOrOldSubsriptionUser=isPremiumUser()||isOldSubscriptionUser();// Navigate the old premium user to plans section\nif(buttonTitle===\"Upgrade Plan\"){// Navigate to pricing page\nif(!priceId){url=isPremiumOrOldSubsriptionUser?`${APP_DOMAIN}/settings?activeTab=plans`:`${APP_DOMAIN}/settings?activeTab=plans`;}else{// Navigate to checkout page\nurl=`${APP_DOMAIN}/settings?activeTab=plans&selectedPlanId=${planId}&selectedPlanPriceId=${priceId}&selectedInterval=${interval}`;}}else if(buttonTitle===\"Downgrade Plan\"){url=`${APP_DOMAIN}/settings?activeTab=plans`;}else if(buttonTitle===\"Modify Plan\"){// Navigate to addons page\nurl=`${APP_DOMAIN}/settings?activeTab=plans`;}else{// Navigate to checkout page\nurl=isPremiumOrOldSubsriptionUser||!priceId?`${APP_DOMAIN}/settings?activeTab=plans`:`${APP_DOMAIN}/settings?activeTab=plans&selectedPlanId=${planId}&selectedPlanPriceId=${priceId}&selectedInterval=${interval}`;if(isProPlan){url=null;}}url&&window.open(url,\"_blank\");return;}// let url = `${APP_DOMAIN}/guest-user-token/`\n// url += `?selectedPlanId=${planId}&selectedPlanPriceId=${priceId}&selectedInterval=${interval}`\n// guest login case or no login case\nif(await openSignupFormWhenUserNotLoggedIn({signupCallback:()=>openCurator(),signupProps:{main_origin:window.location.pathname===\"/\"?\"Home Page\":\"Pricing Page\",source:window.location.pathname===\"/\"?\"home-page\":\"pricing-page\"}})){let urlObj=null;if(planId){urlObj={selectedPlanId:planId,selectedPlanPriceId:priceId,selectedInterval:interval};}else{urlObj={openDashboard:true};}setStore(prev=>({...prev,urlObj:urlObj}));return;}// if (currentUser && currentUser?.is_guest) {\n//     const form = document.querySelector(\"#signup-form-overlay\")\n//     if (form) {\n//         form.style.display = \"flex\"\n//         let urlObj = null\n//         if (planId) {\n//             urlObj = {\n//                 selectedPlanId: planId,\n//                 selectedPlanPriceId: priceId,\n//                 selectedInterval: interval,\n//             }\n//         } else {\n//             urlObj = {\n//                 openDashboard: true,\n//             }\n//         }\n//         setStore((prev) => ({\n//             ...prev,\n//             urlObj: urlObj,\n//         }))\n//     }\n//     return\n// }\n};return /*#__PURE__*/_jsx(Component,{...props,style:{...props?.style,opacity:isDisabled?.5:1,cursor:isDisabled?\"initial\":\"pointer\"},title:buttonTitle||props?.title,onClick:onFreeProPlanBtnClick});};}export function withShowSignupForFreeForm(Component){return props=>{const showForm=async()=>{const userData=localStorage.getItem(\"current_user\");const currentUser=userData&&JSON.parse(userData);if(currentUser&&!currentUser?.is_guest){let url=`${APP_DOMAIN}/dashboard`;url&&window.open(url,\"_blank\");return;}await openSignupFormWhenUserNotLoggedIn({signupCallback:()=>openCurator({openDashboard:true}),signupProps:{main_origin:\"Signup For Free\"}});return;};return /*#__PURE__*/_jsx(Component,{...props,onClick:showForm});};}export function withExploreMore(Component){return props=>{const{trackExploreMore}=USERPILOT_EVENTS;const onClick=()=>{trackExploreMore({tool_name:\"Imagine 3D\"});};return /*#__PURE__*/_jsx(Component,{...props,onClick:onClick});};}export function withHideShowMonthly(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,style:{...props?.style,display:\"flex\"},className:`${props?.className||\"\"} pricing-monthly-parent`});};}export function withHideShowYearly(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,style:{...props?.style,display:\"none\"},className:`${props?.className||\"\"} pricing-yearly-parent`});};}export function withHideProPlanId(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,style:{...props?.style,display:\"none\"}});};}\nexport const __FramerMetadata__ = {\"exports\":{\"withDownloadBtn\":{\"type\":\"reactHoc\",\"name\":\"withDownloadBtn\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withEditIn3DBtn\":{\"type\":\"reactHoc\",\"name\":\"withEditIn3DBtn\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHomeCardContentAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHomeCardContentAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withNavigateToUploadModelImagineAI\":{\"type\":\"reactHoc\",\"name\":\"withNavigateToUploadModelImagineAI\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withMain3DModelImage\":{\"type\":\"reactHoc\",\"name\":\"withMain3DModelImage\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHomeCardButtonClick\":{\"type\":\"reactHoc\",\"name\":\"withHomeCardButtonClick\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withRemoveWatermarkClick\":{\"type\":\"reactHoc\",\"name\":\"withRemoveWatermarkClick\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withTemplateCarouselCardCameraName\":{\"type\":\"reactHoc\",\"name\":\"withTemplateCarouselCardCameraName\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHideShowMonthly\":{\"type\":\"reactHoc\",\"name\":\"withHideShowMonthly\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withNavigateToUploadModelImagine3D\":{\"type\":\"reactHoc\",\"name\":\"withNavigateToUploadModelImagine3D\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHomeCardContainerClick\":{\"type\":\"reactHoc\",\"name\":\"withHomeCardContainerClick\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"openCurator\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withPopUpContinueButton\":{\"type\":\"reactHoc\",\"name\":\"withPopUpContinueButton\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHideSectionWhenImageExpanded\":{\"type\":\"reactHoc\",\"name\":\"withHideSectionWhenImageExpanded\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getGuestLoginDataFromLocal\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withModelFileName\":{\"type\":\"reactHoc\",\"name\":\"withModelFileName\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withCreateYourExperienceBtn\":{\"type\":\"reactHoc\",\"name\":\"withCreateYourExperienceBtn\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withCursorButton\":{\"type\":\"reactHoc\",\"name\":\"withCursorButton\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHideProPlanId\":{\"type\":\"reactHoc\",\"name\":\"withHideProPlanId\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withEdit3DModel\":{\"type\":\"reactHoc\",\"name\":\"withEdit3DModel\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowAfterExpand\":{\"type\":\"reactHoc\",\"name\":\"withShowAfterExpand\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withLoadLifeStyleImage\":{\"type\":\"reactHoc\",\"name\":\"withLoadLifeStyleImage\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowCustomizingScenePercentage\":{\"type\":\"reactHoc\",\"name\":\"withShowCustomizingScenePercentage\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowSignupForFreeForm\":{\"type\":\"reactHoc\",\"name\":\"withShowSignupForFreeForm\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withTemplateCarouselCardId\":{\"type\":\"reactHoc\",\"name\":\"withTemplateCarouselCardId\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHideShowYearly\":{\"type\":\"reactHoc\",\"name\":\"withHideShowYearly\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowUploadFilePercentage\":{\"type\":\"reactHoc\",\"name\":\"withShowUploadFilePercentage\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withLoader\":{\"type\":\"reactHoc\",\"name\":\"withLoader\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"SELF_SERVE_PAGE\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"initialSelfServeStoreValues\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withPublicTemplates\":{\"type\":\"reactHoc\",\"name\":\"withPublicTemplates\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withPrevImage\":{\"type\":\"reactHoc\",\"name\":\"withPrevImage\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withTemplateCarouselCardEditButton\":{\"type\":\"reactHoc\",\"name\":\"withTemplateCarouselCardEditButton\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowCustomizingSceneProgress\":{\"type\":\"reactHoc\",\"name\":\"withShowCustomizingSceneProgress\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowAfterExpandBtns\":{\"type\":\"reactHoc\",\"name\":\"withShowAfterExpandBtns\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHomeCardTypeAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHomeCardTypeAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withLoadSiloImage\":{\"type\":\"reactHoc\",\"name\":\"withLoadSiloImage\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withTryNow\":{\"type\":\"reactHoc\",\"name\":\"withTryNow\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withNavigateToUploadModel\":{\"type\":\"reactHoc\",\"name\":\"withNavigateToUploadModel\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withExploreMore\":{\"type\":\"reactHoc\",\"name\":\"withExploreMore\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withPopUpBlockerComponent\":{\"type\":\"reactHoc\",\"name\":\"withPopUpBlockerComponent\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withSiloProgressLoader\":{\"type\":\"reactHoc\",\"name\":\"withSiloProgressLoader\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useStore\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withSignUpBtn\":{\"type\":\"reactHoc\",\"name\":\"withSignUpBtn\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowUploadFileTick\":{\"type\":\"reactHoc\",\"name\":\"withShowUploadFileTick\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowCustomizingSceneTick\":{\"type\":\"reactHoc\",\"name\":\"withShowCustomizingSceneTick\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"expandIcon\":{\"type\":\"reactComponent\",\"name\":\"expandIcon\",\"slots\":[],\"annotations\":{\"framerContractVersion\":\"1\"}},\"withNavigateToUploadModelImagine360\":{\"type\":\"reactHoc\",\"name\":\"withNavigateToUploadModelImagine360\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withNextImage\":{\"type\":\"reactHoc\",\"name\":\"withNextImage\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowUploadFileProgress\":{\"type\":\"reactHoc\",\"name\":\"withShowUploadFileProgress\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withExpandedImageSrc\":{\"type\":\"reactHoc\",\"name\":\"withExpandedImageSrc\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withExpandCloseBtn\":{\"type\":\"reactHoc\",\"name\":\"withExpandCloseBtn\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withFreeProPlanBtn\":{\"type\":\"reactHoc\",\"name\":\"withFreeProPlanBtn\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withLifeStyleProgressLoader\":{\"type\":\"reactHoc\",\"name\":\"withLifeStyleProgressLoader\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"isApplicationNotGuestUserLoggedIn\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withTemplateCarouselCard\":{\"type\":\"reactHoc\",\"name\":\"withTemplateCarouselCard\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withEditIn3DExpandBtn\":{\"type\":\"reactHoc\",\"name\":\"withEditIn3DExpandBtn\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowButtonInExpandedView\":{\"type\":\"reactHoc\",\"name\":\"withShowButtonInExpandedView\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withTemplateCarouselCardTitle\":{\"type\":\"reactHoc\",\"name\":\"withTemplateCarouselCardTitle\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}", "// Welcome to Code in Framer\n// Get Started: https://www.framer.com/developers/\nimport{jsx as _jsx,jsxs as _jsxs,Fragment as _Fragment}from\"react/jsx-runtime\";import{useState,useEffect}from\"react\";import{useStore as selfServeStore,SELF_SERVE_PAGE}from\"https://framerusercontent.com/modules/Qrhozy42ODiRyyKCWAgu/LDlqvsUMkySIw0hnIfCc/SelfServe.js\";import{useStore as modelStoreData,getTextureStoreData,refreshToken}from\"https://framerusercontent.com/modules/27LpsBfn0auCgG9AOqtA/fhFHiFdOwlhnddgQ6lt8/Upload3dModel.js\";import{createStore}from\"https://framer.com/m/framer/store.js@^1.0.0\";import{ROOT_API}from\"https://framerusercontent.com/modules/0zYdC2pD6JRYGZS5lOsI/bEqB6hHCsxi9dHxxs6HB/PayAsYouGo.js\";import{useStore as textureStoreData}from\"https://framerusercontent.com/modules/z6QBu2dISWYWjUE5jI9c/12o8eb0BsJko8QQUUe1D/UploadTexture.js\";import{callTrackEvent}from\"https://framerusercontent.com/modules/sAg1Vq6Uhcdm0gGKWqo1/YLeDZRz2tErN901XV674/UseSegment.js\";import{USERPILOT_EVENTS}from\"https://framerusercontent.com/modules/bht4YxYvS1EtDNlVwP8y/zY58G4Rphds6eYqGjVJS/Hubspot_Events.js\";/**\n * These annotations control how your component sizes\n * Learn more: https://www.framer.com/developers/#code-components-auto-sizing\n *\n * @framerSupportedLayoutWidth auto\n * @framerSupportedLayoutHeight auto\n */const SUBMIT_SHARE_API=\"/rendering-system/api/v3/public-share/send-email/\";const PROJECT_RENDER_IMAGES=\"/rendering-system/api/v3/project-render-images/\";const GET_UNICODE=\"/rendering-system/api/v3/public-share/self-serve-model/\";const SEND_EMAIL=\"/rendering-system/api/v3/public-share/send-email/\";export const getSearch=value=>{const search=window.location.search.split(\"&\").find(_item=>_item.includes(value));return search?.split(value)?.at(-1)||null;};// const isTexture = getSearch(\"isTexture=\") === \"true\"\nconst unicode=getSearch(\"unicode=\");const emailStyleObj={padding:\"15px 12px\",width:\"100%\",border:\"none\",fontSize:\"15px\",outline:\"none\"};export const useStore=createStore({yourEmail:null,yourEmailError:null,recipientsEmail:null,recipientsEmailError:null,emailSentSuccess:null,generatedUrl:null,linkCopied:null});export const emailIsValid=email=>{var emailRegex=/^(([^<>()[\\]\\\\.,;:\\s@\"]+(\\.[^<>()[\\]\\\\.,;:\\s@\"]+)*)|(\".+\"))@((\\[[0-9]{1,3}\\.[0-9]{1,3}\\.[0-9]{1,3}\\.[0-9]{1,3}\\])|(([a-zA-Z\\-0-9]+\\.)+[a-zA-Z]{2,}))$/;return emailRegex.test(email);};var isSharePopupOpened=false;export function withYourEmailAddress(Component){return props=>{const[yourEmail,setYourEmail]=useState(\"\");const[store,setStore]=useStore();const[isValid,setIsValid]=useState(true);const changeEmail=e=>{setYourEmail(e.target.value);setTimeout(()=>blurEvent(e),1e3);};const blurEvent=e=>{const isYourEmailValid=emailIsValid(e.target.value);setIsValid(isYourEmailValid);setStore(prev=>({...prev,yourEmail:isYourEmailValid?e.target.value:null,emailSentSuccess:null,generatedUrl:null,linkCopied:null}));};return /*#__PURE__*/_jsxs(_Fragment,{children:[/*#__PURE__*/_jsx(Component,{...props,style:{...props.style,padding:\"0px\"},children:/*#__PURE__*/_jsx(\"input\",{type:\"text\",className:\"emailInput\",style:emailStyleObj,value:yourEmail,placeholder:\"Enter your email address\",onChange:e=>changeEmail(e),onBlur:e=>blurEvent(e)})}),!isValid&&/*#__PURE__*/_jsx(\"div\",{style:{color:\"red\"},children:\"Invalid email Id\"})]});};}export function withRecipientsEmailAddress(Component){return props=>{const[yourEmail,setYourEmail]=useState(\"\");const[store,setStore]=useStore();const[isValid,setIsValid]=useState(true);const changeEmail=e=>{const value=e.target?.value?.trim();setYourEmail(value);if(store?.recipientsEmail&&!value){setIsValid(true);return;}setTimeout(()=>{const isRecipientEmailValid=checkAllRecipientEmail(value);setIsValid(isRecipientEmailValid);},1e3);};const checkAllRecipientEmail=emailVal=>{const splittedArr=emailVal.trim().split(\",\");let flag=true;for(let i=0;i<splittedArr.length;i++){let newEmail=splittedArr[i].trim();if(!emailIsValid(newEmail)){flag=false;break;}}return flag;};const blurEvent=e=>{const value=e.target.value?.trim();const email=store?.recipientsEmail?.split(\",\")?.map(a=>a.trim())?.filter(Boolean)||[];if(email.length>0&&!value||email?.includes(value)){setYourEmail(\"\");setIsValid(true);return;}const isRecipientEmailValid=checkAllRecipientEmail(value);setIsValid(isRecipientEmailValid);if(isRecipientEmailValid){email.push(value);setYourEmail(\"\");}setStore(prev=>({...prev,recipientsEmail:email.join(\",\"),emailSentSuccess:null,generatedUrl:null,linkCopied:null}));};const deleteEmail=(email=null)=>{if(!email)return;const _email=store?.recipientsEmail?.split(\",\")?.filter(em=>em?.trim()!==email)?.join(\",\");setStore(prev=>({...prev,recipientsEmail:_email}));};return /*#__PURE__*/_jsxs(_Fragment,{children:[/*#__PURE__*/_jsxs(Component,{...props,style:{...props.style,padding:\"0px\",flexWrap:\"wrap\"},children:[store?.recipientsEmail&&/*#__PURE__*/_jsx(\"div\",{style:{display:\"flex\",flexWrap:\"wrap\",alignItems:\"center\",justifyContent:\"start\",gap:\"8px\",margin:\"4px 0 0 4px\"},children:store?.recipientsEmail?.split(\",\")?.map(e=>/*#__PURE__*/_jsxs(\"span\",{style:{display:\"flex\",alignItems:\"center\",justifyContent:\"center\",gap:\"6px\",padding:\"8px 10px\",borderRadius:\"4px\",background:\"#f2f2f2\"},children:[e?.trim(),/*#__PURE__*/_jsx(\"span\",{style:{cursor:\"pointer\",width:\"16px\",height:\"16px\",color:\"#fff\",fontWeight:\"600\",fontSize:\"10px\",display:\"flex\",alignItems:\"center\",justifyContent:\"center\",borderRadius:\"50%\",background:\"rgb(135 135 135)\"},onClick:()=>deleteEmail(e),children:\"X\"})]}))}),/*#__PURE__*/_jsx(\"input\",{type:\"text\",className:\"emailInput\",style:{...emailStyleObj,...store?.recipientsEmail?{width:\"auto\"}:{}},value:yourEmail,placeholder:\"Email addresses\",onChange:e=>changeEmail(e),onBlur:e=>blurEvent(e),onKeyDown:e=>{if(e.key===\"Enter\"){blurEvent(e);}}})]}),!isValid&&/*#__PURE__*/_jsx(\"div\",{style:{color:\"red\"},children:\"Invalid email Id\"})]});};}export function withSubmitShareData(Component){return props=>{const[store,setStore]=useStore();const{yourEmail,recipientsEmail,emailSentSuccess}=store;let styleObj={};const[loader,setLoader]=useState(false);const[modelStore,setModelStore]=modelStoreData();const{modelId,renderJson,textureId}=modelStore;const{textureStore}=getTextureStoreData();const[selfStore,setSelfStore]=selfServeStore();const{expandedImage}=selfStore;const selectedImage=textureStore?.selectedImage;const{trackShareButtonSubmit}=USERPILOT_EVENTS;if(!yourEmail||!recipientsEmail){styleObj={backgroundColor:\"#d6d1c6\",pointerEvents:\"none\",opacity:\"0.8\",position:\"relative\",display:emailSentSuccess?\"none\":\"flex\"};}else{styleObj={backgroundColor:\"#ec4e0b\",color:\"#fff\",cursor:\"pointer\",position:\"relative\",display:emailSentSuccess?\"none\":\"flex\"};}if(loader){styleObj[\"pointerEvents\"]=\"none\";}const getRenderImageData=async(renderId,token)=>{try{const response=await fetch(`${ROOT_API}${PROJECT_RENDER_IMAGES}${renderId}`,{method:\"GET\",headers:{Authorization:`Bearer ${token}`}});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};const apiPostDataOnEmail=async(formData,token)=>{try{const response=await fetch(`${ROOT_API}${GET_UNICODE}`,{method:\"POST\",headers:{Authorization:`Bearer ${token}`},body:formData});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};const apiSendEmailDataToDb=async(formData,token)=>{try{const response=await fetch(`${ROOT_API}${SEND_EMAIL}`,{method:\"POST\",headers:{Authorization:`Bearer ${token}`},body:formData});const result=await response.json();return result;}catch(error){console.error(\"An error occured\",error);return null;}};const submitEmail=async()=>{let lastLoginData=selfStore?.loginData;let token=lastLoginData?.data?.access;const loginData=JSON.parse(localStorage.getItem(\"loginData\"));setLoader(true);if(!loginData&&token){const response=await refreshToken(lastLoginData?.data?.refresh);if(response?.access){token=response.access;lastLoginData.data.access=response.access;lastLoginData.data.refresh=response.refresh;localStorage.setItem(\"loginData\",JSON.stringify(lastLoginData));setSelfStore(prev=>({...prev,loginData:lastLoginData}));}}if(!token&&loginData){token=loginData?.data?.access;}const formObj=new FormData;const texData=textureId||localStorage.getItem(\"updatedProductId\");const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const hotSpotData=textureStore?.selectedHotspotImage;if(isTexture){formObj.append(\"texture\",parseInt(texData));formObj.append(\"is_texture_share\",true);const textureDetail=JSON.parse(localStorage.getItem(\"textureDetail\"));const textureData={hotspotData:{...hotSpotData,propUrl:selectedImage?.propUrl},textureDetail:{width:textureDetail?.width,height:textureDetail?.height,name:textureDetail?.name,id:textureDetail?.id}};formObj.append(\"texture_data\",JSON.stringify(textureData));}else{formObj.append(\"product\",parseInt(modelId));formObj.append(\"is_texture_share\",false);}console.log(\"DEBUG___renderJson\",{renderJson,modelId,textureId});const parsedRender=renderJson?JSON.parse(renderJson):renderJson;const renderIds=parsedRender?.map(data=>data.renderId);const uploadedRenderIds=parsedRender?.map(data=>data.renderUploadId);for(let i=0;i<renderIds.length;i++){formObj.append(\"main_render\",renderIds[i]);}let result=[];for(let i=0;i<uploadedRenderIds.length;i++){formObj.append(\"project_render\",uploadedRenderIds[i]);const apiData=await getRenderImageData(uploadedRenderIds[i],token);result.push(apiData?.images[0]?.id);}for(let i=0;i<result.length;i++){formObj.append(\"render_images\",result[i]);}for(let pair of formObj.entries()){console.log(`${pair[0]}: ${pair[1]}`,\"formdata check\");}trackShareButtonSubmit({is_expand:expandedImage?\"Yes\":\"No\",model_id:selectedImage?.id,model_name:selectedImage?.name,upload_type:isTexture?\"Texture\":\"Model\",upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});const response=await apiPostDataOnEmail(formObj,token);const formDataEmail=new FormData;let url=window.location.origin+SELF_SERVE_PAGE+\"?unicode=\"+response.unicode;// if (isTexture) {\n//     url += \"&isTexture=true\"\n// }\nformDataEmail.append(\"url\",url);formDataEmail.append(\"unicode\",response.unicode);formDataEmail.append(\"sent_by\",yourEmail);formDataEmail.append(\"send_to\",recipientsEmail);const responseEmailData=await apiSendEmailDataToDb(formDataEmail,token);if(responseEmailData?.status){setLoader(false);// const element = document.getElementById(\"email-sent-success\")\n// if (element) {\n//     element.style.display = \"flex\"\n// }\nconst dataForSegment={User_Email_Id:yourEmail,Recipient_email_id:recipientsEmail,Expand:expandedImage?\"Yes\":\"No\",Upload_Type:isTexture?\"Texture\":\"Model\",widget_id:selectedImage?.id,widget_name:selectedImage?.name};callTrackEvent(\"Send Invite Click\",dataForSegment,true);setStore(prev=>({...prev,emailSentSuccess:true,generatedUrl:url}));}};return /*#__PURE__*/_jsxs(\"div\",{children:[/*#__PURE__*/_jsx(Component,{...props,style:{...props.style,...styleObj},onClick:submitEmail}),loader&&/*#__PURE__*/_jsx(\"div\",{className:\"loader-container absolute\",style:{position:\"absolute\",zIndex:\"1\",padding:\"10px\",color:\"#fff\",display:\"flex\",justifyContent:\"center\",alignItems:\"center\"},children:/*#__PURE__*/_jsx(\"div\",{className:\"loader\",style:{width:\"30px\",height:\"30px\",// top: \"2px\",\n// left: \"40px\",\nborder:\"4px solid #ec4e0b\",borderTop:\"4px solid transparent\"}})})]});};}export function withShareBtn(Component){return props=>{const[store,setStore]=selfServeStore();const[isSharedPage,setIsSharedPage]=useState(false);const{lifestyleImage,siloImage,expandedImage}=store;const[textureStore,setTextureStoreData]=textureStoreData();const isTexture=Boolean(textureStore?.selectedImage&&textureStore?.selectedHotspotImage);const selectedImage=textureStore?.selectedImage;const showShare=siloImage&&lifestyleImage&&!unicode;const{trackShareThisExperienceClicked}=USERPILOT_EVENTS;useEffect(()=>{const isSharedPage=new URLSearchParams(window.location.search)?.get(\"unicode\");setIsSharedPage(isSharedPage);},[]);const sendEvent=()=>{if(isSharePopupOpened)return;const dataForSegment={Expand:expandedImage?\"Yes\":\"No\",Upload_Type:isTexture?\"Texture\":\"Model\",widget_id:selectedImage?.id||\"\",widget_name:selectedImage?.name||\"\"};callTrackEvent(\"Share the experience click\",dataForSegment,true);trackShareThisExperienceClicked({is_expand:expandedImage?\"Yes\":\"No\",model_id:selectedImage?.id,model_name:selectedImage?.name,upload_type:isTexture?\"Texture\":\"Model\",upload_extension:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.extension:\"\",file_name:isTexture&&textureStore?.files?.length>0?textureStore?.files?.[0]?.name:\"\",hotspot_name:isTexture&&textureStore?.selectedHotspotImage?textureStore?.selectedHotspotImage?.objectName:\"\"});};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:showShare&&!isSharedPage?\"flex\":\"none\",cursor:\"pointer\"},onClick:()=>sendEvent()});};}export function withShowEmailSuccessMsg(Component){return props=>{const[store,setStore]=useStore();const{emailSentSuccess,linkCopied}=store;const showData=emailSentSuccess&&!linkCopied;return /*#__PURE__*/_jsx(Component,{...props,style:{display:showData?\"flex\":\"none\"}});};}export function withShowLinkCopiedMsg(Component){return props=>{const[store,setStore]=useStore();const{emailSentSuccess,linkCopied}=store;return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:linkCopied?\"flex\":\"none\"}});};}export function withCloseSharePopup(Component){return props=>{const[store,setStore]=useStore();useEffect(()=>{const overlay=document.querySelector(\"#overlay\");if(overlay&&overlay.querySelector(\".share-close-btn\")){isSharePopupOpened=true;}else{isSharePopupOpened=false;}},[]);const closePopup=()=>{setTimeout(()=>{isSharePopupOpened=false;},1e3);setStore({yourEmail:null,yourEmailError:null,recipientsEmail:null,recipientsEmailError:null,emailSentSuccess:null,generatedUrl:null,linkCopied:null});};if(!props?.className.includes(\"share-close-btn\")){props.className+=\" share-close-btn\";}return /*#__PURE__*/_jsx(Component,{...props,onClick:closePopup});};}export function withShowCopyLinkBtn(Component){return props=>{const[store,setStore]=useStore();const{emailSentSuccess,generatedUrl}=store;const copyLink=()=>{navigator.clipboard.writeText(generatedUrl).then(()=>{console.log(\"Text copied to clipboard\");}).catch(err=>{console.error(\"Failed to copy text: \",err);});setStore(prev=>({...prev,linkCopied:true}));};return /*#__PURE__*/_jsx(Component,{...props,style:{...props.style,display:emailSentSuccess?\"flex\":\"none\",cursor:\"pointer\"},onClick:copyLink});};}export function withLoadingText(Component){return props=>{useEffect(()=>{const isSharedPage=new URLSearchParams(window.location.search)?.get(\"unicode\");if(isSharedPage){const loadingText=document.querySelectorAll(\".loading-text\");if(loadingText?.length>0){loadingText.forEach(text=>{text.querySelector(\".framer-text\").innerHTML=\"Loading file...\";});}}},[]);if(!props?.className?.includes(\"loading-text\")){props.className+=\" loading-text\";}return /*#__PURE__*/_jsx(Component,{...props});};}\nexport const __FramerMetadata__ = {\"exports\":{\"withShowCopyLinkBtn\":{\"type\":\"reactHoc\",\"name\":\"withShowCopyLinkBtn\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withLoadingText\":{\"type\":\"reactHoc\",\"name\":\"withLoadingText\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useStore\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"emailIsValid\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withSubmitShareData\":{\"type\":\"reactHoc\",\"name\":\"withSubmitShareData\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowEmailSuccessMsg\":{\"type\":\"reactHoc\",\"name\":\"withShowEmailSuccessMsg\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowLinkCopiedMsg\":{\"type\":\"reactHoc\",\"name\":\"withShowLinkCopiedMsg\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShareBtn\":{\"type\":\"reactHoc\",\"name\":\"withShareBtn\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withCloseSharePopup\":{\"type\":\"reactHoc\",\"name\":\"withCloseSharePopup\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withYourEmailAddress\":{\"type\":\"reactHoc\",\"name\":\"withYourEmailAddress\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withRecipientsEmailAddress\":{\"type\":\"reactHoc\",\"name\":\"withRecipientsEmailAddress\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getSearch\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}", "// Welcome to Code in Framer\n// Get Started: https://www.framer.com/developers/\nimport{jsx as _jsx,jsxs as _jsxs,Fragment as _Fragment}from\"react/jsx-runtime\";import{addPropertyControls,ControlType}from\"framer\";import{useEffect,useState,useLayoutEffect,useRef}from\"react\";import{metaConversionAPICall,USERPILOT_EVENTS}from\"https://framerusercontent.com/modules/bht4YxYvS1EtDNlVwP8y/zY58G4Rphds6eYqGjVJS/Hubspot_Events.js\";import{emailIsValid}from\"https://framerusercontent.com/modules/msoNJauJPf3u5kqVzgyR/Igu8LFD6YZDOUlDo3g5I/ShareData.js\";import{createStore}from\"https://framer.com/m/framer/store.js@^1.0.0\";import{emailIsValidWithExtension}from\"https://framerusercontent.com/modules/MTh2DgZ0IDZLVrDCHSw0/DZ10zAUGY2XdN7JYbBFk/SignUpForm.js\";const phoneRegex=/^(?:\\+?\\d{1,3}[-.\\s]?)?(?:\\(?\\d{2,4}\\)?[-.\\s]?)?\\d{3,5}[-.\\s]?\\d{4,6}$/;const validatePhoneNumber=phoneNumber=>phoneRegex.test(phoneNumber);/**\n * These annotations control how your component sizes\n * Learn more: https://www.framer.com/developers/#code-components-auto-sizing\n *\n * @framerSupportedLayoutWidth any\n * @framerSupportedLayoutHeight any\n */export const Loader=props=>{const{loaderWrapperStyle,loaderStyle}=props||{};return /*#__PURE__*/_jsx(\"div\",{className:\"loader-container absolute\",style:loaderWrapperStyle,children:/*#__PURE__*/_jsx(\"div\",{className:\"loader\",style:loaderStyle||{}})});};const LF_DEBUGGER_PARAM=\"lf_debugger\";export const LF_DEBUGGER=\"LF_DEBUGGER\";export const RESTRICTED_EMAILS=[\"imagine.io\",\"livefurnish.com\",\"taglineinfotech\",\"tagline\",\"algoworks\",\"zedinteractive\"];const HUBSPOT_FORM_KEYS={firstname:\"first_name\",lastname:\"last_name\",phone:\"phone_number\"};export const isDebuggingEnabled=()=>sessionStorage.getItem(LF_DEBUGGER)===\"true\";const getCookie=()=>{const cookies=window.document.cookie.split(\";\");let value=null;for(let i=0;i<cookies.length;i++){const cookie=cookies[i].trim();if(cookie.startsWith(\"hubspotutk=\")){const cookieValue=cookie.substring(\"hubspotutk=\".length);value=cookieValue;}}return value;};const getUniqueId=()=>window.crypto?.randomUUID()?.replace(/-/g,\"\");export default function CustomHubspotForm(props){const{portalId,formId}=props||{};const[loading,setLoading]=useState(true);const[formUniqueId,setFormUniqueId]=useState(null);const{trackBookAFreeDemoSubmit}=USERPILOT_EVENTS;useLayoutEffect(()=>{setFormUniqueId(getUniqueId());return()=>{setFormUniqueId(null);};},[]);const addMeetingScheduleScript=()=>{const script=document.createElement(\"script\");script.id=`meeting-schedule-script-${formUniqueId}`;script.charset=\"utf-8\";script.type=\"text/javascript\";script.src=\"//static.hsappstatic.net/MeetingsEmbed/ex/MeetingsEmbedCode.js\";document.body.appendChild(script);};const addScript=()=>{const script=document.createElement(\"script\");if(!portalId||!formId||!script)return;script.id=`custom-hubspot-form-script-${formUniqueId}`;script.charset=\"utf-8\";script.type=\"text/javascript\";script.src=\"//js.hsforms.net/forms/embed/v2.js\";document.body.appendChild(script);script.addEventListener(\"load\",()=>{hbspt.forms.create({region:\"na1\",portalId:portalId,formId:formId,target:`#custom-hubspot-form-${formUniqueId}`,onFormReady:()=>{setLoading(false);addMeetingScheduleScript();document.querySelector(`#custom-hubspot-form-${formUniqueId}`).style.display=\"block\";document.querySelector(`#meetings-iframe-container-${formUniqueId}`).style.display=\"none\"//remove()\n;},onFormSubmit:e=>{gtag_report_conversion?.({url:window.location.href,event_name:\"conversion\",send_to:\"AW-10868671574/_o-tCOOQkNUDENaIy74o\",price:0});fbq?.(\"track\",\"Lead\");metaConversionAPICall({event_name:\"Lead\"});const fields=Array.from(e?.querySelectorAll(`.hs-form-field`));const formInputs={};fields?.forEach(f=>{const input=f.querySelector(\"input\");if(input){console.log(input.name,input.value);const name=HUBSPOT_FORM_KEYS[input?.name]||input.nameS;const value=input.value;if(name&&value){formInputs[`form_${name}`]=value;}}});trackBookAFreeDemoSubmit({...formInputs});const hsForm=document.querySelector(`#custom-hubspot-form-${formUniqueId}`);const hsMeetingForm=document.querySelector(`#meetings-iframe-container-${formUniqueId}`);if(hsForm||hsMeetingForm){setTimeout(()=>{hsForm.style.display=\"none\";hsMeetingForm.style.display=\"block\";hsMeetingForm.querySelector(\"iframe\").style.height=\"auto\";},200);}}});});};const enableDisabledButton=({value=\"\",button=null,email=null})=>{if(!button||!email)return;const debugMessage=`<ul style=\"padding: 6px 2px\" class=\"no-list hs-error-msgs inputs-list\" role=\"alert\"><li><label class=\"hs-error-msg hs-main-font-element\">You are an internal user. To submit your email, please enable debugging mode by clicking <a href=\"${window.location.origin+window.location.pathname}?${LF_DEBUGGER_PARAM}=1\">here</a>.</label></li></ul>`;const isInternalUser=value&&RESTRICTED_EMAILS.some(a=>value?.includes(a));if(!isDebuggingEnabled()&&isInternalUser){button.disabled=true;button.style.opacity=.5;button.style.cursor=\"not-allowed\";if(email){email?.nextElementSibling?.remove();email.insertAdjacentHTML(\"afterend\",debugMessage);}}else{button.disabled=false;button.style.opacity=1;button.style.cursor=\"pointer\";email?.nextElementSibling?.remove();}};const preventFormSubmissionForInternalUsers=()=>{const iframes=document.querySelectorAll(\".hs-form-iframe\");iframes.forEach(iframe=>{const forms=iframe?.contentWindow?.document?.body?.querySelectorAll(\"form\");forms.forEach(form=>{const dataFormId=form.getAttribute(\"data-form-id\");if(form.id===`hsForm_${dataFormId}`){const email=form.querySelector(`#email-${dataFormId}`);const button=form.querySelector(\"input[type='submit']\");enableDisabledButton({value:email?.value,button,email});email.addEventListener(\"input\",e=>{const value=e.target.value;enableDisabledButton({value,button,email});});}});});};//   form submit via close button\nconst submitFormOnClose=()=>{const PORTAL_ID=portalId;const FORM_ID=formId;const closeButton=document.querySelector(\".overlay-close-button\");closeButton?.addEventListener(\"click\",e=>{const overlay=e.target.closest(\"#overlay\");const iframe=overlay.querySelector(\"iframe.hs-form-iframe\");const form=iframe?.contentWindow?.document?.body?.querySelector(`form[data-form-id=\"${FORM_ID}\"]`);if(form){const values={firstname:form?.querySelector('input[name=\"firstname\"]')?.value||\"NA\",lastname:form?.querySelector('input[name=\"lastname\"]')?.value||\"NA\",email:form?.querySelector('input[name=\"email\"]')?.value||\"NA\",company:form?.querySelector('input[name=\"company\"]')?.value||\"NA\",phone:form?.querySelector('input[name=\"phone\"]')?.value||\"NA\",country:form?.querySelector('select[name=\"country_01\"]')?.value||\"Other\",submit_by_close:\"Yes\"};console.log(\"DEBUG___submitFormViaCloseButton\",values);const validValues=Object.keys(values).filter(a=>![\"country\",\"submit_by_close\"].includes(a)).filter(a=>![\"NA\"].includes(values[a]));const isInternalUser=values?.email&&RESTRICTED_EMAILS.some(a=>values?.email?.includes(a));if(validValues.length===0||!isDebuggingEnabled()&&isInternalUser)return;const data={fields:[{name:\"firstname\",value:values?.firstname},{name:\"lastname\",value:values?.lastname},{name:\"email\",value:values?.email},{name:\"company\",value:values?.company},{name:\"phone\",value:values?.phone},{name:\"country_01\",value:values?.country},{name:\"submit_by_close\",value:values?.submit_by_close}],context:{hutk:getCookie(),pageUri:window.location.href,pageName:document.title}};const xhr=new XMLHttpRequest;xhr.open(\"POST\",`https://api.hsforms.com/submissions/v3/integration/submit/${PORTAL_ID}/${FORM_ID}`,true);xhr.setRequestHeader(\"Content-Type\",\"application/json\");xhr.onreadystatechange=function(){if(xhr.readyState===4&&xhr.status===200){console.log(\"Form submitted!\");}};xhr.send(JSON.stringify(data));}});};useEffect(()=>{addScript();return()=>{const script=document.querySelector(`#custom-hubspot-form-script-${formUniqueId}`);if(script){document.body.removeChild(script);}};},[portalId,formId,formUniqueId]);useEffect(()=>{const timerId=setTimeout(preventFormSubmissionForInternalUsers,2e3);const timerId2=setTimeout(submitFormOnClose,2e3);return()=>{if(timerId)clearTimeout(timerId);if(timerId2)clearTimeout(timerId2);};},[portalId,formId,loading,formUniqueId]);return /*#__PURE__*/_jsxs(\"div\",{id:`custom-hubspot-form-container-${formUniqueId}`,children:[loading?/*#__PURE__*/_jsx(Loader,{}):null,/*#__PURE__*/_jsx(\"div\",{id:`custom-hubspot-form-${formUniqueId}`}),/*#__PURE__*/_jsx(\"div\",{style:{width:\"100%\",display:\"none\"},id:`meetings-iframe-container-${formUniqueId}`,class:\"meetings-iframe-container\",\"data-src\":\"https://meetings.hubspot.com/john1511/book-a-meeting?embed=true\"})]});}addPropertyControls(CustomHubspotForm,{portalId:{title:\"Portal Id\",type:ControlType.String},formId:{title:\"Form Id\",type:ControlType.String}});// form overrides\nconst MEETING_LINK_SLUG=\"gagandeep2/book-a-meeting\"// \"gagandeep2/testing-roud-robin-link\" // \"john1511/book-a-meeting\" // \"sachin-kumar5/round-robin-test\"\n;const INDIA_MEETING_LINK_SLUG=\"nikhil-saini/india\";const MEETING_AVAILIBITY_API=\"https://esox4mb3x7swrvx3zh5jlele3e0vkbgf.lambda-url.us-east-1.on.aws/\"// ROOT_API + \"/users/api/v3/get-hubspot-meeting-availability/\"\n;const BOOK_MEETING_API=\"https://sjgwafku6wivgmenb52ipcdmi40kmaes.lambda-url.us-east-1.on.aws/\"//  `${ROOT_API}/users/api/v3/book-hubspot-meeting/`\n;const getUserTimezone=()=>Intl?.DateTimeFormat()?.resolvedOptions()?.timeZone||null;const TIMEZONE_COUNTRY_MAP={\"Australia/Sydney\":\"Australia\",\"Australia/Melbourne\":\"Australia\",\"Australia/Brisbane\":\"Australia\",\"Australia/Perth\":\"Australia\",\"Australia/Adelaide\":\"Australia\",\"Australia/Darwin\":\"Australia\",\"Australia/Hobart\":\"Australia\",\"America/Toronto\":\"Canada\",\"America/Vancouver\":\"Canada\",\"America/Montreal\":\"Canada\",\"America/Edmonton\":\"Canada\",\"America/Winnipeg\":\"Canada\",\"America/Halifax\":\"Canada\",\"America/St_Johns\":\"Canada\",\"Asia/Kolkata\":\"India\",\"Asia/Calcutta\":\"India\",\"Asia/New Delhi\":\"India\",\"Europe/London\":\"United Kingdom\",\"Europe/Belfast\":\"United Kingdom\",\"Europe/Jersey\":\"United Kingdom\",\"Europe/Guernsey\":\"United Kingdom\",\"Europe/Isle_of_Man\":\"United Kingdom\",\"America/New_York\":\"United States\",\"America/Chicago\":\"United States\",\"America/Denver\":\"United States\",\"America/Los_Angeles\":\"United States\",\"America/Phoenix\":\"United States\",\"America/Detroit\":\"United States\",\"America/Indianapolis\":\"United States\",\"America/Anchorage\":\"United States\",\"Pacific/Honolulu\":\"United States\",\"Europe/Rome\":\"Italy\",\"Europe/Vatican\":\"Italy\",\"Europe/San_Marino\":\"Italy\",\"America/Sao_Paulo\":\"Brazil\",\"America/Rio_Branco\":\"Brazil\",\"America/Fortaleza\":\"Brazil\",\"America/Belem\":\"Brazil\",\"America/Manaus\":\"Brazil\",\"America/Recife\":\"Brazil\",\"America/Cuiaba\":\"Brazil\",\"Europe/Copenhagen\":\"Denmark\",\"America/Danmarkshavn\":\"Denmark\",\"Atlantic/Faroe\":\"Denmark\",\"America/Scoresbysund\":\"Denmark\",\"Europe/Oslo\":\"Norway\",\"Arctic/Longyearbyen\":\"Norway\",\"Europe/Berlin\":\"Germany\",\"Europe/Frankfurt\":\"Germany\",\"Europe/Busingen\":\"Germany\",\"Europe/Paris\":\"France\",\"Europe/Monaco\":\"France\",\"Europe/Madrid\":\"Spain\",\"Atlantic/Canary\":\"Spain\",\"Europe/Ceuta\":\"Spain\",\"Europe/Helsinki\":\"Finland\",\"Europe/Mariehamn\":\"Finland\",\"Europe/Stockholm\":\"Sweden\",\"Pacific/Auckland\":\"New Zealand\",\"Pacific/Chatham\":\"New Zealand\",\"Europe/Dublin\":\"Ireland\",\"Europe/Amsterdam\":\"Netherlands\"};const initialStoreValues={uniqueId:null,email:null,success:false,selectedDate:null,timeOptions:[],availableTimeOptions:[],selectedTime:null,selectedTimezone:getUserTimezone(),selectedCountry:TIMEZONE_COUNTRY_MAP?.[getUserTimezone()]||\"Other\",formSubmitting:false,showForm:false};const useFormStore=createStore(initialStoreValues);const MONTH_MAPPING={january:1,february:2,march:3,april:4,may:5,june:6,july:7,august:8,september:9,october:10,november:11,december:12};const getTodayDate=()=>new Date().toISOString().split(\"T\")[0]// Get today's date in YYYY-MM-DD format\n;const getTodayDateWithTimezone=(selectedTimezone=null)=>{// return new Date().toLocaleDateString(\"en-CA\", {\n//     timeZone: selectedTimezone,\n// }) // en-CA ensures YYYY-MM-DD format\nconst date=new Date// Convert seconds to milliseconds\n;return new Intl.DateTimeFormat(\"en-CA\",{timeZone:selectedTimezone,year:\"numeric\",month:\"2-digit\",day:\"2-digit\"}).format(date);};const getDateFromTimestamp=(timestamp=null)=>{if(!timestamp)return null;const date=new Date(timestamp);const year=date.getFullYear();const month=(date.getMonth()+1).toString().padStart(2,\"0\")// Months are 0-based\n;const day=date.getDate().toString().padStart(2,\"0\");const formattedDate=`${year}-${month}-${day}`;return formattedDate;};const getDateFromTimestampBasedOnTimezone=(timestamp=null,selectedTimezone=null)=>{if(!timestamp||!selectedTimezone)return null;// const start = new Date(timestamp)\n// const startTime = start.toLocaleDateString(\"en-CA\", {\n//     timeZone: selectedTimezone,\n// })\n// return startTime\nconst date=new Date(timestamp)// Convert seconds to milliseconds\n;return new Intl.DateTimeFormat(\"en-CA\",{timeZone:selectedTimezone,year:\"numeric\",month:\"2-digit\",day:\"2-digit\"}).format(date);};const getFullDate=(d=null)=>{if(!d)return null;const date=new Date(d);// Extract the local date parts\nconst year=date.getFullYear();const month=String(date.getMonth()+1).padStart(2,\"0\")// Ensure 2-digit month\n;const day=String(date.getDate()).padStart(2,\"0\")// Ensure 2-digit day\n;const formattedDate=`${year}-${month}-${day}`;console.log(formattedDate)// Output: 2025-02-27\n;return formattedDate;};function removeClassFromSiblings(element,className){// Remove from previous siblings\nlet prevSibling=element.previousElementSibling;while(prevSibling){prevSibling.classList.remove(className);prevSibling=prevSibling.previousElementSibling;}// Remove from next siblings\nlet nextSibling=element.nextElementSibling;while(nextSibling){nextSibling.classList.remove(className);nextSibling=nextSibling.nextElementSibling;}}const createMeeting=async({firstname=\"\",lastname=\"\",email,startTime,timezone=\"Asia/Calcutta\",callback=null,failedCallback=null,formTarget=null,isIndia=null,setStore})=>{if(!email||!startTime)return console.error(\"Missing email or startTime\");try{setStore(prev=>({...prev,formSubmitting:true}));const response=await fetch(BOOK_MEETING_API,{method:\"POST\",headers:{\"Content-Type\":\"application/json\"},body:JSON.stringify({duration:\"1800000\",firstName:firstname,lastName:lastname,email,startTime,slug:isIndia?INDIA_MEETING_LINK_SLUG:MEETING_LINK_SLUG,// likelyAvailableUserIds: [\"68159298\"],\ntimezone})});if(!response.ok){const result=await response.json();const message=result?.message&&typeof result?.message===\"string\"?result?.message:\"Unable to schedule the meeting. Please try again later!\";showErrorMessageText({target:formTarget,text:message});window?.getTimeOptions?.();failedCallback?.();setStore(prev=>({...prev,formSubmitting:false}));// throw new Error(`Meeting API Error: ${response.status}`)\nreturn;}callback?.();setStore(prev=>({...prev,formSubmitting:false}));return;}catch(error){console.error(error);failedCallback?.();// showErrorMessageText({\n//     target: formTarget,\n//     text: \"Unable to schedule the meeting. Please try again later!\",\n// })\n}};const sendDataToHubspot=async({values,portalId,formId,formTarget=null,callback=null,setStore,failedCallback=null,isIndia=null})=>{const{trackBookAFreeDemoSubmit}=USERPILOT_EVENTS;if(!values||!portalId||!formId)return console.error(\"Missing values, portalId / formId\");try{const{startTime,timezone,...rest}=values;const data={fields:Object.entries(rest).map(([name,value])=>({name,value})).filter(f=>f.value),context:{hutk:getCookie(),pageUri:location.href,pageName:document.title}};setStore(prev=>({...prev,formSubmitting:true}));const response=await fetch(`https://api.hsforms.com/submissions/v3/integration/submit/${portalId}/${formId}`,{method:\"POST\",headers:{\"Content-Type\":\"application/json\"},body:JSON.stringify(data)});if(!response.ok){const result=await response.json();const message=result?.errors?.[0]?.message&&typeof result?.errors?.[0]?.message===\"string\"?result?.errors?.[0]?.message:result?.message&&typeof result?.message===\"string\"?result?.message:\"Unable to submit the form. Please try again later\";showErrorMessageText({target:formTarget,text:message});failedCallback?.();setStore(prev=>({...prev,formSubmitting:false}));// throw new Error(`HubSpot API Error: ${response.status}`)\nreturn;}console.log(\"HubSpot form submitted!\",await response.json());gtag_report_conversion?.({url:window.location.href,event_name:\"conversion\",send_to:\"AW-10868671574/_o-tCOOQkNUDENaIy74o\",price:0});fbq?.(\"track\",\"Lead\");metaConversionAPICall({event_name:\"Lead\"});trackBookAFreeDemoSubmit({...values});if(startTime)await createMeeting({...rest,startTime,timezone,callback,failedCallback,formTarget,setStore,isIndia});else{showErrorMessageText({target:formTarget,text:\"Please select the meeting time\"});setStore(prev=>({...prev,formSubmitting:false}));window.bookADemoCaptchaChecked=false;window?.grecaptcha?.reset();}}catch(error){console.error(error);failedCallback?.();setStore(prev=>({...prev,formSubmitting:false}));showErrorMessageText({target:formTarget,text:\"Unable to submit the form. Please try again later\"});window.bookADemoCaptchaChecked=false;window?.grecaptcha?.reset();}};const toggleHubspotFormThankYouWrapper=({show=false,autoClose=false,autoCloseInSeconds=5e3})=>{const wrapper=document.querySelector(\"#hubspot-form-thank-you-wrapper\");if(wrapper){if(show){wrapper.parentElement.style.display=\"block\";wrapper.style.display=\"flex\";wrapper?.classList?.add(\"show\");}else{wrapper.parentElement.style.display=\"none\";wrapper.style.display=\"none\";wrapper?.classList?.remove(\"show\");}if(autoClose){setTimeout(()=>{wrapper.parentElement.style.display=\"none\";wrapper.style.display=\"none\";wrapper?.classList?.remove(\"show\");},autoCloseInSeconds);}}};const toggleSubmitButtonText=({target=null,submitting=false})=>{if(!target){const btns=document.querySelector(\".hubspot-form-button\");if(btns?.length>0){btns.forEach(b=>{if(b.getAttribute(\"data-previous-text\")){b.querySelector(\".framer-text\").innerText=b.getAttribute(\"data-previous-text\");}});}return;}const btn=target?.querySelector(\".hubspot-form-button\");if(btn){if(submitting){btn.disabled=true;btn.querySelector(\".framer-text\").innerHTML=\"Submitting. Please wait...\";}else{btn.disabled=false;btn.querySelector(\".framer-text\").innerHTML=btn.getAttribute(\"data-previous-text\")||\"Book your meeting\";}}};const showErrorMessageText=({target=null,text=\"\"}={})=>{if(!target){const errorEle=document.querySelectorAll(\".hubspot-form-error\");errorEle.forEach(e=>{e.parentElement.style.display=\"none\";e.style.display=\"none\";e.querySelector(\".framer-text\").innerHTML=\"\";});return;}const ele=target.querySelector(\".hubspot-form-error\");if(ele){ele.parentElement.style.display=\"flex\";ele.style.display=\"flex\";ele.querySelector(\".framer-text\").innerHTML=text;setTimeout(()=>{ele.parentElement.style.display=\"none\";ele.style.display=\"none\";ele.querySelector(\".framer-text\").innerHTML=\"\";},1e4);if(!text){ele.parentElement.style.display=\"none\";ele.style.display=\"none\";}}};// Named handler so add/removeEventListener works correctly\nconst scrollSectionContentHandler=section=>event=>{if(!section)return;// Smooth scroll the section by deltaY pixels\n    if(event){section.scrollBy({top:event.deltaY,behavior:\"smooth\"});event.preventDefault();}};const toggleHubspotFormOverlay=({show=false})=>{const wrapper=document.querySelector(\"#hubspot-custom-form-overlay\");if(wrapper){toggleHubspotFormOverlay._handler=scrollSectionContentHandler(wrapper);if(show){wrapper.parentElement.style.display=\"block\";wrapper.style.display=\"flex\";wrapper?.classList?.add(\"show\");document.body.style.overflow=\"hidden\";if(window.location.pathname===\"/\"){// implementing the custom scrolling in section because we are getting the scrolling issue on home page only\ndocument.documentElement.style.overflow=\"hidden\";document.documentElement.style.height=\"100%\";document.documentElement.style.position=\"fixed\";window.addEventListener(\"wheel\",toggleHubspotFormOverlay._handler);}window?.getTimeOptions?.();}else{wrapper.parentElement.style.display=\"none\";wrapper.style.display=\"none\";wrapper?.classList?.remove(\"show\");document.body.style.overflow=\"\";document.documentElement.style.overflow=\"\";document.documentElement.style.height=\"\";document.documentElement.style.position=\"\";window.removeEventListener(\"wheel\",toggleHubspotFormOverlay._handler);}}};const toggleOtherCountryField=(country=\"\")=>{const input=document.querySelector(\".hubspot-form-other-country\");if(!input||!country)return;if(country?.trim()?.toLowerCase()===\"other\"){input.style.display=\"flex\";}else{input.style.display=\"none\";}};const CloseIcon=({style={},onClick=null})=>{return /*#__PURE__*/_jsx(\"div\",{className:\"framer-42rwv5\",style:{cursor:\"pointer\",width:\"48px\",height:\"48px\",backgroundColor:\"rgba(0, 0, 0, 0.2)\",borderRadius:\"100px\",opacity:1,position:\"fixed\",top:\"1.5rem\",right:\"1.5rem\",display:\"flex\",alignItems:\"center\",justifyContent:\"center\",zIndex:1e4,...style},onClick:onClick,children:/*#__PURE__*/_jsx(\"div\",{className:\"framer-clljgz-container\",style:{width:\"32px\",height:\"32px\",opacity:1},children:/*#__PURE__*/_jsx(\"div\",{style:{display:\"contents\"},children:/*#__PURE__*/_jsx(\"svg\",{xmlns:\"http://www.w3.org/2000/svg\",focusable:\"false\",viewBox:\"0 0 24 24\",color:\"var(--token-792d9903-2669-4d32-aca9-4bf0750cf240, rgb(255, 255, 255))\",style:{userSelect:\"none\",width:\"100%\",height:\"100%\",display:\"inline-block\",fill:\"var(--token-792d9903-2669-4d32-aca9-4bf0750cf240, rgb(255, 255, 255))\",flexShrink:0},children:/*#__PURE__*/_jsx(\"path\",{d:\"M19 6.41L17.59 5 12 10.59 6.41 5 5 6.41 10.59 12 5 17.59 6.41 19 12 13.41 17.59 19 19 17.59 13.41 12z\"})})})})});};export function withHubspotFormOverlay(Component){return props=>{const[store,setStore]=useFormStore();const{formSubmitting}=store||{};function handleOverlayClick(event,overlay){if(!event||!overlay||formSubmitting)return;// Prevent closing when clicking inside the form\nif(event?.target?.classList?.contains?.(\"hubspot-custom-form-inner-overlay\")||event?.target?.id===overlay?.id){toggleHubspotFormOverlay({show:false});window?.grecaptcha?.reset();const form=overlay.querySelector(\"form\");// Reset the form if it exists\nif(form){toggleSubmitButtonText({target:form,submitting:false});form.reset();const{uniqueId,selectedDate,selectedTimezone,...rest}=initialStoreValues||{};window?.datepicker?.setDate(getTodayDateWithTimezone(selectedTimezone))// Reset the input value to today's date\n;setTimeout(()=>{setStore(prev=>({selectedTimezone,...initialStoreValues}));},500);}}}useEffect(()=>{const overlay=document.getElementById(\"hubspot-custom-form-overlay\");if(overlay){overlay.addEventListener(\"click\",event=>handleOverlayClick(event,overlay));}return()=>{if(overlay){overlay.removeEventListener(\"click\",event=>handleOverlayClick(event,overlay));}};},[formSubmitting]);if(!props?.className?.includes(\"hubspot-custom-form-inner-overlay\")){props.className+=\" hubspot-custom-form-inner-overlay\";}return /*#__PURE__*/_jsx(\"div\",{id:\"hubspot-custom-form-overlay\",style:{position:\"fixed\",left:0,top:0,display:\"none\",alignItems:\"flex-start\",justifyContent:\"center\",width:\"100%\",height:\"100%\",zIndex:100,background:\"rgba(0, 0, 0, 0.5)\",overflow:\"auto\"},children:/*#__PURE__*/_jsx(Component,{...props})});};}export function withHubspotFormOverlayCloseButton(Component){return props=>{const[store,setStore]=useFormStore();const resetAllForms=()=>{const forms=Array.from(document.querySelectorAll(\".hubspot-custom-form\"));if(forms.length>0){forms.forEach(form=>{toggleSubmitButtonText({target:form,submitting:false});form.reset();const{uniqueId,selectedDate,selectedTimezone,...rest}=initialStoreValues||{};// resetting the store after sometime\n// setTimeout(() => {\n//     setStore((prev) => ({\n//         ...prev,\n//         ...rest,\n//     }))\n// }, 500)\nwindow?.datepicker?.setDate(getTodayDateWithTimezone(selectedTimezone))// Reset the input value to today's date\n;setTimeout(()=>{setStore(prev=>({selectedTimezone,...initialStoreValues}));},500);});}};return /*#__PURE__*/_jsx(Component,{...props,onClick:()=>{resetAllForms();toggleHubspotFormOverlay({show:false});window?.grecaptcha?.reset();}});};}export function withBookADemoButton(Component){return props=>{const[store,setStore]=useFormStore();const handleClick=e=>{const{trackBookAFreeDemoClicked}=USERPILOT_EVENTS;const today=getTodayDateWithTimezone(store?.selectedTimezone);setStore(prev=>({...prev,uniqueId:getUniqueId(),selectedDate:today,selectedCountry:TIMEZONE_COUNTRY_MAP[getUserTimezone()]||\"Other\",showForm:true}));toggleOtherCountryField(TIMEZONE_COUNTRY_MAP[getUserTimezone()]||\"\");toggleHubspotFormOverlay({show:true});fbq?.(\"trackCustom\",\"BookADemo\",{pageName:document.title,pageUrl:window.location.href,buttonName:e.target.innerText||\"Book a Demo\"});metaConversionAPICall({event_name:\"BookADemo\"});trackBookAFreeDemoClicked();};return /*#__PURE__*/_jsx(Component,{...props,onClick:handleClick});};}export function withHubspotFormAddClass(Component){return props=>{const[store,setStore]=useFormStore();const{selectedCountry,selectedTime,selectedTimezone,email,uniqueId,formSubmitting}=store||{};const selectedCountryRef=useRef(selectedCountry);useEffect(()=>{selectedCountryRef.current=selectedCountry;},[selectedCountry]);const afterSuccessCallback=target=>{setStore(prev=>({...prev,success:true}));setTimeout(()=>toggleHubspotFormOverlay({show:false}),5);setTimeout(()=>toggleHubspotFormThankYouWrapper({show:true,autoClose:true}),10);toggleSubmitButtonText({target,submitting:false});window.bookADemoCaptchaChecked=false;window?.grecaptcha?.reset();// window.location.reload()\n};const afterFailedCallback=target=>{toggleSubmitButtonText({target,submitting:false});window.bookADemoCaptchaChecked=false;window?.grecaptcha?.reset();// window.location.reload()\n};function handleFormSubmission(event){event?.preventDefault();event?.stopPropagation();showErrorMessageText();const formData=new FormData(this)// Capture form data\n;// Convert form data to an object\nlet formEntries=Object.fromEntries(formData.entries());console.log(formEntries)// Output: { name: \"John\", email: \"john@example.com\" }\n;const portalId=event?.target?.querySelector(\".hubspot-form-portal-id .framer-text\")?.innerText;const formId=event?.target?.querySelector(\".hubspot-form-id .framer-text\")?.innerText;setStore(prev=>({...prev,email:formEntries?.email}));if(!formEntries?.email){showErrorMessageText({target:event.target,text:\"Email is required!\"});return;}else if(!emailIsValid(formEntries?.email)){showErrorMessageText({target:event.target,text:\"Invalid Email!\"});return;}else if(!emailIsValidWithExtension(formEntries?.email)){showErrorMessageText({target:event.target,text:\"Use a business email only\"});return;}else if(!formEntries?.firstname){showErrorMessageText({target:event.target,text:\"First Name is required!\"});return;}else if(!formEntries?.lastname){showErrorMessageText({target:event.target,text:\"Last Name is required!\"});return;}else if(!formEntries?.company){showErrorMessageText({target:event.target,text:\"Company is required!\"});return;}else if(formEntries?.[\"country_01\"]?.trim()?.toLowerCase()===\"other\"&&!formEntries?.custom_country){showErrorMessageText({target:event.target,text:\"Country name is required!\"});return;}else if(!formEntries?.startTime){showErrorMessageText({target:event.target,text:\"Please select the meeting time.\"});return;}else if(!formEntries?.timezone){showErrorMessageText({target:event.target,text:\"Please select your timezone.\"});return;}else if(!window?.bookADemoCaptchaChecked){showErrorMessageText({target:event.target,text:\"Please fill the captcha.\"});return;}if(formEntries?.custom_country){formEntries[\"country_01\"]=formEntries.custom_country;delete formEntries.custom_country;}toggleSubmitButtonText({target:event?.target,submitting:true});showErrorMessageText({target:event?.target});const isIndia=formEntries?.[\"country_01\"]?.trim()?.toLowerCase()===\"india\"||selectedCountryRef.current?.trim()?.toLowerCase()===\"india\";sendDataToHubspot({values:formEntries,portalId,formId,formTarget:event?.target,setStore,callback:()=>afterSuccessCallback(event?.target),failedCallback:()=>afterFailedCallback(event?.target),isIndia});}const handleCountry=e=>{const c=e.target.value;toggleOtherCountryField(c);setStore(prev=>({...prev,selectedCountry:c}));};const updateFormAlignment=(form=null)=>{const overlay=document.getElementById(\"hubspot-custom-form-overlay\");if(!form)return;if(form?.clientHeight+100>window.innerHeight){overlay.style.alignItems=\"flex-start\";}else{overlay.style.alignItems=\"center\";}};useEffect(()=>{if(!uniqueId)return;const form=document.querySelector(`#hubspot-custom-form-${uniqueId}`);window.hubspotCustomFormElement=form;if(form){updateFormAlignment(form);form?.addEventListener(\"submit\",handleFormSubmission);form?.querySelector(\".hubspot-form-countries select\")?.addEventListener(\"change\",handleCountry);}window.addEventListener(\"resize\",()=>updateFormAlignment(form));return()=>{if(form){form?.removeEventListener(\"submit\",handleFormSubmission);form?.querySelector(\".hubspot-form-countries select\")?.removeEventListener(\"change\",handleCountry);window.removeEventListener(\"resize\",()=>updateFormAlignment(form));}};},[uniqueId]);if(!props?.className?.includes(\"hubspot-custom-form\")){props.className+=\" hubspot-custom-form\";}return /*#__PURE__*/_jsx(Component,{...props,id:`hubspot-custom-form-${uniqueId}`});};}export function withHubspotFormLoadPage(Component){return props=>{const[store,setStore]=useFormStore();const handleClick=e=>{const{trackBookAFreeDemoClicked}=USERPILOT_EVENTS;const today=getTodayDateWithTimezone(store?.selectedTimezone);setStore(prev=>({...prev,uniqueId:getUniqueId(),selectedDate:today,selectedCountry:TIMEZONE_COUNTRY_MAP[getUserTimezone()]||\"Other\",showForm:true}));toggleOtherCountryField(TIMEZONE_COUNTRY_MAP[getUserTimezone()]||\"\");toggleHubspotFormOverlay({show:true});fbq?.(\"trackCustom\",\"BookADemo\",{pageName:document.title,pageUrl:window.location.href,buttonName:e.target.innerText||\"Book a Demo\"});metaConversionAPICall({event_name:\"BookADemo\"});trackBookAFreeDemoClicked();};useEffect(()=>{const isDemo=window.location.search.replace(\"?\",\"\").split(\"&\")?.find(item=>item.startsWith(\"book-a-demo=\"))?.replace(\"book-a-demo=\",\"\")?.toString()===\"1\";if(isDemo){handleClick({target:null});}},[]);return /*#__PURE__*/_jsx(Component,{...props});};}export function withHubspotFormFieldControlAddClass(Component){return props=>{if(!props?.className?.includes(\"hubspot-form-control\")){props.className+=\" hubspot-form-control\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withHubspotFormFieldLabelAddClass(Component){return props=>{const[store,setStore]=useFormStore();const{showForm}=store||{};useEffect(()=>{if(!showForm)return;const formLabels=Array.from(document.querySelectorAll(\".hubspot-form-label\"));if(formLabels?.length>0){formLabels.forEach(label=>{const ele=label?.querySelector(\".framer-text\");ele.setAttribute(\"data-previous\",ele.innerText);});}},[showForm]);if(!props?.className?.includes(\"hubspot-form-label\")){props.className+=\" hubspot-form-label\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withHubspotFormFieldInputAddClass(Component){return props=>{const[store,setStore]=useFormStore();const{showForm}=store||{};const handleValidation=e=>{const name=e.target.name;const value=e.target.value;const formControl=e.target.closest(\".hubspot-form-control\");const formInput=formControl?.querySelector(\".hubspot-form-input\");const targetLabel=formControl?.querySelector(\".hubspot-form-label .framer-text\");if(name===\"email\"){if(!value){targetLabel.innerText=\"Email is Required!\";targetLabel.style.color=\"#ff0000\";formInput.style.border=\"1px solid #ff0000\";}else if(!emailIsValid(value)){targetLabel.innerText=\"Invalid Email!\";targetLabel.style.color=\"#ff0000\";formInput.style.border=\"1px solid #ff0000\";}else if(!emailIsValidWithExtension(value)){targetLabel.innerText=\"Enter a valid business email (e.g., name@company.com)\";targetLabel.style.color=\"#ff0000\";formInput.style.border=\"1px solid #ff0000\";}else{targetLabel.innerText=targetLabel.getAttribute(\"data-previous\");targetLabel.style.color=\"rgb(39, 40, 40)\";formInput.style.border=\"1px solid rgba(187, 187, 187, 0.1)\";}}else if(name===\"phone\"){// if (!value) {\n//     targetLabel.innerText = \"Phone number is Required!\"\n//     targetLabel.style.color = \"#ff0000\"\n//     formInput.style.border = \"1px solid #ff0000\"\n// } else\nif(value&&!validatePhoneNumber(value)){targetLabel.innerText=\"Enter a valid mobile number (e.g., +1 123 456 7890)\";targetLabel.style.color=\"#ff0000\";formInput.style.border=\"1px solid #ff0000\";}else{targetLabel.innerText=targetLabel.getAttribute(\"data-previous\");targetLabel.style.color=\"rgb(39, 40, 40)\";formInput.style.border=\"1px solid rgba(187, 187, 187, 0.1)\";}}else if([\"firstname\",\"lastname\",\"company\"].includes(name)){const _label=name===\"firstname\"?\"First Name\":name===\"lastname\"?\"Last Name\":name===\"company\"?\"Company\":null;if(!_label)return;if(!value){targetLabel.innerText=`${_label} is Required!`;targetLabel.style.color=\"#ff0000\";formInput.style.border=\"1px solid #ff0000\";}else{targetLabel.innerText=targetLabel.getAttribute(\"data-previous\");targetLabel.style.color=\"rgb(39, 40, 40)\";formInput.style.border=\"1px solid rgba(187, 187, 187, 0.1)\";}}};useEffect(()=>{if(!showForm)return;const formFields=Array.from(document.querySelectorAll(\".hubspot-form-input\"));if(formFields?.length>0){formFields.forEach(field=>{const input=field.querySelector(\".framer-form-input\");if(input){input.addEventListener(\"input\",handleValidation);input.addEventListener(\"blur\",handleValidation);}});}return()=>{if(formFields?.length>0){formFields.forEach(field=>{const input=field.querySelector(\".framer-form-input\");if(input){input.addEventListener(\"input\",handleValidation);input.addEventListener(\"blur\",handleValidation);}});}};},[showForm]);if(!props?.className?.includes(\"hubspot-form-input\")){props.className+=\" hubspot-form-input\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withHubspotFormPortalIdAddClass(Component){return props=>{if(!props?.className?.includes(\"hubspot-form-portal-id\")){props.className+=\" hubspot-form-portal-id\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withHubspotFormIdAddClass(Component){return props=>{if(!props?.className?.includes(\"hubspot-form-id\")){props.className+=\" hubspot-form-id\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withHubspotFormButtonAddClass(Component){return props=>{useEffect(()=>{const btns=document.querySelectorAll(\".hubspot-form-button\");if(btns?.length>0){btns.forEach(b=>b.setAttribute(\"data-previous-text\",b?.querySelector(\".framer-text\")?.innerText));}},[]);if(!props?.className?.includes(\"hubspot-form-button\")){props.className+=\" hubspot-form-button\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withHubspotFormErrorTextAddClass(Component){return props=>{useEffect(()=>{const ele=document.querySelector(\".hubspot-form-error\");if(ele){ele.style.display=\"none\";ele.parentElement.style.display=\"none\";}},[]);if(!props?.className?.includes(\"hubspot-form-error\")){props.className+=\" hubspot-form-error\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withHubspotCountryFieldAddClass(Component){return props=>{const[store,setStore]=useFormStore();const{showForm}=store||{};useEffect(()=>{const userTimezone=getUserTimezone();const countryFields=Array.from(document.querySelectorAll(\".hubspot-form-countries\"));if(countryFields.length>0){const userCountry=TIMEZONE_COUNTRY_MAP[userTimezone];countryFields.forEach(field=>{const options=Array.from(field.querySelectorAll(\"select option\"));const existsCountry=options.find(a=>a.value?.trim()?.toLowerCase()===userCountry?.trim()?.toLowerCase());if(existsCountry&&userCountry){// if we get the userCountry then comes here, otherwise set the other country option\nexistsCountry.selected=true;setStore(prev=>({...prev,selectedCountry:existsCountry?.value}));}else{toggleOtherCountryField(\"Other\");options.find(a=>a.value?.trim()?.toLowerCase()===\"other\").selected=true;setStore(prev=>({...prev,selectedCountry:\"Other\"}));}});}},[showForm]);if(!props?.className?.includes(\"hubspot-form-countries\")){props.className+=\" hubspot-form-countries\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withHubspotCountryOtherFieldAddClass(Component){return props=>{const[store,setStore]=useFormStore();if(!props?.className?.includes(\"hubspot-form-other-country\")){props.className+=\" hubspot-form-other-country\";}return /*#__PURE__*/_jsx(Component,{...props,style:{display:\"none\"}});};}export function withHubspotFormDateAndTimeField(Component){return props=>{const selectedTimezoneRef=useRef();const[loading,setLoading]=useState(false);const[store,setStore]=useFormStore();const[APIPayload,setAPIPayload]=useState({hasMore:true,monthOffset:0});const{selectedDate,timeOptions,selectedCountry,availableTimeOptions,selectedTime,selectedTimezone,uniqueId,success}=store||{};useEffect(()=>{setStore(prev=>({...prev,uniqueId:getUniqueId()}));return()=>{// setUniqueId(null)\nwindow.datepicker=null;};},[])// uniqueId])\n;const addDatePickerStyle=()=>{// Remove existing styles if present\ndocument.querySelectorAll(`[id^=\"date-picker-style-\"]`).forEach(link=>link.remove());const link=document.createElement(\"link\");link.id=`date-picker-style-${uniqueId}`;link.rel=\"stylesheet\";// link.href =\n//     \"https://cdn.jsdelivr.net/npm/vanillajs-datepicker/dist/css/datepicker.css\"\nlink.href=\"https://cdn.jsdelivr.net/npm/vanillajs-datepicker@1.3.4/dist/css/datepicker.min.css\";document.head.appendChild(link);};function handleDate(event){event?.preventDefault();event?.stopPropagation();const today=getTodayDateWithTimezone(selectedTimezoneRef.current);const selectedDate=getDateFromTimestamp(event?.detail?.date)// getFullDate(event?.detail?.date)\n;// if (selectedDate === store.selectedDate) return // Prevent unnecessary updates\n// if (selectedDate < today) {\n//     window?.datepicker?.setDate(today) // Reset the input value to today's date\n//     // this.value = today // Reset the input value to today's date\n//     setStore((prev) => ({\n//         ...prev,\n//         selectedDate: today,\n//         selectedTime: null,\n//     }))\n// } else {\nsetStore(prev=>({...prev,selectedDate,selectedTime:null}));// }\n}const intializeCalendar=v=>{if(!v)return;const today=getTodayDateWithTimezone(v)// new Date()\n;// today.setHours(0, 0, 0, 0)\nconst target=document.getElementById(`datepicker-${uniqueId}`);if(target)target.innerHTML=\"\";// Initialize the inline datepicker\nconst datepicker=new Datepicker(target,{format:\"yyyy-mm-dd\",minDate:today,autohide:false});if(datepicker){window.datepicker=datepicker;datepicker?.setDate(today)// keeping the current date selected by default\n;setStore(prev=>({...prev,selectedDate:today,selectedTimezone:v}));}};const addDatePickerScript=()=>{addDatePickerStyle();// Remove existing script if present\ndocument.querySelectorAll(\".date-picker-script\").forEach(script=>script.remove());const script=document.createElement(\"script\");script.id=`date-picker-script-${uniqueId}`;script.className=\"date-picker-script\";// script.charset = \"utf-8\"\nscript.type=\"text/javascript\";// script.src =\n//     \"https://cdn.jsdelivr.net/npm/vanillajs-datepicker/dist/js/datepicker.js\"\nscript.src=\"https://cdn.jsdelivr.net/npm/vanillajs-datepicker@1.3.4/dist/js/datepicker.min.js\";document.body.appendChild(script);script.addEventListener(\"load\",()=>{const userTimezone=getUserTimezone()// Intl?.DateTimeFormat()?.resolvedOptions()?.timeZone\n;selectedTimezoneRef.current=userTimezone;intializeCalendar(userTimezone);// Get today's date\n// const today = getTodayDateWithTimezone(selectedTimezone) // new Date()\n// // today.setHours(0, 0, 0, 0)\n// const target = document.getElementById(`datepicker-${uniqueId}`)\n// if (target) target.innerHTML = \"\"\n// // Initialize the inline datepicker\n// const datepicker = new Datepicker(target, {\n//     format: \"yyyy-mm-dd\",\n//     minDate: today, // Disable past dates\n//     autohide: false, // Keep it always visible (inline)\n// })\n// console.log(\"DEBUG___date_datepicker_intialise\", {\n//     today,\n//     datepicker,\n//     selectedTimezone,\n// })\n// if (datepicker) {\n//     window.datepicker = datepicker\n//     datepicker?.setDate(today) // keeping the current date selected by default\n//     setStore((prev) => ({\n//         ...prev,\n//         selectedDate: today, // getTodayDateWithTimezone(selectedTimezone),\n//     }))\n//     console.log(\"DEBUG___date_picker\", {\n//         today,\n//         selectedTimezone,\n//         store: store,\n//     })\n// }\n});};useEffect(()=>{if(uniqueId&&!window.datepicker){// Ensure it initializes only once\naddDatePickerScript();document.querySelector(`#datepicker-${uniqueId}`)?.addEventListener(\"changeDate\",function(event){handleDate(event);});}return()=>{document.querySelector(`#datepicker-${uniqueId}`)?.removeEventListener(\"changeDate\",function(event){handleDate(event);});};},[uniqueId]);const populateTimezone=()=>{if(typeof Intl.supportedValuesOf===\"function\"){const timezoneDropdown=document.querySelector(`#timezone-${uniqueId}`);if(timezoneDropdown)timezoneDropdown.innerHTML=\"\";const timezones=Intl.supportedValuesOf(\"timeZone\");const userTimezone=getUserTimezone()// Intl.DateTimeFormat().resolvedOptions().timeZone // Get user's current timezone\n;let initialSelectedTimezone=selectedTimezone||userTimezone// Use selectedTimezone if available, otherwise userTimezone\n;timezones?.forEach(tz=>{const option=document.createElement(\"option\");option.value=tz;option.textContent=tz;if(tz?.toLowerCase()===initialSelectedTimezone?.toLowerCase()){option.selected=true// Only select if it matches the initial selected timezone\n;}timezoneDropdown?.appendChild(option);});}else{console.error(\"Intl.supportedValuesOf is not supported in this browser.\");}};useEffect(()=>{if(uniqueId&&selectedDate)populateTimezone();},[uniqueId,selectedDate,availableTimeOptions]);const moveToNextAvailableDate=(availableTime=null)=>{if(!availableTime)return;const _selectedDate=getDateFromTimestampBasedOnTimezone(availableTime?.startMillisUtc,selectedTimezoneRef.current);// Set the datepicker to the next date\nwindow?.datepicker?.setDate(_selectedDate)// nextDate)\n;// Update the state/store with the next date\nsetStore(prev=>({...prev,selectedDate:_selectedDate,selectedTime:null}));};useEffect(()=>{if(timeOptions.length>0&&!loading)moveToNextAvailableDate(timeOptions?.[0]);},[loading,timeOptions]);const getTimeOptions=async({monthOffset=0}={})=>{if(loading)return;const isIndia=selectedCountry?.trim()?.toLowerCase()===\"india\";let options=[];// let monthOffset = 0\n// let hasMore = true\nsetLoading(true);// while (hasMore) {\n// const formdata = new FormData()\n// formdata.append(\n//     \"user_id\",\n//     encodeURIComponent(\n//         isIndia ? INDIA_MEETING_LINK_SLUG : MEETING_LINK_SLUG\n//     )\n// )\n// formdata.append(\n//     \"timezone\",\n//     selectedTimezone?.replaceAll(\"/\", \"%2F\")\n// ) // \"Asia/Calcutta\")\n// formdata.append(\"monthOffset\", monthOffset) // Incremental month offset\nconst requestOptions={method:\"POST\",headers:{\"Content-Type\":\"application/json\"},body:JSON.stringify({user_id:encodeURIComponent(isIndia?INDIA_MEETING_LINK_SLUG:MEETING_LINK_SLUG),timezone:selectedTimezone?.replaceAll(\"/\",\"%2F\"),monthOffset:monthOffset})};try{const response=await fetch(MEETING_AVAILIBITY_API,requestOptions);const results=await response.json();// const options = [];\n// hasMore = results?.linkAvailability?.hasMore\nsetAPIPayload(prev=>({...prev,monthOffset,hasMore:results?.linkAvailability?.hasMore}));const durations=results?.linkAvailability?.linkAvailabilityByDuration||{};Object.keys(durations).forEach(duration=>{options.push(...durations[duration]?.availabilities||[]);});// monthOffset++ // Increment for next request if needed\n}catch(error){console.error(\"Error during API fetch:\",error);setLoading(false);// break\n}// }\nsetLoading(false);const _options=monthOffset===0?options:[...store.timeOptions,...options];const availableOptions=[..._options]?.map(opt=>{// const start = new Date(opt?.startMillisUtc)\nif(selectedDate===getDateFromTimestampBasedOnTimezone(opt?.startMillisUtc,selectedTimezone))return opt;return null;})?.filter(Boolean);setStore(prev=>({...prev,availableTimeOptions:availableOptions,timeOptions:_options}));};useEffect(()=>{if(selectedTimezone&&!loading){// setAPIPayload({ hasMore: true, monthOffset: 0 })\ngetTimeOptions({monthOffset:0});window.getTimeOptions=getTimeOptions;}},[selectedTimezone,selectedCountry,success]);useEffect(()=>{if(APIPayload.monthOffset!==0&&!loading){getTimeOptions({monthOffset:APIPayload.monthOffset});window.getTimeOptions=getTimeOptions;}},[APIPayload.monthOffset]);// here, filtering the current date time from the available options\nconst updateTimeOptionsOnDateSelection=()=>{const availableOptions=timeOptions?.map(opt=>{// const start = new Date(opt?.startMillisUtc)\nif(selectedDate===getDateFromTimestampBasedOnTimezone(opt?.startMillisUtc,selectedTimezone))return opt;return null;})?.filter(Boolean);setStore(prev=>({...prev,availableTimeOptions:availableOptions}));};useEffect(()=>{if(selectedDate)updateTimeOptionsOnDateSelection();},[selectedDate,timeOptions,selectedTimezone]);// here, showing the only available dates by comparing the calender date and the timestamp getting in the hubspot meeting available api\nconst enableDisabledCalenderDate=(_options=[])=>{const options=_options.length===0?timeOptions:_options;const allAvailableDates=options.map(a=>getDateFromTimestampBasedOnTimezone(a?.startMillisUtc,selectedTimezone));// Convert to a Set to remove duplicates, then back to an array\nconst uniqueDates=[...new Set(allAvailableDates)];const uniqueMonths=[...new Set(uniqueDates?.map(a=>a.split(\"-\")[1]))].map(a=>Number(a?.replace(\"0\",\"\")));if(uniqueDates?.length===0)return;const datePicker=document.querySelector(`#datepicker-${uniqueId}`);const hasChildren=datePicker?.childElementCount!==0;if(datePicker&&hasChildren){const days=Array.from(datePicker?.querySelectorAll(\".datepicker-main .datepicker-grid .datepicker-cell.day\"));if(days.length>0){days.forEach(day=>{const timestamp=day?.getAttribute(\"data-date\");if(uniqueDates?.includes(getDateFromTimestamp(+timestamp))){day?.classList?.remove(\"disabled\");}else{day?.classList?.add(\"disabled\");}});}// enabling / disbaling month\nconst controls=datePicker?.querySelector(\".datepicker-header .datepicker-controls\");const selectedMonth=datePicker?.querySelector(\".datepicker-header .datepicker-controls .button.view-switch\")?.innerHTML?.split(\" \")?.[0];const selectedMonthNumber=MONTH_MAPPING[selectedMonth?.toLowerCase()];const nextMonthNumber=+selectedMonthNumber+1;// months\ncontrols.querySelector(\".view-switch\").disabled=true;if(APIPayload.hasMore||uniqueMonths.includes(nextMonthNumber)&&controls){controls.querySelector(\".next-button\").disabled=false;}else{controls.querySelector(\".next-button\").disabled=true;}}};const onMouseEnter=e=>e.target.querySelector(\".prev-button.prev-btn\").disabled=false;const onMouseLeave=e=>e.target.querySelector(\".prev-button.prev-btn\").disabled=true;const delayEnableDisabledCalenderDate=e=>{setTimeout(()=>enableDisabledCalenderDate(),500);};const getNextMonthData=()=>{if(!APIPayload.hasMore)return;setAPIPayload(prev=>({...prev,monthOffset:prev.monthOffset+1}));};useEffect(()=>{const timerId=setTimeout(()=>{enableDisabledCalenderDate(timeOptions);if(window.datepicker){const prevBtn=document.querySelector(\".datepicker-header .prev-button.prev-btn\");if(prevBtn)prevBtn.disabled=true;document.querySelector(\".datepicker-header\")?.addEventListener(\"mouseenter\",onMouseEnter);document.querySelector(\".datepicker-header\")?.addEventListener(\"mouseleave\",onMouseLeave);document.querySelector(\".datepicker-header .datepicker-controls button.next-button\")?.addEventListener(\"click\",getNextMonthData);Array.from(document.querySelectorAll(\".datepicker-header .datepicker-controls button\")).forEach(a=>a?.addEventListener(\"click\",delayEnableDisabledCalenderDate));}},500);return()=>{if(timerId)clearTimeout(timerId);// if (window.datepicker) {\ndocument.querySelector(\".datepicker-header\")?.removeEventListener(\"mouseenter\",onMouseEnter);document.querySelector(\".datepicker-header\")?.removeEventListener(\"mouseleave\",onMouseLeave);document.querySelector(\".datepicker-header .datepicker-controls button.next-button\")?.removeEventListener(\"click\",getNextMonthData);Array.from(document.querySelectorAll(\".datepicker-header .datepicker-controls button\"))?.forEach(a=>a?.removeEventListener(\"click\",delayEnableDisabledCalenderDate));// }\n};},[selectedDate,timeOptions,uniqueId,selectedTimezone]);if(!props?.className?.includes(\"hubspot-form-datepicker\")){props.className+=\" hubspot-form-datepicker\";}return /*#__PURE__*/_jsxs(Component,{...props,style:{...props?.style,height:\"100%\"},children:[/*#__PURE__*/_jsx(\"div\",{id:`datepicker-${uniqueId}`}),/*#__PURE__*/_jsxs(\"div\",{className:\"time-section\",style:{position:\"relative\"},children:[loading?/*#__PURE__*/_jsx(Loader,{loaderStyle:{width:30,height:30,borderWidth:3}}):null,/*#__PURE__*/_jsx(\"div\",{className:\"framer-form-input-wrapper framer-form-select-wrapper\",children:/*#__PURE__*/_jsx(\"select\",{style:{marginBottom:\"1rem\",width:\"100%\",border:\"none\",outline:\"none\",padding:\"0.75rem\",fontSize:\"14px\",color:\"#000\",background:\"rgba(187, 187, 187, 0.1)\",borderRadius:\"5px\"},className:\"timezone\",id:`timezone-${uniqueId}`,onChange:e=>{selectedTimezoneRef.current=e.target.value;setStore(prev=>({...prev,selectedTimezone:e.target.value}));intializeCalendar(e.target.value);}})}),availableTimeOptions?.length>0?/*#__PURE__*/_jsx(_Fragment,{children:/*#__PURE__*/_jsx(\"div\",{id:`hubspot-form-time-options-${uniqueId}`,className:\"hubspot-form-time-options\",children:availableTimeOptions?.map((t,i)=>{const start=new Date(t?.startMillisUtc);const startTime=start.toLocaleTimeString(\"en-US\",{timeZone:selectedTimezone,hour:\"2-digit\",minute:\"2-digit\",hour12:true});return{date:getDateFromTimestampBasedOnTimezone(t?.startMillisUtc,selectedTimezone),startTime,startMillisUtc:t?.startMillisUtc};// if (\n//     selectedDate !==\n//     getDateFromTimestamp(start)\n// )\n//     return null\n}).filter(Boolean).sort((a,b)=>new Date(`${a?.date} ${a?.startTime}`).getTime()-new Date(`${b?.date} ${b?.startTime}`).getTime()).map((t,i)=>{return /*#__PURE__*/_jsx(\"span\",{className:`btn-time ${selectedTime===t?.startMillisUtc?\"selected\":\"\"}`,onClick:e=>{e?.stopPropagation();showErrorMessageText();setStore(prev=>({...prev,selectedTime:t?.startMillisUtc}));},children:t.startTime},`${i}__${t?.startMillisUtc}`);}).filter(Boolean)})}):null]}),/*#__PURE__*/_jsx(\"input\",{type:\"hidden\",name:\"startTime\",value:selectedTime}),/*#__PURE__*/_jsx(\"input\",{type:\"hidden\",name:\"timezone\",value:selectedTimezone})]});};}export function withHubspotFormThankYouWrapperAddClass(Component){return props=>{const[store,setStore]=useFormStore();const{email,success,uniqueId}=store||{};function handleOverlayClick(event,overlay){const form=document.querySelector(`#hubspot-custom-form-${uniqueId}`);if(!event||!overlay||!form)return;// Prevent closing when clicking inside the form\nif(event?.target?.classList?.contains?.(\"hubspot-form-thank-you-inner-wrapper\")||event?.target?.id===overlay?.id){overlay.style.display=\"none\"// Hide overlay\n;// Reset the form if it exists\nif(form){toggleSubmitButtonText({target:form,submitting:false});form.reset();const{uniqueId,selectedDate,selectedTimezone,...rest}=initialStoreValues||{};// resetting the store after sometime\n// setTimeout(() => {\n//     setStore((prev) => ({\n//         ...prev,\n//         ...rest,\n//     }))\n// }, 500)\nwindow?.datepicker?.setDate(getTodayDateWithTimezone(selectedTimezone))// Reset the input value to today's date\n;setTimeout(()=>{setStore(prev=>({selectedTimezone,...initialStoreValues}));},500);}}}useEffect(()=>{if(!uniqueId)return;const overlay=document.getElementById(\"hubspot-form-thank-you-wrapper\");if(overlay){overlay.addEventListener(\"click\",event=>handleOverlayClick(event,overlay));}return()=>{if(overlay){overlay.removeEventListener(\"click\",event=>handleOverlayClick(event,overlay));}};},[uniqueId,success]);const resetAllForms=()=>{const forms=Array.from(document.querySelectorAll(\".hubspot-custom-form\"));if(forms.length>0){forms.forEach(form=>{toggleSubmitButtonText({target:form,submitting:false});form.reset();const{uniqueId,selectedDate,selectedTimezone,...rest}=initialStoreValues||{};// resetting the store after sometime\n// setTimeout(() => {\n//     setStore((prev) => ({\n//         ...prev,\n//         ...rest,\n//     }))\n// }, 500)\nwindow?.datepicker?.setDate(getTodayDateWithTimezone(selectedTimezone))// Reset the input value to today's date\n;setTimeout(()=>{setStore(prev=>({selectedTimezone,...initialStoreValues}));},500);});}};useEffect(()=>{const wrapper=document.querySelector(\"#hubspot-form-thank-you-wrapper\");if(wrapper){wrapper.parentElement.style.display=\"none\";}},[]);if(!props?.className?.includes(\"hubspot-form-thank-you-inner-wrapper\")){props.className+=\" hubspot-form-thank-you-inner-wrapper\";}return /*#__PURE__*/_jsxs(\"div\",{id:\"hubspot-form-thank-you-wrapper\",style:{position:\"fixed\",left:0,top:0,display:\"none\",alignItems:\"center\",justifyContent:\"center\",width:\"100%\",height:\"100%\",zIndex:100,background:\"rgba(0, 0, 0, 0.5)\"},children:[/*#__PURE__*/_jsx(CloseIcon,{onClick:e=>{resetAllForms();toggleHubspotFormThankYouWrapper({show:false});}}),/*#__PURE__*/_jsx(Component,{...props,email:email})]});};}// captcha implementation\nexport function withFormCaptcha(Component){return props=>{const CAPTCHA_SITE_KEY=\"6LeMgDIrAAAAABPBNa13b8hvyNGT-YsFEMHRo31m\";useEffect(()=>{// Make callbacks globally accessible\nwindow.onRecaptchaSuccess=function(token){window.bookADemoCaptchaChecked=true;showErrorMessageText();};window.onExpiredCallback=function(){window.bookADemoCaptchaChecked=false;showErrorMessageText({target:window.hubspotCustomFormElement,text:\"Captcha is Expired. Please try again.\"});};window.onErrorCallback=function(){window.bookADemoCaptchaChecked=false;showErrorMessageText({target:window.hubspotCustomFormElement,text:\"Unable to load captcha. Please try again.\"});};const scriptId=\"recaptcha-script\";const scriptSrc=\"https://www.google.com/recaptcha/api.js\";// Check if script already exists\nconst existingScript=document.getElementById(scriptId);if(existingScript){// Remove existing script\nexistingScript.parentNode.removeChild(existingScript);}// Create new script\nconst script=document.createElement(\"script\");script.id=scriptId;script.src=scriptSrc;script.async=true;script.defer=true;document.body.appendChild(script);// Optional cleanup when component unmounts\nreturn()=>{const cleanupScript=document.getElementById(scriptId);if(cleanupScript){cleanupScript.parentNode.removeChild(cleanupScript);}delete window.onRecaptchaSuccess;delete window.onRecaptchaExpired;delete window.onRecaptchaError;};},[]);return /*#__PURE__*/_jsx(Component,{...props,children:/*#__PURE__*/_jsx(\"div\",{className:\"g-recaptcha\",\"data-sitekey\":CAPTCHA_SITE_KEY,\"data-callback\":\"onRecaptchaSuccess\",\"data-expired-callback\":\"onExpiredCallback\",\"data-error-callback\":\"onErrorCallback\"})});};}\nexport const __FramerMetadata__ = {\"exports\":{\"withHubspotFormFieldInputAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormFieldInputAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"RESTRICTED_EMAILS\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withBookADemoButton\":{\"type\":\"reactHoc\",\"name\":\"withBookADemoButton\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormPortalIdAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormPortalIdAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormIdAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormIdAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"isDebuggingEnabled\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormOverlay\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormOverlay\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormFieldControlAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormFieldControlAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"default\":{\"type\":\"reactComponent\",\"name\":\"CustomHubspotForm\",\"slots\":[],\"annotations\":{\"framerContractVersion\":\"1\"}},\"Loader\":{\"type\":\"variable\",\"annotations\":{\"framerSupportedLayoutWidth\":\"any\",\"framerContractVersion\":\"1\",\"framerSupportedLayoutHeight\":\"any\"}},\"withHubspotFormLoadPage\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormLoadPage\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormErrorTextAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormErrorTextAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormButtonAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormButtonAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormDateAndTimeField\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormDateAndTimeField\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withFormCaptcha\":{\"type\":\"reactHoc\",\"name\":\"withFormCaptcha\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotCountryOtherFieldAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotCountryOtherFieldAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotCountryFieldAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotCountryFieldAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"LF_DEBUGGER\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormOverlayCloseButton\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormOverlayCloseButton\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormThankYouWrapperAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormThankYouWrapperAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withHubspotFormFieldLabelAddClass\":{\"type\":\"reactHoc\",\"name\":\"withHubspotFormFieldLabelAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./CustomHubspotForm.map", "import{jsx as _jsx}from\"react/jsx-runtime\";import{useEffect,useState}from\"react\";import{isDebuggingEnabled}from\"https://framerusercontent.com/modules/a1AltNGSODvt4QUfa5dO/UyZ1lBj2TiRHJ8jrzdg7/CustomHubspotForm.js\";import{callTrackEvent}from\"https://framerusercontent.com/modules/sAg1Vq6Uhcdm0gGKWqo1/YLeDZRz2tErN901XV674/UseSegment.js\";import{openSignupFormWhenUserNotLoggedIn}from\"https://framerusercontent.com/modules/MTh2DgZ0IDZLVrDCHSw0/DZ10zAUGY2XdN7JYbBFk/SignUpForm.js\";import{openCurator}from\"https://framerusercontent.com/modules/Qrhozy42ODiRyyKCWAgu/LDlqvsUMkySIw0hnIfCc/SelfServe.js\";// Learn more: https://www.framer.com/docs/guides/overrides/\n// Note:\n// To work with events the HubSpot Tracking Script must be add in the website.\n// Currently, added in the Site Settings > General > End of body\n// constants ----- begins -----\nconst SUBSCRIPTION={FREEMIUM:\"Freemium\",BASIC:\"Basic\",PLUS:\"Plus\",PRO:\"Pro\"};const SUBSCRIPTION_TYPE={PRODUCTS:\"Products\",TEXTILES:\"Textiles\"};const SUBSCRIPTION_CYCLE={MONTHLY:\"Monthly\",YEARLY:\"Yearly\"};const PACKS={ECOMMERCE:\"Ecommerce Pack\",SOCIAL_MEDIA:\"Social Media Pack\"};// constants ----- ends -----\n// event functions ----- begins -----\nconst isProductionUrl=window.location.href.includes(\"//imagine.io\");const checkIsInternalUser=()=>{const currentUser=localStorage.getItem(\"current_user\")||null;const userData=currentUser?JSON.parse(currentUser):null;const isLoggedInUser=userData?.user||null;return{isLoggedInUser,isInternalUser:isLoggedInUser?.email?.includes(\"imagine.io\")};};export const shouldRegisterEvents=()=>{const{isLoggedInUser,isInternalUser}=checkIsInternalUser();return isLoggedInUser?isDebuggingEnabled()||!isInternalUser:isProductionUrl||isDebuggingEnabled();};function sendEvents({eventName=\"\",properties={}}){if(window){const hbEvent=window._hsq=window?._hsq||[];if(hbEvent&&eventName&&shouldRegisterEvents()){console.log(\"sendEvents\",window,window?._hsq,eventName,properties);hbEvent?.push([\"trackCustomBehavioralEvent\",{name:eventName,properties:{...properties}}]);}}}function trackPageView(properties={}){const hbEvent=window?window._hsq=window?._hsq||[]:[];if(hbEvent&&shouldRegisterEvents()){console.log(\"PAGE VIEW\");hbEvent?.push([\"setContentType\",\"site-page\"]);hbEvent?.push([\"setPath\",window.location.pathname]);hbEvent?.push([\"trackPageView\"]);const str=window.location.pathname.split(\"/\");if(str.length===3||str.length===4){const headerName=str?.[str.length-2];const subMenuHeaderName=str?.[str.length-1];sendEvents({eventName:\"pe6917454_page_visited\",properties:{menu_header:headerName,sub_menu_header:subMenuHeaderName}});}else{sendEvents({eventName:\"pe6917454_page_visited\"});}}}function trackBookDemoHero(properties={}){sendEvents({eventName:\"pe6917454_book_demo_hero_v2\",properties:{...properties}});}function trackBookDemoSection(properties={}){sendEvents({eventName:\"pe6917454_book_demo_section\",properties:{...properties}});}function trackGetStartedMainNav(properties={}){sendEvents({eventName:\"pe6917454_get_started_main_nav\",properties:{...properties}});}function trackGetStartedHero(properties={}){sendEvents({eventName:\"pe6917454_get_started_hero\",properties:{...properties}});}function trackGetStartedSection(properties={}){sendEvents({eventName:\"pe6917454_get_started_section\",properties:{...properties}});}function trackLoginMainNav(properties={}){sendEvents({eventName:\"pe6917454_login_main_nav\",properties:{...properties}});}export function trackContactSalesMainNav(properties={}){sendEvents({eventName:\"pe6917454_contact_sales_main_nav\",properties:{...properties}});fbq?.(\"trackCustom\",\"BookADemo\",{pageName:document.title,pageUrl:window.location.href,buttonName:\"Contact Sales\"});callTrackEvent(\"Try it for free click\",{},false);metaConversionAPICall({event_name:\"BookADemo\"});// trackBookAFreeDemoClicked()\ntrackButtonClickedTryItForFree();}export function trackContactSalesMainNavBookADemo(properties={}){sendEvents({eventName:\"pe6917454_contact_sales_main_nav\",properties:{...properties}});fbq?.(\"trackCustom\",\"BookADemo\",{pageName:document.title,pageUrl:window.location.href,buttonName:\"Contact Sales\"});metaConversionAPICall({event_name:\"BookADemo\"});trackBookAFreeDemoClicked();}export function trackContactSalesBookADemo(properties={}){fbq?.(\"trackCustom\",\"BookADemo\",{pageName:document.title,pageUrl:window.location.href,buttonName:\"Contact Sales\"});metaConversionAPICall({event_name:\"BookADemo\"});trackBookAFreeDemoClicked();}function trackViewPricing(properties={}){sendEvents({eventName:\"pe6917454_view_pricing\",properties:{...properties}});}function trackMediaPlay(properties={}){sendEvents({eventName:\"pe6917454_media_play\",properties:{...properties}});}function trackMediaPause(properties={}){sendEvents({eventName:\"pe6917454_media_stop\",properties:{...properties}});}function trackBuySubscription(properties={}){sendEvents({eventName:\"pe6917454_buy_subscription\",properties:{...properties}});}function trackBuyFreemiumSubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.FREEMIUM});}function trackBuyProductsBasicMonthlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.BASIC,subscription_type:SUBSCRIPTION_TYPE.PRODUCTS,subscription_cycle:SUBSCRIPTION_CYCLE.MONTHLY});}function trackBuyProductsBasicYearlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.BASIC,subscription_type:SUBSCRIPTION_TYPE.PRODUCTS,subscription_cycle:SUBSCRIPTION_CYCLE.YEARLY});}function trackBuyTextilesBasicMonthlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.BASIC,subscription_type:SUBSCRIPTION_TYPE.TEXTILES,subscription_cycle:SUBSCRIPTION_CYCLE.MONTHLY});}function trackBuyTextilesBasicYearlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.BASIC,subscription_type:SUBSCRIPTION_TYPE.TEXTILES,subscription_cycle:SUBSCRIPTION_CYCLE.YEARLY});}function trackBuyProductsPlusMonthlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.PLUS,subscription_type:SUBSCRIPTION_TYPE.PRODUCTS,subscription_cycle:SUBSCRIPTION_CYCLE.MONTHLY});}function trackBuyProductsPlusYearlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.PLUS,subscription_type:SUBSCRIPTION_TYPE.PRODUCTS,subscription_cycle:SUBSCRIPTION_CYCLE.YEARLY});}function trackBuyTextilesPlusMonthlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.PLUS,subscription_type:SUBSCRIPTION_TYPE.TEXTILES,subscription_cycle:SUBSCRIPTION_CYCLE.MONTHLY});}function trackBuyTextilesPlusYearlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.PLUS,subscription_type:SUBSCRIPTION_TYPE.TEXTILES,subscription_cycle:SUBSCRIPTION_CYCLE.YEARLY});}function trackBuyProductsProMonthlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.PRO,subscription_type:SUBSCRIPTION_TYPE.PRODUCTS,subscription_cycle:SUBSCRIPTION_CYCLE.MONTHLY});}function trackBuyProductsProYearlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.PRO,subscription_type:SUBSCRIPTION_TYPE.PRODUCTS,subscription_cycle:SUBSCRIPTION_CYCLE.YEARLY});}function trackBuyTextilesProMonthlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.PRO,subscription_type:SUBSCRIPTION_TYPE.TEXTILES,subscription_cycle:SUBSCRIPTION_CYCLE.MONTHLY});}function trackBuyTextilesProYearlySubscription(){trackBuySubscription({subscription_name:SUBSCRIPTION.PRO,subscription_type:SUBSCRIPTION_TYPE.TEXTILES,subscription_cycle:SUBSCRIPTION_CYCLE.YEARLY});}function trackAddPack(properties={}){sendEvents({eventName:\"pe6917454_add_pack\",properties:{...properties}});}function trackAddEcommercePack(properties={}){trackAddPack({pack_name:\"Ecommerce\"});}function trackAddSocialMediaPack(properties={}){trackAddPack({pack_name:\"Social Media\"});}function trackAddStarterPack(properties={}){trackAddPack({pack_name:\"Starter Pack\"});}function trackAddStarterPackWith3DModel(properties={}){trackAddPack({pack_name:\"Starter Pack with 3D Model\"});}function trackInitiateCheckout(properties={}){sendEvents({eventName:\"pe6917454_initiate_checkout\",properties:{...properties}});}function trackConfirmAndPay(properties={}){sendEvents({eventName:\"pe6917454_confirm_and_pay\",properties:{...properties}});}function trackDiscountEmailCapture(properties={}){sendEvents({eventName:\"pe6917454_discount_email_capture\",properties:{...properties}});}function trackClickedOnLink(properties={}){sendEvents({eventName:\"pe6917454_clicked_on_link\",properties:{...properties}});}function trackClickedOnHowItWorks(){trackClickedOnLink({clicked_on_link:\"How it works\"});}function trackClickedOnAddOns(){trackClickedOnLink({clicked_on_link:\"Add-ons\"});}function trackClickedOnFAQs(){trackClickedOnLink({clicked_on_link:\"FAQs\"});}function trackClickedSLALink(properties={}){sendEvents({eventName:\"pe6917454_clicked_sla_link\",properties:{...properties}});}function trackAddAddon(properties={}){sendEvents({eventName:\"pe6917454_pack_addon_v2\",properties:{...properties}});}function trackBookDemo(category){const str=window.location.pathname.split(\"/\");if(str.length===3||str.length===4){const headerName=str?.[str.length-2];const subMenuHeaderName=str?.[str.length-1];sendEvents({eventName:\"pe6917454_book_demo\",properties:{category,menu_header:headerName,sub_menu_header:subMenuHeaderName}});}else{sendEvents({eventName:\"pe6917454_book_demo\"});}}function trackPanningVideoAddon(){trackAddAddon({addon_name:\"Panning Video\"});}function trackSiloImagesAddon(){trackAddAddon({addon_name:\"Silo Images\"});}function trackVignetteImagesAddon(){trackAddAddon({addon_name:\"Vignette Images\"});}function trackLifestyleImagesAddon(){trackAddAddon({addon_name:\"Lifestyle Images\"});}function trackSpinnerVideoAddon(){trackAddAddon({addon_name:\"360 Spinner Video\"});}function trackARQRCodeAddon(){trackAddAddon({addon_name:\"AR model with QR code\"});}function trackAnimatedGIFAddon(){trackAddAddon({addon_name:\"Animated GIF\"});}function trackConfiguratorAddon(){trackAddAddon({addon_name:\"Configurator\"});}function trackCatalogProductClicked(properties={}){sendEvents({eventName:\"pe6917454_catalog_product_clicked\",properties:{...properties}});}function trackCatalogProductViewed(properties={}){sendEvents({eventName:\"pe6917454_catalog_product_viewed\",properties:{...properties}});}export const HUBSPOT_TRACK_EVENTS={sendEvents,trackPageView,trackBookDemoHero,trackBookDemoSection,trackGetStartedMainNav,trackGetStartedHero,trackGetStartedSection,trackLoginMainNav,trackContactSalesMainNav,trackViewPricing,trackMediaPlay,trackMediaPause,trackBuySubscription,trackBuyFreemiumSubscription,trackBuyProductsBasicMonthlySubscription,trackBuyProductsBasicYearlySubscription,trackBuyTextilesBasicMonthlySubscription,trackBuyTextilesBasicYearlySubscription,trackBuyProductsPlusMonthlySubscription,trackBuyProductsPlusYearlySubscription,trackBuyTextilesPlusMonthlySubscription,trackBuyTextilesPlusYearlySubscription,trackBuyProductsProMonthlySubscription,trackBuyProductsProYearlySubscription,trackBuyTextilesProMonthlySubscription,trackBuyTextilesProYearlySubscription,trackAddEcommercePack,trackAddSocialMediaPack,trackAddStarterPack,trackAddStarterPackWith3DModel,trackInitiateCheckout,trackConfirmAndPay,trackDiscountEmailCapture,trackClickedOnHowItWorks,trackClickedOnAddOns,trackClickedOnFAQs,trackClickedSLALink,trackPanningVideoAddon,trackSiloImagesAddon,trackVignetteImagesAddon,trackLifestyleImagesAddon,trackSpinnerVideoAddon,trackARQRCodeAddon,trackAnimatedGIFAddon,trackConfiguratorAddon,trackBookDemo,trackCatalogProductClicked,trackCatalogProductViewed};// event functions ----- ends -----\n// event overrides ----- begins -----\n// export function withPageViews(Component): ComponentType {\n//     const WrappedComponent = (props) => {\n//         useEffect(() => {\n//             trackPageView()\n//             trackPageViewEvent()\n//         }, [])\n//         return <Component {...props} />\n//     }\n//     return WrappedComponent\n// }\nexport function withBookDemoHero(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:trackBookDemoHero});};}export function withBookDemoSection(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:trackBookDemoSection});};}export function withGetStartedMainNav(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:trackGetStartedMainNav});};}export function withGetStartedHero(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:trackGetStartedHero});};}export function withGetStartedSection(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:trackGetStartedSection});};}export function withLoginMainNav(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:trackLoginMainNav});};}export function withContactSalesMainNav(Component){return props=>{const currentUser=JSON.parse(localStorage.getItem(\"current_user\"));const[hideButton,setHideButton]=useState(currentUser&&!currentUser?.user?.is_guest);return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",style:hideButton?{display:\"none\"}:{},onClick:async()=>{await openSignupFormWhenUserNotLoggedIn({signupCallback:()=>{setHideButton(true);openCurator({openDashboard:true});}});trackContactSalesMainNav();}});};}export function withContactSalesMainNavBookADemo(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:trackContactSalesMainNavBookADemo});};}export function withContactSalesBookADemo(Component){return props=>{// if (!props.className?.includes(\"contact-sales-book-a-demo\")) {\n//     props.className += \" contact-sales-book-a-demo\"\n// }\nreturn /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:trackContactSalesBookADemo});};}export function withViewPricing(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:trackViewPricing});};}export function withClickedSLALink(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,onClick:()=>trackClickedSLALink()});};}export function withClickedOnHowItWorks(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,onClick:()=>trackClickedOnHowItWorks()});};}export function withClickedOnAddOns(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,onClick:()=>trackClickedOnAddOns()});};}export function withClickedOnFAQs(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,onClick:()=>trackClickedOnFAQs()});};}// will remove in future\nexport function hitBookNow(Component){return props=>{const str=props?.title?.split(\"-\");const title=str?.[0]?.trim();const category=str?.[1]?.trim();props.title=title||\"\";const bookADemo=()=>{if(category){trackBookDemo(category);return;}sendEvents({eventName:\"pe6917454_book_demo\"});trackBookAFreeDemoClicked();};return /*#__PURE__*/_jsx(Component,{as:\"Button\",onClick:bookADemo,...props});};}// will remove in future\nexport function hitGetStarted(Component){return props=>{const callEvent=e=>{callTrackEvent(\"Footer clicked\",{clickedLink:e.target.innerText},true);sendEvents({eventName:\"pe6917454_get_started\"});};return /*#__PURE__*/_jsx(\"div\",{id:\"link-btn\",className:\"link-btn-class\",onClick:callEvent,children:/*#__PURE__*/_jsx(Component,{...props,as:\"Button\"})});};}export function hitMediaPlayPlay(Component){return props=>{function handlePlayPause(e){const paused=!e.target.paused;console.log(\"DEBUG_hitMediaPlay\",e,paused);if(paused){trackMediaPause();}else{trackMediaPlay();}}return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:handlePlayPause});};}// event overrides ----- ends -----\n// meta events\nexport function withTrackMetaEventBookDemo(Component){return props=>{const onClick=e=>{fbq?.(\"trackCustom\",\"BookADemo\",{pageName:document.title,pageUrl:window.location.href,buttonName:e.target.innerText});metaConversionAPICall({event_name:\"BookADemo\"});trackBookAFreeDemoClicked();};return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:onClick});};}const getCookie=(key=null)=>{const _key=`${key}=`;if(!_key)return\"\";const cookies=window.document.cookie.split(\";\");let value=\"\";for(let i=0;i<cookies.length;i++){const cookie=cookies[i].trim();if(cookie.startsWith(_key)){const cookieValue=cookie.substring(_key.length);value=cookieValue;}}return value;};const getHashedValue=async(val=null)=>{if(!val)return val;return await window.crypto.subtle.digest(\"SHA-256\",new TextEncoder(\"utf-8\").encode(val)).then(h=>{let hexes=[],view=new DataView(h);for(let i=0;i<view.byteLength;i+=4)hexes.push((\"00000000\"+view.getUint32(i).toString(16)).slice(-8));return hexes.join(\"\");}).catch(e=>{return val;});};export const metaConversionAPICall=async({event_name=null,email=null,phone=null}={})=>{// \"use strict\"\nif(!event_name)return;const accessToken=\"EAAIdpZBBApmkBO34IQYKR4mgZBdqxFb3h0kOeVrh8TmFf0qDUbX08dZAsXOsYe2Pn7ymEendETXGTo08UG3AKDIreUDJZBCgaUa3ROrjPz6IfJaAPNnHgvQKaNeNZAT7xIA7lOMwVJFrn68HBI7Y3TQZAaxC0THduBqbKdF9ZAvxYUUldsk5fjE0K33mFXComLhwgZDZD\";// const accessToken =\n//     \"EAAKfaSbZCvdsBO3vn443HZB1g6ElUU5TrS47kt5MxnMIStN7dUtu8VKZCOyPHzb2ZBCZA83kk5vWouhmlGqZAyZCrMMnLhFzGcD43gXBhymZBuztZAFTZBGbzPXoCbwLpNleogsIXbwT9iP5wXMzxgiWnaK4b06uDjAuLiXt5ZALeCZA3SOCn70KlT9QCrrrdtevIiU6IZC8dYTZBabOXGoyMZD\"\nconst pixelId=\"1530351930720941\";const currentTimestamp=Math.floor(new Date/1e3);const getIPaddress=async()=>{const res=await fetch(\"https://api.ipify.org/?format=json\");const result=await res.json();return result?.ip;};const _email=await getHashedValue(email);const _phone=await getHashedValue(phone);const userData={em:_email?[_email]:[],ph:_phone?[_phone]:[],client_ip_address:await getIPaddress(),client_user_agent:window.navigator.userAgent,fbp:getCookie(\"_fbp\"),fbc:getCookie(\"_fbc\")};const content={id:\"\",quantity:1,delivery_category:\"\"};const customData={contents:[content],currency:\"usd\",value:0};const serverEvent={event_name:event_name,event_time:currentTimestamp,user_data:userData,// custom_data: customData,\nevent_source_url:window.location.href,action_source:\"website\"};const eventsData=[serverEvent];fetch(`https://graph.facebook.com/v19.0/${pixelId}/events?access_token=${accessToken}`,{method:\"POST\",headers:{\"Content-Type\":\"application/json\"},body:JSON.stringify({data:eventsData})}).then(response=>response.json()).then(data=>{console.log(\"Response:\",data);}).catch(error=>{console.error(\"Error:\",error);});};// userpilot events\nconst STAGING_PAGE_URLS=[{url:\"https://staging-website.imagine.io/\",name:\"Home Page\"},{url:\"https://staging-website.imagine.io/cam-web-pages/home-ai-test\",name:\"Home AI Test\"},{url:\"https://staging-website.imagine.io/cam-web-pages-ust---retail\",name:\"UST Retail\"},{url:\"https://staging-website.imagine.io/cam-web-pages/textile\",name:\"Textile\"},{url:\"https://staging-website.imagine.io/cam-web-pages/configurator\",name:\"Configurator\"},{url:\"https://staging-website.imagine.io/cam-web-pages/shopify\",name:\"Shopify\"},{url:\"https://staging-website.imagine.io/cam-web-pages/book-a-demo\",name:\"Book a Demo\"},{url:\"https://staging-website.imagine.io/cam-web-pages/book-a-demo-nosto\",name:\"Book a Demo Nosto\"},{url:\"https://staging-website.imagine.io/cam-web-pages/mattress-page\",name:\"Mattress Page\"},{url:\"https://staging-website.imagine.io/cam-web-pages/3d-rendering\",name:\"3D Rendering\"},{url:\"https://staging-website.imagine.io/cam-web-pages/serve-home-new\",name:\"Serve Home New\"},{url:\"https://staging-website.imagine.io/misc/pricing\",name:\"Pricing\"},{url:\"https://staging-website.imagine.io/misc/pricing/enterprise\",name:\"Enterprise Pricing\"},{url:\"https://staging-website.imagine.io/misc/pricing/enterprise-formhero\",name:\"Enterprise FormHero\"},{url:\"https://staging-website.imagine.io/misc/pricing/imagineai\",name:\"ImagineAI Pricing\"},{url:\"https://staging-website.imagine.io/misc/pricing/configurators\",name:\"Configurators Pricing\"},{url:\"https://staging-website.imagine.io/misc/pricing/platform\",name:\"Platform Pricing\"},{url:\"https://staging-website.imagine.io/solutions\",name:\"Solutions\"},{url:\"https://staging-website.imagine.io/industries\",name:\"Industries\"},{url:\"https://staging-website.imagine.io/catalog\",name:\"Catalog\"},{url:\"https://staging-website.imagine.io/catalog/product-page-jatin\",name:\"Product Page Jatin\"},{url:\"https://staging-website.imagine.io/catalog/product-page-newhero\",name:\"Product Page NewHero\"},{url:\"https://staging-website.imagine.io/catalog/ar\",name:\"AR\"},{url:\"https://staging-website.imagine.io/product-upload\",name:\"Product Upload\"},{url:\"https://staging-website.imagine.io/self-serve-home\",name:\"Self-Serve Home\"},{url:\"https://staging-website.imagine.io/self-serve-upload-new\",name:\"Self-Serve Upload New\"},{url:\"https://staging-website.imagine.io/oct-2024/self-serve-upload-oli\",name:\"Self-Serve Upload Oli\"},{url:\"https://staging-website.imagine.io/oct-2024/imagineai\",name:\"Imagine AI\"},{url:\"https://staging-website.imagine.io/oct-2024/pricing-new\",name:\"New Pricing\"},{url:\"https://staging-website.imagine.io/self-serve-upload-new-copied-for-safety\",name:\"Self-Serve Upload Copy\"},{url:\"https://staging-website.imagine.io/cam-web-pages/curator\",name:\"Curator\"},{url:\"https://staging-website.imagine.io/self-serve-model-viewer-2\",name:\"Model Viewer 2\"},{url:\"https://staging-website.imagine.io/oct-2024/imagine360\",name:\"Imagine 360\"},{url:\"https://staging-website.imagine.io/oct-2024/new-home\",name:\"New Home\"},{url:\"https://staging-website.imagine.io/catalog/demo-page\",name:\"Demo Page\"},{url:\"https://staging-website.imagine.io/platform\",name:\"Platform\"},{url:\"https://staging-website.imagine.io/industries/3d-accessories\",name:\"3D Accessories\"},{url:\"https://staging-website.imagine.io/solutions/3d-for-businesses\",name:\"3D for Businesses\"},{url:\"https://staging-website.imagine.io/solutions/3d-creator\",name:\"3D Creator\"},{url:\"https://staging-website.imagine.io/industries/3d-for-appliances\",name:\"3D for Appliances\"},{url:\"https://staging-website.imagine.io/industries/3d-casegood-design\",name:\"3D Casegood Design\"},{url:\"https://staging-website.imagine.io/industries/3d-for-commercial\",name:\"3D for Commercial\"},{url:\"https://staging-website.imagine.io/industries/3d-furniture-design\",name:\"3D Furniture Design\"},{url:\"https://staging-website.imagine.io/industries/3d-lighting-visualization\",name:\"3D Lighting Visualization\"},{url:\"https://staging-website.imagine.io/industries/3d-mattress-design\",name:\"3D Mattress Design\"},{url:\"https://staging-website.imagine.io/industries/3d-outdoor-product\",name:\"3D Outdoor Product\"},{url:\"https://staging-website.imagine.io/industries/3d-retail-model\",name:\"3D Retail Model\"},{url:\"https://staging-website.imagine.io/industries/3d-rugs-visualization\",name:\"3D Rugs Visualization\"},{url:\"https://staging-website.imagine.io/industries/3d-textile-design\",name:\"3D Textile Design\"},{url:\"https://staging-website.imagine.io/platform/3d-product-configurators\",name:\"3D Product Configurators\"},{url:\"https://staging-website.imagine.io/platform/3d-silhouette-designs\",name:\"3D Silhouette Designs\"},{url:\"https://staging-website.imagine.io/platform/3d-rendering\",name:\"3D Rendering\"},{url:\"https://staging-website.imagine.io/platform/ai-product-photography\",name:\"AI Product Photography\"},{url:\"https://staging-website.imagine.io/platform/lifestyle-imagery\",name:\"Lifestyle Imagery\"},{url:\"https://staging-website.imagine.io/platform/vignettes\",name:\"Vignettes\"},{url:\"https://staging-website.imagine.io/platform/ecommerce-augmented-reality\",name:\"Ecommerce Augmented Reality\"},{url:\"https://staging-website.imagine.io/platform/video\",name:\"Video\"},{url:\"https://staging-website.imagine.io/solutions/department/visual-ecommerce\",name:\"Visual Ecommerce\"},{url:\"https://staging-website.imagine.io/solutions/department/3d-for-marketing\",name:\"3D for Marketing\"},{url:\"https://staging-website.imagine.io/3d-for-marketing\",name:\"3D for Marketing\"},{url:\"https://staging-website.imagine.io/unveiling-the-power-of-ai-and-3d-in-visual-content-production\",name:\"AI and 3D in Visual Content\"},{url:\"https://staging-website.imagine.io/solutions/department/3d-for-npd\",name:\"3D for NPD\"},{url:\"https://staging-website.imagine.io/solutions/department/eCommerce-product-photography\",name:\"eCommerce Product Photography\"},{url:\"https://staging-website.imagine.io/solutions/department/3d-product-design-for-sales\",name:\"3D Product Design for Sales\"},{url:\"https://staging-website.imagine.io/solutions/department/cgi-manager\",name:\"CGI Manager\"},{url:\"https://staging-website.imagine.io/solutions/department/it\",name:\"IT\"},{url:\"https://staging-website.imagine.io/solutions/department/3d-design\",name:\"3D Design\"},{url:\"https://staging-website.imagine.io/packs\",name:\"Packs\"},{url:\"https://staging-website.imagine.io/company\",name:\"Company\"},{url:\"https://staging-website.imagine.io/company/careers\",name:\"Careers\"},{url:\"https://staging-website.imagine.io/terms-and-conditions-of-use\",name:\"Terms and Conditions\"},{url:\"https://staging-website.imagine.io/privacy-policy\",name:\"Privacy Policy\"},{url:\"https://staging-website.imagine.io/solutions/department\",name:\"Solutions Department\"},{url:\"https://staging-website.imagine.io/catalog/new-catalog-design\",name:\"New Catalog Design\"},{url:\"https://staging-website.imagine.io/catalog/product\",name:\"Catalog Product\"},{url:\"https://staging-website.imagine.io/catalog/foundry-glass-table-lamp\",name:\"Foundry Glass Table Lamp\"},{url:\"https://staging-website.imagine.io/catalog/marilyn-chandelier\",name:\"Marilyn Chandelier\"},{url:\"https://staging-website.imagine.io/catalog/360-spinner\",name:\"360 Spinner\"},{url:\"https://staging-website.imagine.io/ust-solutions\",name:\"UST Solutions\"},{url:\"https://staging-website.imagine.io/page\",name:\"Page\"},{url:\"https://staging-website.imagine.io/packs/payment-success\",name:\"Payment Success\"},{url:\"https://staging-website.imagine.io/packs/checkout-page\",name:\"Checkout Page\"},{url:\"https://staging-website.imagine.io/packs/book-pack\",name:\"Book Pack\"},{url:\"https://staging-website.imagine.io/packs/book-pack-dynamic\",name:\"Book Pack Dynamic\"},{url:\"https://staging-website.imagine.io/packs/starter-pack\",name:\"Starter Pack\"},{url:\"https://staging-website.imagine.io/pricing\",name:\"Pricing\"},{url:\"https://staging-website.imagine.io/pricing-2\",name:\"Pricing 2\"},{url:\"https://staging-website.imagine.io/catalog-cms\",name:\"Catalog CMS\"},{url:\"https://staging-website.imagine.io/catalog-cms/melrose-upholstered-sectional\",name:\"Melrose Upholstered Sectional\"}];const PRODUCTION_PAGE_URLS=[{url:\"/\",name:\"Home\"},{url:\"/imagineai\",name:\"Imagine AI\"},{url:\"/imagine360\",name:\"Imagine 360\"},{url:\"/platform/3d-rendering\",name:\"3D Rendering Platform\"},{url:\"/catalog\",name:\"Catalog\"},{url:\"/catalog/ar\",name:\"Catalog AR\"},{url:\"/catalog/product\",name:\"Catalog Product\"},{url:\"/solutions\",name:\"Solutions\"},{url:\"/industries\",name:\"Industries\"},{url:\"/platform\",name:\"Platform\"},{url:\"/industries/3d-accessories\",name:\"3D Accessories\"},{url:\"/industries/3d-for-appliances\",name:\"3D for Appliances\"},{url:\"/industries/3d-casegood-design\",name:\"3D Casegood Design\"},{url:\"/industries/3d-for-commercial\",name:\"3D for Commercial\"},{url:\"/industries/3d-furniture-design\",name:\"3D Furniture Design\"},{url:\"/industries/3d-lighting-visualization\",name:\"3D Lighting Visualization\"},{url:\"/industries/3d-mattress-design\",name:\"3D Mattress Design\"},{url:\"/industries/3d-outdoor-product\",name:\"3D Outdoor Product\"},{url:\"/industries/3d-retail-model\",name:\"3D Retail Model\"},{url:\"/industries/3d-rugs-visualization\",name:\"3D Rugs Visualization\"},{url:\"/industries/3d-textile-design\",name:\"3D Textile Design\"},{url:\"/ust-solutions\",name:\"UST Solutions\"},{url:\"/platform/3d-product-configurators\",name:\"3D Product Configurators\"},{url:\"/platform/3d-silhouette-designs\",name:\"3D Silhouette Designs\"},{url:\"/platform/ai-product-photography\",name:\"AI Product Photography\"},{url:\"/platform/lifestyle-imagery\",name:\"Lifestyle Imagery\"},{url:\"/platform/vignettes\",name:\"Vignettes\"},{url:\"/platform/ecommerce-augmented-reality\",name:\"Ecommerce Augmented Reality\"},{url:\"/platform/video\",name:\"Video\"},{url:\"/solutions/department/visual-ecommerce\",name:\"Visual Ecommerce\"},{url:\"/solutions/department/3d-for-marketing\",name:\"3D for Marketing\"},{url:\"/3d-for-marketing\",name:\"3D for Marketing\"},{url:\"/unveiling-the-power-of-ai-and-3d-in-visual-content-production\",name:\"AI and 3D in Visual Content Production\"},{url:\"/solutions/department/3d-for-npd\",name:\"3D for NPD\"},{url:\"/solutions/department/eCommerce-product-photography\",name:\"eCommerce Product Photography\"},{url:\"/solutions/department/3d-product-design-for-sales\",name:\"3D Product Design for Sales\"},{url:\"/solutions/department/cgi-manager\",name:\"CGI Manager\"},{url:\"/solutions/department/it\",name:\"IT\"},{url:\"/page-2\",name:\"Page 2\"},{url:\"/page\",name:\"Page\"},{url:\"/solutions/department/3d-design\",name:\"3D Design\"},{url:\"/packs\",name:\"Packs\"},{url:\"/packs/payment-success\",name:\"Payment Success\"},{url:\"/packs/checkout-page\",name:\"Checkout Page\"},{url:\"/packs/checkout-page-2\",name:\"Checkout Page 2\"},{url:\"/packs/book-pack\",name:\"Book Pack\"},{url:\"/packs/book-pack-2\",name:\"Book Pack 2\"},{url:\"/packs/starter-pack\",name:\"Starter Pack\"},{url:\"/enterprise\",name:\"Enterprise\"},{url:\"/company\",name:\"Company\"},{url:\"/company/careers\",name:\"Careers\"},{url:\"/terms-and-conditions-of-use\",name:\"Terms and Conditions of Use\"},{url:\"/privacy-policy\",name:\"Privacy Policy\"},{url:\"/pricing\",name:\"Pricing\"},{url:\"/solutions/department\",name:\"Solutions Department\"},{url:\"/demo/book-a-demo\",name:\"Book a Demo\"},{url:\"/demo/book-a-demo-nosto\",name:\"Book a Demo Nosto\"},{url:\"/imagine3d\",name:\"Imagine 3D\"},{url:\"/solutions/department/shopify\",name:\"Shopify\"},{url:\"/model-catalog\",name:\"Model Catalog\"},{url:\"/platform/mattress-builder\",name:\"Mattress Builder\"}];const getCurrentPageNameBasedOnUrl=()=>{const URLS=PRODUCTION_PAGE_URLS// isProductionUrl ? PRODUCTION_PAGE_URLS : STAGING_PAGE_URLS\n;const currentPagePathname=window.location.pathname// window.location.origin + window.location.pathname\n;return URLS?.find(url=>url.url===currentPagePathname)?.name||\"\";};// here, we are creating unique Id to identify user by combining UUID & current timestamp\n// if we don't have Id stored then we are creating & storing in localstorage\n// if we have then we are getting it from the localstorage & return it\nexport function getOrGenerateEpochUUID(){const existingUUID=localStorage.getItem(\"USERPILOT_UUID\");if(existingUUID)return existingUUID;const epochTime=Math.floor(Date.now()/1e3)// Get current time in epoch format\n;const uuid=window.crypto?.randomUUID()?.replace(/-/g,\"\")// Generate a UUID4 and remove hyphens\n;const combinedId=uuid?`${epochTime}${uuid}`:epochTime// Combine epoch time and UUID\n;localStorage.setItem(\"USERPILOT_UUID\",combinedId);return combinedId;}export function getUUIDParams({addQuery=true}={}){const uuidParams=getOrGenerateEpochUUID();return uuidParams?`${addQuery?\"?\":\"\"}uuid=${uuidParams}`:\"\";}const getBasicUserPilotDetails=()=>{const currentUser=localStorage.getItem(\"current_user\")?JSON.parse(localStorage.getItem(\"current_user\")):null;const searchParams=new URLSearchParams(window.location.search);if(currentUser){const userInfo={is_website:true,time_stamp:Math.floor(Date.now()/1e3),page_url:window.location.href,page_source:getCurrentPageNameBasedOnUrl()||document.title,catalog_product_name:searchParams?.get(\"name\"),utm_source:searchParams?.get(\"utm_source\"),utm_campaign:searchParams?.get(\"utm_campaign\"),utm_medium:searchParams?.get(\"utm_medium\"),utm_content:searchParams?.get(\"utm_content\"),utm_term:searchParams?.get(\"utm_term\"),// distinct_id: currentUser?.user?.id,\n// user_id: currentUser?.user_pilot_id,\ncompany:currentUser?.user?.company_name||\"\",imagine_id:currentUser?.user?.id,member_id:currentUser?.user?.member_id,created_at:currentUser?.user?.userRegisteredOn,is_guest_user:currentUser?.user?.is_guest?\"Yes\":\"No\",is_shared_experience:searchParams?.get(\"unicode\")?\"Yes\":\"No\",is_test_user:localStorage.getItem(\"INTERNAL\")===\"true\"||checkIsInternalUser()?.isInternalUser?\"Yes\":\"No\",was_guest_user:currentUser?.was_guest_user?\"Yes\":\"No\",current_org_id:currentUser?.organization_detail?.id,...currentUser?.user?.is_guest?{}:{first_name:currentUser?.user?.first_name,last_name:currentUser?.user?.last_name,email:currentUser?.user?.email,full_name:currentUser?.user?.name,current_org_name:currentUser?.organization_detail?.name,current_org_subscription_type:currentUser?.organization_detail?.subscription_type,current_org_subscription_status_id:currentUser?.organization_detail?.status?.id,current_org_subscription_status_name:currentUser?.organization_detail?.status?.name}};if(currentUser?.user_pilot_id)localStorage.setItem(\"USERPILOT_UUID\",currentUser?.user_pilot_id);// Commenting userpilot initialization & identify as we are not using on website anymore\n// userpilot?.identify(\n//     currentUser?.user_pilot_id || getOrGenerateEpochUUID(),\n//     userInfo\n// )\n// userpilot?.track(\"Page View\", {\n//   ...userInfo,\n//   page_source: getCurrentPageNameBasedOnUrl() || document.title,\n// });\nreturn userInfo;}else{// userpilot?.anonymous()\nconst userInfo={is_website:true,time_stamp:Math.floor(Date.now()/1e3),page_url:window.location.href,page_source:getCurrentPageNameBasedOnUrl()||document.title,catalog_product_name:searchParams?.get(\"name\"),utm_source:searchParams?.get(\"utm_source\"),utm_campaign:searchParams?.get(\"utm_campaign\"),utm_medium:searchParams?.get(\"utm_medium\"),utm_content:searchParams?.get(\"utm_content\"),utm_term:searchParams?.get(\"utm_term\"),is_test_user:localStorage.getItem(\"INTERNAL\")===\"true\"||checkIsInternalUser()?.isInternalUser?\"Yes\":\"No\"};// Commenting userpilot initialization & identify as we are not using on website anymore\n// userpilot?.identify(getOrGenerateEpochUUID(), userInfo)\nreturn userInfo;}};function trackUserPilotEvent(eventName=\"\",properties={}){if(!eventName||!shouldRegisterEvents())return;// Commenting userpilot initialization & identify as we are not using on website anymore\n// console.log(\"DEBUG__trackUserPilotEvent: \", {\n//     eventName,\n//     properties: {\n//         ...getBasicUserPilotDetails(),\n//         ...properties,\n//     },\n// })\n// if (localStorage.getItem(\"DO_NOT_TRACK\") !== \"true\") {\n//     userpilot?.track(eventName, {\n//         ...getBasicUserPilotDetails(),\n//         ...properties,\n//     })\n// }\n}function trackPageViewEvent(properties={}){const pageName=getCurrentPageNameBasedOnUrl()// || document.title\n;const eventName=pageName?`Visited - ${pageName}`:\"Visited - Page\";trackUserPilotEvent(eventName,{...properties});}function trackMainToolSelected(properties={}){trackUserPilotEvent(\"Main Tool Selected\",{...properties});}function trackExploreMore(properties={}){trackUserPilotEvent(\"Explore More\",{...properties});}function trackUploadTextureModelClicked(properties={}){trackUserPilotEvent(\"Upload Texture/Model Clicked\",{...properties});}function trackExampleSelected(properties={}){trackUserPilotEvent(\"Example Selected\",{...properties});}function trackTextureModelSelected(properties={}){trackUserPilotEvent(\"Texture/Model Selected\",{...properties});}function trackModelSelectedForTexture(properties={}){trackUserPilotEvent(\"Model Selected For Texture\",{...properties});}function trackTextureHotspotSelected(properties={}){trackUserPilotEvent(\"Texture Hotspot Selected\",{...properties});}function trackReplaceTextureClicked(properties={}){trackUserPilotEvent(\"Replace Texture Clicked\",{...properties});}function trackTextureReplacedSuccessfully(properties={}){trackUserPilotEvent(\"Texture Replaced Successfully\",{...properties});}function trackGuidelinesClicked(properties={}){trackUserPilotEvent(\"Guidelines Clicked\",{...properties});}function trackTextureModelUploadStarted(properties={}){trackUserPilotEvent(\"Texture/Model Upload Started\",{...properties});}function trackTextureModelUploadCancelled(properties={}){trackUserPilotEvent(\"Texture/Model Upload Cancelled\",{...properties});}function trackTextureModelUploadedSuccessfully(properties={}){trackUserPilotEvent(\"Texture/Model Uploaded Successfully\",{...properties});}function trackShareThisExperienceClicked(properties={}){trackUserPilotEvent(\"Share This Experience Clicked\",{...properties});}function trackShareButtonSubmit(properties={}){trackUserPilotEvent(\"Share Button Submit\",{...properties});}function trackEditIn3D(properties={}){trackUserPilotEvent(\"Edit in 3D\",{...properties});}function trackEditIn3DExample(properties={}){trackUserPilotEvent(\"Edit in 3D Example\",{...properties});}function trackEditIn3DFinalExperience(properties={}){trackUserPilotEvent(\"Edit in 3D Final Experience\",{...properties});}function trackEditIn3DTemplate(properties={}){trackUserPilotEvent(\"Edit in 3D Template\",{...properties});}function trackEditIn3DCatalog(properties={}){trackUserPilotEvent(\"Edit in 3D Catalog\",{...properties});}function trackExpandImageClicked(properties={}){trackUserPilotEvent(\"Expand Image Clicked\",{...properties});}function trackRemoveWatermarkClicked(properties={}){trackUserPilotEvent(\"Remove Watermark Clicked\",{...properties});}function trackButtonClickedTryItForFree(properties={}){trackUserPilotEvent(\"Button Clicked - Try it for free\",{...properties});}function trackSignUpPopupOpened(properties={}){trackUserPilotEvent(\"Sign up popup opened\",{...properties});}function trackSignUpSuccessEvent(properties={}){trackUserPilotEvent(\"Sign up - Success\",{...properties});}function trackBookAFreeDemoClicked(properties={}){trackUserPilotEvent(\"Book a free demo clicked\",{...properties});}function trackBookAFreeDemoSubmit(properties={}){trackUserPilotEvent(\"Book a free demo submit\",{...properties});}function trackExperienceCreated(properties={}){trackUserPilotEvent(\"Experience Created\",{...properties});}function trackDragToRotateClick(properties={}){trackUserPilotEvent(\"Drag to Rotate click\",{...properties});}function trackHeaderFooterMenuClick(properties={}){trackUserPilotEvent(\"Header/Footer Click\",{...properties});}function trackBuyNow(properties={}){trackUserPilotEvent(\"Click - Buy Now\",{...properties});}function trackClickEnterprise(properties={}){trackUserPilotEvent(\"Click - Enterprise\",{...properties});}function trackSignUpNowClicked(properties={}){trackUserPilotEvent(\"Click - Sign Up Now\",{...properties});}function trackClickTab(properties={}){trackUserPilotEvent(\"Click - Tab\",{...properties});}function trackClickTabFloating(properties={}){trackUserPilotEvent(\"Click - Tab Floating\",{...properties});}function trackClickLearnMoreEnterprise(properties={}){trackUserPilotEvent(\"Click - Learn More Enterprise\",{...properties});}function trackClickExplore3DRendering(properties={}){trackUserPilotEvent(\"Click - Explore 3D Rendering\",{...properties});}function trackClickBuildYourOwnConfigurator(properties={}){trackUserPilotEvent(\"Click - Build Your Own Configurator\",{...properties});}function trackClickAugmentedRealitySolutions(properties={}){trackUserPilotEvent(\"Click - Augmented Reality Solutions\",{...properties});}function trackClickCustomerSuccessStories(properties={}){trackUserPilotEvent(\"Click - Customer Success Stories\",{...properties});}export const USERPILOT_EVENTS={trackSignUpNowClicked,trackClickTab,trackClickTabFloating,trackClickLearnMoreEnterprise,trackClickExplore3DRendering,trackClickBuildYourOwnConfigurator,trackClickAugmentedRealitySolutions,trackClickCustomerSuccessStories,trackPageViewEvent,trackSignUpSuccessEvent,trackMainToolSelected,trackExploreMore,trackUploadTextureModelClicked,trackExampleSelected,trackTextureModelSelected,trackModelSelectedForTexture,trackTextureHotspotSelected,trackReplaceTextureClicked,trackTextureReplacedSuccessfully,trackGuidelinesClicked,trackTextureModelUploadStarted,trackTextureModelUploadCancelled,trackTextureModelUploadedSuccessfully,trackShareThisExperienceClicked,trackShareButtonSubmit,trackEditIn3D,trackEditIn3DExample,trackEditIn3DFinalExperience,trackEditIn3DTemplate,trackEditIn3DCatalog,trackExpandImageClicked,trackRemoveWatermarkClicked,trackButtonClickedTryItForFree,trackSignUpPopupOpened,trackBookAFreeDemoClicked,trackBookAFreeDemoSubmit,trackExperienceCreated,trackDragToRotateClick,trackHeaderFooterMenuClick,trackBuyNow,trackClickEnterprise};// userpilot events ends\nexport const getUserpilotFlowDetails=({endFlow=false,clearFlow=false}={})=>{return new Promise((resolve,reject)=>{try{const userpilotFlow=localStorage.getItem(\"USERPILOT_SIGNUP_FLOW\")?JSON.parse(localStorage.getItem(\"USERPILOT_SIGNUP_FLOW\")):null;const separate=userpilotFlow?.name?.split(\"__\")// TYPE__FLOW_NAME__RESTRICT\n;const data={...userpilotFlow,type:separate?.[0]||null,flowName:separate?.[1]||null,restrict:separate?.[2]||null};if(endFlow||data?.type===\"TESTING\"){setTimeout(()=>userpilot?.end(),1e3);}if(clearFlow){localStorage.removeItem(\"USERPILOT_SIGNUP_FLOW\");}if(userpilotFlow){localStorage.setItem(\"USERPILOT_SIGNUP_FLOW\",JSON.stringify(data));}resolve(data);}catch(error){reject(error)// Pass any unexpected errors to the reject handler\n;}});};export function withPageViews(Component){const WrappedComponent=props=>{useEffect(()=>{trackPageView();trackPageViewEvent();// commenting for now as it is not using\n// userpilot?.on(\"started\", function (event) {\n//     console.log(\"FLOW__started\", event)\n//     localStorage.setItem(\n//         \"USERPILOT_SIGNUP_FLOW\",\n//         JSON.stringify({\n//             id: event.id,\n//             name: event.name,\n//         })\n//     )\n//     getUserpilotFlowDetails({ endFlow: true })\n// })\n// userpilot?.on(\"step\", function (event) {\n//     console.log(\"FLOW__step\", event)\n//     // localStorage.setItem(\n//     //     \"USERPILOT_SIGNUP_FLOW\",\n//     //     JSON.stringify({\n//     //         id: event.id,\n//     //         name: event.name,\n//     //     })\n//     // )\n// })\n// userpilot?.on(\"dismissed\", function (event) {\n//     console.log(\"FLOW__dismissed\", event)\n//     localStorage.setItem(\n//         \"USERPILOT_SIGNUP_FLOW\",\n//         JSON.stringify({\n//             id: event.id,\n//             name: event.name,\n//         })\n//     )\n//     getUserpilotFlowDetails()\n// })\n// userpilot?.on(\"completed\", function (event) {\n//     console.log(\"FLOW__completed\", event)\n//     localStorage.setItem(\n//         \"USERPILOT_SIGNUP_FLOW\",\n//         JSON.stringify({\n//             id: event.id,\n//             name: event.name,\n//         })\n//     )\n//     getUserpilotFlowDetails()\n// })\n// return () => userpilot?.end()\n},[]);return /*#__PURE__*/_jsx(Component,{...props});};return WrappedComponent;}\nexport const __FramerMetadata__ = {\"exports\":{\"getUUIDParams\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withContactSalesMainNav\":{\"type\":\"reactHoc\",\"name\":\"withContactSalesMainNav\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetStartedSection\":{\"type\":\"reactHoc\",\"name\":\"withGetStartedSection\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"hitBookNow\":{\"type\":\"reactHoc\",\"name\":\"hitBookNow\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"shouldRegisterEvents\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"trackContactSalesBookADemo\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withClickedOnHowItWorks\":{\"type\":\"reactHoc\",\"name\":\"withClickedOnHowItWorks\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"trackContactSalesMainNavBookADemo\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getOrGenerateEpochUUID\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"hitGetStarted\":{\"type\":\"reactHoc\",\"name\":\"hitGetStarted\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetStartedMainNav\":{\"type\":\"reactHoc\",\"name\":\"withGetStartedMainNav\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withTrackMetaEventBookDemo\":{\"type\":\"reactHoc\",\"name\":\"withTrackMetaEventBookDemo\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"USERPILOT_EVENTS\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"HUBSPOT_TRACK_EVENTS\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withContactSalesBookADemo\":{\"type\":\"reactHoc\",\"name\":\"withContactSalesBookADemo\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"trackContactSalesMainNav\":{\"type\":\"function\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withBookDemoSection\":{\"type\":\"reactHoc\",\"name\":\"withBookDemoSection\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withPageViews\":{\"type\":\"reactHoc\",\"name\":\"withPageViews\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"hitMediaPlayPlay\":{\"type\":\"reactHoc\",\"name\":\"hitMediaPlayPlay\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withContactSalesMainNavBookADemo\":{\"type\":\"reactHoc\",\"name\":\"withContactSalesMainNavBookADemo\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withBookDemoHero\":{\"type\":\"reactHoc\",\"name\":\"withBookDemoHero\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withClickedSLALink\":{\"type\":\"reactHoc\",\"name\":\"withClickedSLALink\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withClickedOnAddOns\":{\"type\":\"reactHoc\",\"name\":\"withClickedOnAddOns\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withLoginMainNav\":{\"type\":\"reactHoc\",\"name\":\"withLoginMainNav\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withClickedOnFAQs\":{\"type\":\"reactHoc\",\"name\":\"withClickedOnFAQs\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withViewPricing\":{\"type\":\"reactHoc\",\"name\":\"withViewPricing\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getUserpilotFlowDetails\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"metaConversionAPICall\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetStartedHero\":{\"type\":\"reactHoc\",\"name\":\"withGetStartedHero\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}", "import{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{useEffect,useState,useRef}from\"react\";export const Dropdown=({selectedOption,onSelect,placeholder=\"Country*\",searchPlacehoder=\"Search...\",noResultsPlaceholder=\"No results found\",options=[],menuStyles={},valueStyles={},searchStyles={}})=>{const[isOpen,setIsOpen]=useState(false);const[searchTerm,setSearchTerm]=useState(\"\");const dropdownRef=useRef(null);// Close dropdown if clicked outside\nuseEffect(()=>{const handleClickOutside=event=>{if(dropdownRef.current&&!dropdownRef.current.contains(event.target)){setIsOpen(false);}};document.addEventListener(\"mousedown\",handleClickOutside);return()=>document.removeEventListener(\"mousedown\",handleClickOutside);},[]);useEffect(()=>{if(!isOpen){setSearchTerm(\"\");}},[isOpen]);const filteredOptions=options.filter(option=>{var _searchTerm_toLowerCase,_option_toLowerCase_trim,_option_toLowerCase;return option===null||option===void 0?void 0:(_option_toLowerCase=option.toLowerCase())===null||_option_toLowerCase===void 0?void 0:(_option_toLowerCase_trim=_option_toLowerCase.trim())===null||_option_toLowerCase_trim===void 0?void 0:_option_toLowerCase_trim.includes(searchTerm===null||searchTerm===void 0?void 0:(_searchTerm_toLowerCase=searchTerm.toLowerCase())===null||_searchTerm_toLowerCase===void 0?void 0:_searchTerm_toLowerCase.trim());});const handleSelect=option=>{onSelect(option);setIsOpen(false);setSearchTerm(\"\");};return /*#__PURE__*/_jsxs(\"div\",{style:{width:\"100%\",fontSize:\"15px\"},ref:dropdownRef,children:[/*#__PURE__*/_jsxs(\"div\",{onClick:()=>setIsOpen(!isOpen),style:{width:\"100%\",height:\"24px\",cursor:\"pointer\",position:\"relative\",textAlign:\"left\",display:\"flex\",justifyContent:\"space-between\",alignItems:\"center\",padding:\"22px 10px\",...valueStyles},children:[/*#__PURE__*/_jsx(\"div\",{className:\"ellipsis\",style:{color:selectedOption?\"#000000\":\"rgb(128, 125, 119)\",width:\"calc(100% - 30px)\"},title:selectedOption||placeholder,children:selectedOption||placeholder}),/*#__PURE__*/_jsx(\"svg\",{width:\"30\",height:\"30\",viewBox:\"0 0 24 24\",fill:\"none\",xmlns:\"http://www.w3.org/2000/svg\",style:{transform:`rotate(${isOpen?\"180deg\":\"0deg\"})`,transition:\"all 0.3s ease\"},children:/*#__PURE__*/_jsx(\"path\",{d:\"M8 10l4 4 4-4\",stroke:\"currentColor\",strokeWidth:\"1.5\",strokeLinecap:\"round\",strokeLinejoin:\"round\"})})]}),isOpen&&/*#__PURE__*/_jsxs(\"div\",{style:{position:\"absolute\",top:\"45px\",width:\"100%\",zIndex:1,left:\"0px\",border:\"1px solid rgb(246, 246, 246)\",backgroundColor:\"#fff\",...menuStyles},children:[/*#__PURE__*/_jsx(\"input\",{type:\"text\",value:searchTerm,onChange:e=>setSearchTerm(e.target.value),placeholder:searchPlacehoder,style:{width:\"100%\",padding:\"10px\",border:\"none\",borderBottom:\"1px solid rgb(246, 246, 246)\",outline:\"none\",boxSizing:\"border-box\",fontSize:\"15px\",...searchStyles}}),/*#__PURE__*/_jsx(\"div\",{style:{width:\"100%\",maxHeight:\"150px\",overflowY:\"auto\",overflowX:\"hidden\"},children:filteredOptions.length>0?filteredOptions.map((option,index)=>/*#__PURE__*/_jsx(\"div\",{className:\"dropdownItem ellipsis\",onClick:()=>handleSelect(option),title:option,style:{padding:\"10px\",cursor:\"pointer\",backgroundColor:selectedOption===option?\"rgb(246, 246, 246)\":\"#fff\"},children:option},index)):/*#__PURE__*/_jsx(\"div\",{style:{padding:\"10px\",color:\"rgb(128, 125, 119)\"},children:noResultsPlaceholder})})]})]});};\nexport const __FramerMetadata__ = {\"exports\":{\"Dropdown\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"__FramerMetadata__\":{\"type\":\"variable\"}}}\n//# sourceMappingURL=./Dropdown.map", "import{jsx as _jsx,jsxs as _jsxs}from\"react/jsx-runtime\";import{useEffect,useState,useMemo}from\"react\";import{createStore}from\"https://framer.com/m/framer/store.js@^1.0.0\";import{RenderTarget}from\"framer\";import{HUBSPOT_TRACK_EVENTS,metaConversionAPICall,getUUIDParams}from\"https://framerusercontent.com/modules/bht4YxYvS1EtDNlVwP8y/zY58G4Rphds6eYqGjVJS/Hubspot_Events.js\";import{RESTRICTED_EMAILS,isDebuggingEnabled}from\"https://framerusercontent.com/modules/a1AltNGSODvt4QUfa5dO/UyZ1lBj2TiRHJ8jrzdg7/CustomHubspotForm.js\";import{Dropdown}from\"https://framerusercontent.com/modules/QpjW8QwielSeo3Z5ENvA/oP2osqumzggy1EB7p4gp/Dropdown.js\";// Learn more: https://www.framer.com/docs/guides/overrides/\nconst ECOMMERCE_PACK={name:\"Ecommerce Pack\",price:799,discountedPrice:499,priceId:\"price_1Op4ErIoLEsD3aM1Bu0K18o1\",discountedPriceId:\"price_1Op4F7IoLEsD3aM1WQcSCOGD\"};const SOCIAL_MEDIA_PACK={name:\"Social Media Pack\",price:799,discountedPrice:499,priceId:\"price_1Op4FNIoLEsD3aM1JV395EHa\",discountedPriceId:\"price_1Op4FXIoLEsD3aM190h7OEan\"};const STARTER_PACK={name:\"Starter Pack\",price:799,discountedPrice:399,priceId:\"price_1PJVIYIoLEsD3aM1FG3hP7I9\",discountedPriceId:\"price_1PJVI2IoLEsD3aM1ZWtHkoxo\"};export const COUPON_WELCOME10=\"WELCOME10\";const HOME_ROUTE=\"/\";export const BOOK_PACK_ROUTE=\"/packs/book-pack\";const PAYMENT_SUCCESS_ROUTE=\"/packs/payment-success\";const getPacksDefaultObject=({name=null,price=null,discountedPrice=null,priceId=null,discountedPriceId=null,isDiscounted=false,quantity=1,productNo=null,is3DModel=false,add_on_data=[]})=>({name,price,discountedPrice,priceId,discountedPriceId,isDiscounted,quantity,product_link_number:productNo,add_on_data,is3DModel});const starter_pack_payment_info=[getPacksDefaultObject({productNo:1,isDiscounted:true,...STARTER_PACK,price:STARTER_PACK.discountedPrice})];export const defaultValues={user:null,productLimit:5,productCount:1,payment_info:[...starter_pack_payment_info],deleted_product:[],couponDetails:{isApplied:false,code:null},billingDetails:{addressLine1:\"\",addressLine2:\"\",streetAddress:\"\",city:\"\",country:\"\",zipcode:\"\"},showAccountDetails:false};const getNumberOnly=(n=\"\")=>{if(!n)return n;return Number(n.match(/\\d+/)[0]);};const isEqual=(a=\"\",b=\"\")=>{return a?.toString()?.trim()?.toLowerCase()==b?.toString()?.trim()?.toLowerCase();};const toggleClass=({cards=[]})=>{const classToBeToggled=\"selected-border\";if(cards.length===0)return;const containers=document.querySelectorAll('[aria-label=\"PACK_CONTAINER\"]');if(containers.length!==0){containers.forEach(container=>{let productNo=container.querySelector(\".product-identifier-no .framer-text\")?.innerText;productNo=getNumberOnly(productNo);const isExists=cards.find(a=>isEqual(productNo,a.product_link_number));if(isExists){const starterElem=container.querySelector(\".selected-starter-pack\");const model3DElem=container.querySelector(\".selected-3d-model-pack\");if(isExists?.is3DModel){starterElem.classList.remove(classToBeToggled);model3DElem.classList.add(classToBeToggled);}else{model3DElem.classList.remove(classToBeToggled);starterElem.classList.add(classToBeToggled);}}});}};const getAndSetLocalStorageData=(data=null)=>{try{if(data!==null&&data!=={}){localStorage.setItem(\"STORE\",JSON.stringify(data));}const storedData=localStorage.getItem(\"STORE\");return storedData?JSON.parse(storedData):null;}catch(error){console.error(\"Error in getAndSetLocalStorage:\",error);return null;}};export const getAndSetHideDiscountModalCookieData=(data=null)=>{// const cookieName = \"STORE=\"\nconst cookieName=\"HIDE_AUTO_DISCOUNT_MODAL=\";try{if(data!==null){// Serialize and store data as a cookie\n// Set the cookie to expire in 1 day\nconst d=new Date;d.setTime(d.getTime()+1*24*60*60*1e3)// 1 day\n;const expires=\"expires=\"+d.toUTCString();document.cookie=cookieName+encodeURIComponent(JSON.stringify(data))+\";\"+expires+\";path=/\";}// Retrieve and parse the cookie data\nconst decodedCookies=decodeURIComponent(document.cookie);const ca=decodedCookies.split(\";\");for(let i=0;i<ca.length;i++){const c=ca[i].trim();if(c.indexOf(cookieName)==0){return JSON.parse(c.substring(cookieName.length,c.length));}}return null;}catch(error){console.error(\"Error in getAndSetHideDiscountModalCookieData:\",error);return null;}};export const getAndSetBrowserStorage=(data=null)=>{return getAndSetLocalStorageData(data);};const getCurrentUserInfo=()=>{const currentUser=localStorage.getItem(\"current_user\")||null;const USER_DATA=currentUser?JSON.parse(currentUser):null;return USER_DATA;};const getTotalOfPackValue=(payment_info=[],productNo=1)=>{let _paymentInfo=[...payment_info];if(_paymentInfo.length===0){_paymentInfo=getAndSetBrowserStorage()?.payment_info||[];}_paymentInfo=_paymentInfo?.filter(a=>a.product_link_number===productNo);return _paymentInfo.reduce((acc,curr)=>{const price=Number(curr.isDiscounted?curr.discountedPrice:curr.price);const addonPrice=curr.add_on_data.reduce((addAcc,addCurr)=>{addAcc=addAcc+addCurr.price*addCurr.quantity;return addAcc;},0);acc=acc+price+addonPrice;return acc;},0);};const getTotalOfCartValue=(payment_info=[])=>{let _paymentInfo=[...payment_info];if(_paymentInfo.length===0){_paymentInfo=getAndSetBrowserStorage()?.payment_info||[];}return _paymentInfo.reduce((acc,curr)=>{const price=Number(curr.isDiscounted?curr.discountedPrice:curr.price);const addonPrice=curr.add_on_data.reduce((addAcc,addCurr)=>{addAcc=addAcc+addCurr.price*addCurr.quantity;return addAcc;},0);acc=acc+price+addonPrice;return acc;},0);};const toggleGetYourDiscountForm=({show=false})=>{const overlay=document.querySelector(\"#get-your-discount-form\");if(overlay){overlay.style.display=show?\"flex\":\"none\";overlay.style.opacity=show?\"1\":\"0\";}};const toggleGetYourDiscountReceived=({show=false})=>{const overlay=document.querySelector(\"#get-your-discount-received\");if(overlay){overlay.style.display=show?\"flex\":\"none\";overlay.style.opacity=show?\"1\":\"0\";}};const toggleGetYourDiscountOverlay=({show=false})=>{const overlay=document.querySelector(\"#get-your-discount-overlay\");if(overlay){overlay.addEventListener(\"click\",e=>{if(event.target.id===\"get-your-discount-overlay\"){overlay.style.display=\"none\";overlay.style.opacity=\"0\";getAndSetHideDiscountModalCookieData(true);}});toggleGetYourDiscountForm({show:true});toggleGetYourDiscountReceived({show:false});overlay.style.display=show?\"flex\":\"none\";overlay.style.opacity=show?\"1\":\"0\";}};export const useStore=createStore({...defaultValues,...getAndSetBrowserStorage?.()||{}});export function withProductSelect(Component){return props=>{const[store,setStore]=useStore();const updateData=n=>{const _n=getNumberOnly(n);const d={...defaultValues,productCount:_n};setStore({...store,...d});getAndSetBrowserStorage({...store,...d});};return /*#__PURE__*/_jsx(Component,{...props,onClick:e=>updateData(e.target.innerText)});};}export function withSelectedProductDropdown(Component){return props=>{const[store]=useStore();const isCanvas=RenderTarget.current()===RenderTarget.canvas;// const getSelectedPackNo = ({ product_link_number = null, priceId }) => {\n//     if (product_link_number && priceId)\n//         return store.payment_info.find(\n//             (a) =>\n//                 isEqual(a.product_link_number, product_link_number) &&\n//                 isEqual(a.priceId, priceId)\n//         )\n//     return null\n// }\nconst showHideContainers=(containers=[],isCartSection=false)=>{if(containers.length>0){let selectedProduct=Number(store.productCount||0);if(selectedProduct<1){selectedProduct=selectedProduct-1;}let sequenceNo=0;for(let i=0;i<containers.length;i++){if(containers[i]){let productNo=containers[i].querySelector(\".product-identifier-no .framer-text\")?.innerText;productNo=getNumberOnly(productNo);if(store.deleted_product.includes(productNo)&&i+1===productNo&&containers?.[i]?.parentElement){containers[i].parentElement.style.display=\"none\";}else{if(containers?.[i]?.parentElement){containers[i].parentElement.style.display=i<selectedProduct?\"block\":\"none\";}const packPriceTitle=containers?.[i]?.querySelector(\".pack-price-title .framer-text\");if(packPriceTitle){packPriceTitle.innerText=`$${getTotalOfPackValue(store.payment_info,productNo)}`;}// if (i < selectedProduct) {\n//     // use this for price\n//     const productLabel =\n//         containers[i].querySelectorAll(\n//             \".framer-text\"\n//         )[1]\n//     sequenceNo += 1\n//     if (\n//         !productLabel.getAttribute(\"data-innerText\")\n//     ) {\n//         productLabel.setAttribute(\n//             \"data-innerText\",\n//             productLabel.innerText\n//         )\n//     }\n//     productLabel.innerText = productLabel\n//         .getAttribute(\"data-innerText\")\n//         ?.replaceAll(productNo, sequenceNo) // + ++sequenceNo\n// }\nif(!isCartSection){const addons=containers?.[i]?.querySelectorAll(\"[aria-label='ADDON_CARD']\");if(addons.length>0){const add_on_data=store.payment_info?.find(a=>isEqual(a.product_link_number,productNo))?.add_on_data;addons.forEach(addon=>{const addonPriceId=addon?.querySelector(\".addon-price-id .framer-text\")?.innerText;const qtyIncreaseElement=addon?.querySelector(\".addon-qty-increase\");const qtyDecreaseElement=addon?.querySelector(\".addon-qty-decrease\");const isExists=add_on_data?.find(a=>isEqual(a.priceId,addonPriceId)&&a.quantity===1);qtyIncreaseElement.style.opacity=isExists?0:1;qtyIncreaseElement.style.display=isExists?\"none\":\"block\";qtyDecreaseElement.style.opacity=isExists?1:0;qtyDecreaseElement.style.display=isExists?\"block\":\"none\";});}}if(isCartSection){const packCards=containers?.[i]?.querySelectorAll(\"[aria-label='CART_PACK_CARD']\");for(let j=0;j<packCards.length;j++){const cartPackItemParentElement=packCards?.[j]?.parentElement;const priceId=packCards?.[j]?.querySelector(\".pack-price-id .framer-text\")?.innerText;const isAddon=packCards?.[j]?.querySelector(\".is-addons .framer-text\")?.innerText?.trim()?.toUpperCase();const selectedPaymentInfo=[...store.payment_info]?.find(a=>isEqual(a.product_link_number,productNo));cartPackItemParentElement.style.transform=\"none\";if(isAddon===\"NO\"){const matchingPriceId=selectedPaymentInfo?.isDiscounted?selectedPaymentInfo?.discountedPriceId:selectedPaymentInfo?.priceId;const isExists=isEqual(matchingPriceId,priceId);cartPackItemParentElement.style.display=isExists?\"block\":\"none\";cartPackItemParentElement.style.opacity=isExists?1:0;}else{const isExists=selectedPaymentInfo?.add_on_data?.find(a=>isEqual(a.priceId,priceId)&&a.quantity===1);cartPackItemParentElement.style.display=isExists?\"block\":\"none\";cartPackItemParentElement.style.opacity=isExists?1:0;}// if (packCards?.[j]) {\n//     const addonCardParentElem =\n//         packCards[j].parentElement\n//     const shouldHide = getSelectedPackNo({\n//         product_link_number: productNo,\n//         priceId,\n//     })\n//     addonCardParentElem.style.display =\n//         shouldHide ? \"block\" : \"none\"\n// if (\n//     addonCardParentElem?.parentElement &&\n//     !shouldHide\n// ) {\n//     addonCardParentElem?.parentElement.classList.add(\n//         \"hidePseudoElement\"\n//     )\n// }\n// }\n}}}}}}};const getAllPackContainers=()=>{const containers=document.querySelectorAll(\"[aria-label='PACK_CONTAINER']\");showHideContainers(containers);};const getAllCartPackContainers=()=>{const containers=document.querySelectorAll(\"[aria-label='PACK_CART_CONTAINER']\");showHideContainers(containers,true);};const fetchData=()=>{getAllPackContainers();getAllCartPackContainers();toggleClass({cards:[...store.payment_info]});};useEffect(()=>{const fetchDataAndRedirect=async()=>{getAllPackContainers();getAllCartPackContainers();toggleClass({cards:[...store.payment_info]});// redirect to the packs page if product is not selected i.e, 0\nreturn new Promise((resolve,reject)=>{resolve(true);});};if(!isCanvas){fetchDataAndRedirect().then(()=>{// Now, after the promise resolves, redirect to /packs\n// if (store.productCount === 0) window.location.href = HOME_ROUTE\n});}},[store]);// useEffect(() => {\n//     window.addEventListener(\"resize\", fetchData)\n//     return () => {\n//         window.removeEventListener(\"resize\", fetchData)\n//     }\n// }, [])\nif(!props.className?.includes(\"product-dropdown\")){props.className+=\" product-dropdown\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withPackSelection(Component){return props=>{const[store,setStore]=useStore();const removeDuplicates=(data={})=>{const paymentInfo=[...store.payment_info];const existingIndex=paymentInfo.findIndex(a=>isEqual(a.priceId,data.priceId)&&isEqual(a.product_link_number,data.product_link_number));if(existingIndex!==-1){paymentInfo.splice(existingIndex,1)// Remove the existing item if found\n;}else{paymentInfo.push(data)// Add the new item\n;}return paymentInfo;};const getPacksOfSameProduct=(data=[],productNo=null)=>{if(!productNo)return[];return data.filter(a=>isEqual(a.product_link_number,productNo));};const getAndUpdateData=(packData={},productNo)=>{const payment_info=[...removeDuplicates(packData)];// Here, i'm resetting the isDiscounted value to false for the same type of product only. Otherwise, passing the stored value.\nconst d={payment_info:getPacksOfSameProduct(payment_info,productNo).length===1?[...payment_info.map(a=>({...a,isDiscounted:isEqual(a.product_link_number,productNo)?false:a.isDiscounted}))]:[...payment_info]};setStore({...store,...d});getAndSetBrowserStorage({...store,...d});return d.payment_info||[];};const togglePackSelection=(e=null)=>{if(!e)return;e.stopPropagation();const checkbox=e.target.closest(\".checkbox-selected\");const classes=checkbox?.classList;const packCard=checkbox?.closest(\"[aria-label='PACK_CARD']\");const packPriceId=packCard?.querySelectorAll(\".pack-price-id\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const discountedPackPriceId=packCard?.querySelectorAll(\".discounted-pack-price-id\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const packName=packCard?.querySelectorAll(\".pack-title\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const packPrice=packCard?.querySelectorAll(\".pack-price\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const discountedPackPrice=packCard?.querySelectorAll(\".discounted-pack-price\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();// if getting undefined packName then not running the below code as this override is also working on the pack selection dropdown\nif(packPriceId&&packName){const container=checkbox?.closest(\"[aria-label='PACK_CONTAINER']\");const framerText=container?.querySelector(\".product-dropdown\")?.querySelectorAll(\".framer-text\");const productNo=container?.querySelectorAll(\".product-identifier-no\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();// let selectedPacks = []\nif(classes.contains(\"checked\")){classes.remove(\"checked\");}else{classes.add(\"checked\");}const selectedPacks=getAndUpdateData(getPacksDefaultObject({productNo:getNumberOnly(productNo),name:packName,price:getNumberOnly(packPrice),discountedPrice:getNumberOnly(discountedPackPrice),priceId:packPriceId,discountedPriceId:discountedPackPriceId,isDiscounted:[...store.payment_info].filter(a=>isEqual(a.product_link_number,productNo)).length>0}),productNo).filter(a=>isEqual(a.product_link_number,productNo)).map(a=>a.name);// updating product dropdown title\nframerText[2].innerHTML=selectedPacks.length>0?selectedPacks.join(\", \"):\"Select pack\";setTimeout(()=>{fbq?.(\"track\",\"AddToCart\",{value:packPrice||0,currency:\"USD\"});metaConversionAPICall({event_name:\"AddToCart\"});gtag_report_conversion?.({url:window.location.href,event_name:\"add_to_cart\",send_to:\"AW-10868671574/RcZWCL6RnKgZENaIy74o\",price:packPrice||0});},1e3);}};const showPreSelectedPacks=()=>{const containers=document.querySelectorAll(\"[aria-label='PACK_CONTAINER']\");for(let i=0;i<store.productCount;i++){let productNo=containers?.[i]?.querySelectorAll(\".product-identifier-no\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText;productNo=getNumberOnly(productNo);const framerText=containers?.[i]?.querySelector(\".product-dropdown\")?.querySelectorAll(\".framer-text\");const selectedPacks=store.payment_info.filter(a=>a.product_link_number===productNo);if(selectedPacks.length>0){const packs=containers?.[i].querySelectorAll(\"[aria-label='PACK_CARD']\");for(let j=0;j<packs.length;j++){const priceId=packs?.[j]?.querySelectorAll(\".pack-price-id\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const discountedPriceId=packs?.[j]?.querySelectorAll(\".discounted-pack-price-id\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const isPackSelected=store.payment_info.findIndex(a=>a.priceId===priceId&&a.product_link_number===productNo);if(isPackSelected!==-1){framerText[2].innerHTML=selectedPacks.length>0?selectedPacks.map(a=>a.name).join(\", \"):\"Select pack\";packs[j].querySelectorAll(\".checkbox-selected\")[0].classList.add(\"checked\");}}}}};useEffect(()=>{const timeId=setTimeout(showPreSelectedPacks,250);return()=>{if(timeId)clearInterval(timeId);};},[]);if(!props.className?.includes(\"checkbox-selected\")){props.className+=` checkbox-selected`;}if(props.className?.includes(\"checked\")){props.className+=\" checked\";}return /*#__PURE__*/_jsx(Component,{...props,onClick:e=>{togglePackSelection(e);}});};}export function withSelectedPackDelete(Component){return props=>{const[store,setStore]=useStore();const[hide,setHide]=useState(false);const deleteSelectedProduct=e=>{e.preventDefault();e.stopPropagation();const container=e.target.closest(\"[aria-label='PACK_CART_CONTAINER']\");let productNo=container?.querySelector(\".product-identifier-no .framer-text\")?.innerText;productNo=getNumberOnly(productNo);const index=store.payment_info?.findIndex(a=>a?.product_link_number===productNo);const payment_info=[...store.payment_info].map((a,i)=>{if(i<index)return a;if(i===index)return null;if(i>index){return{...a,product_link_number:i};}}).filter(Boolean);const d={productCount:payment_info?.length||0,payment_info:payment_info};setStore({...store,...d});getAndSetBrowserStorage({...store,...d});};useEffect(()=>{setHide(store?.payment_info?.length===1);},[store.payment_info]);if(!props.className?.includes(\"selectedPackDelete\")){props.className+=\" selectedPackDelete\";}return /*#__PURE__*/_jsx(Component,{...props,style:hide?{display:\"none\"}:{},onClick:deleteSelectedProduct});};}export function withSelectedPackAddOnDelete(Component){return props=>{const[store,setStore]=useStore();const deleteSelectedProduct=e=>{e.preventDefault();e.stopPropagation();const addonCard=e.target.closest(\"[aria-label='CART_PACK_CARD']\");const container=e.target.closest(\"[aria-label='PACK_CART_CONTAINER']\");let productNo=container?.querySelector(\".product-identifier-no .framer-text\")?.innerText;productNo=getNumberOnly(productNo);const addonPriceId=addonCard?.querySelector(\".pack-price-id .framer-text\")?.innerText;const index=store.payment_info?.findIndex(a=>a?.product_link_number===productNo);const payment_info=[...store.payment_info].map((a,i)=>{if(i===index)return{...a,add_on_data:a.add_on_data.filter(a=>a.priceId!==addonPriceId)};return a;}).filter(Boolean);const d={payment_info:payment_info};setStore({...store,...d});getAndSetBrowserStorage({...store,...d});};if(!props.className?.includes(\"selectedPackDelete\")){props.className+=\" selectedPackDelete\";}return /*#__PURE__*/_jsx(Component,{...props,onClick:deleteSelectedProduct});};}export function withAddProduct(Component){return props=>{const[store,setStore]=useStore();const isLimitExceed=store.productCount===store.productLimit;const updateProductCount=()=>{const count=store.productCount<store.productLimit?store.productCount+1:store.productCount;const deleted_product=[...store.deleted_product];deleted_product.shift();const d={productCount:store.deleted_product.length===0?count:store.productCount,deleted_product:deleted_product||[],payment_info:[...store.payment_info,{...getPacksDefaultObject({productNo:count,isDiscounted:true,...STARTER_PACK,price:STARTER_PACK.discountedPrice})}]};toggleClass({cards:[...d.payment_info]});setStore({...store,...d});getAndSetBrowserStorage({...store,...d});};props.style=isLimitExceed&&store.deleted_product.length===0?{display:\"none\"}:{display:\"block\"};return /*#__PURE__*/_jsx(Component,{...props,onClick:updateProductCount});};}export function withGetThisPack(Component){return props=>{const[store,setStore]=useStore();const{trackAddEcommercePack,trackAddSocialMediaPack}=HUBSPOT_TRACK_EVENTS||{};const getItemsExistsInUrl=(itemsToCheck=[])=>{const currentUrl=window.location.pathname.toLowerCase();const itemExistsInUrl=itemsToCheck.some(item=>currentUrl.includes(item.toLowerCase()));return itemExistsInUrl;};const updateProductCount=()=>{const isEcommercePack=getItemsExistsInUrl([\"ecommerce\",\"e-commerce\"]);const isSocialMediaPack=getItemsExistsInUrl([\"socialmedia\",\"social-media\"]);const payment_info=[];if(isEcommercePack){payment_info.push(getPacksDefaultObject({productNo:1,...ECOMMERCE_PACK}));trackAddEcommercePack();}if(isSocialMediaPack){payment_info.push(getPacksDefaultObject({productNo:1,...SOCIAL_MEDIA_PACK}));trackAddSocialMediaPack();}const d={...defaultValues,productCount:1,payment_info:payment_info};setStore({...store,...d});getAndSetBrowserStorage({...store,...d});setTimeout(()=>{const priceValue=payment_info?.[0]?.price||0;fbq?.(\"track\",\"AddToCart\",{value:priceValue,currency:\"USD\"});metaConversionAPICall({event_name:\"AddToCart\"});gtag_report_conversion?.({url:window.location.href,event_name:\"add_to_cart\",send_to:\"AW-10868671574/RcZWCL6RnKgZENaIy74o\",price:priceValue});},1e3);};return /*#__PURE__*/_jsx(Component,{...props,onClick:updateProductCount});};}export function withCartTotalPriceAddClass(Component){return props=>{if(!props.className?.includes(\"cart-total-price\")){props.className+=\" cart-total-price\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withCartDiscountedPriceAddClass(Component){return props=>{if(!props.className?.includes(\"cart-discounted-price\")){props.className+=\" cart-discounted-price\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withAppliedDiscount(Component){return props=>{const[store,setStore]=useStore();const checkDiscountApplied=()=>{const{user,couponDetails}=store||{};const appliedDiscount=document.querySelector(\".applied-discount\");if(appliedDiscount){appliedDiscount.style.display=user?.email&&user?.isValid&&couponDetails?.code&&couponDetails?.isApplied?\"flex\":\"none\";}};useEffect(checkDiscountApplied,[store]);if(!props.className?.includes(\"applied-discount\")){props.className+=\" applied-discount\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withCalculateTotalPrice(Component){return props=>{const[store,setStore]=useStore();const isCanvas=RenderTarget.current()===RenderTarget.canvas;const calculateTotalPrice=()=>{const totalPrice=getTotalOfCartValue(store.payment_info);const shouldDiscountApplied=store.user?.email&&store.user?.isValid&&store.couponDetails?.code&&store.couponDetails?.isApplied;const discountedPrice=totalPrice-totalPrice*.1;const cartPriceEle=document.querySelectorAll(\".total-price\");if(cartPriceEle?.length>0){for(let i=0;i<cartPriceEle.length;i++){cartPriceEle[i].style.display=totalPrice>0?\"flex\":\"none\";// cartPriceEle[i].querySelectorAll(\n//     \".framer-text\"\n// )[1].innerHTML = `$${totalPrice}`\nconst cartTotalPrice=cartPriceEle[i].querySelector(\".cart-total-price .framer-text\");const cartDiscountedPrice=cartPriceEle[i].querySelector(\".cart-discounted-price .framer-text\");if(cartTotalPrice){cartTotalPrice.innerHTML=`$${totalPrice}`;cartTotalPrice.style.textDecoration=shouldDiscountApplied?\"line-through\":\"none\";}if(cartDiscountedPrice){cartDiscountedPrice.innerHTML=`$${discountedPrice}`;cartDiscountedPrice.style.display=shouldDiscountApplied?\"block\":\"none\";}}}};useEffect(()=>{if(!isCanvas)calculateTotalPrice();},[store]);if(!props.className?.includes(\"total-price\")){props.className+=\" total-price\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withPackPriceIdAddClass(Component){return props=>{if(!props.className?.includes(\"pack-price-id\")){props.className+=\" pack-price-id\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withPackDiscountedPriceIdAddClass(Component){return props=>{if(!props.className?.includes(\"discounted-pack-price-id\")){props.className+=\" discounted-pack-price-id\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withPackTitleAddClass(Component){return props=>{if(!props.className?.includes(\"pack-title\")){props.className+=\" pack-title\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withIsAddonsAddClass(Component){return props=>{if(!props.className?.includes(\"is-addons\")){props.className+=\" is-addons\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withPackPriceTitleAddClass(Component){return props=>{if(!props.className?.includes(\"pack-price-title\")){props.className+=\" pack-price-title\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withPackPriceAddClass(Component){return props=>{const[store]=useStore();const[style,setStyle]=useState({});const isCanvas=RenderTarget.current()===RenderTarget.canvas;const getSelectedProductPacks=({product_link_number=null,priceId})=>{if(product_link_number)return store.payment_info.filter(a=>isEqual(a.product_link_number,product_link_number));return[];};const togglePackPrice=({containers=[],isProductSection=false,isCartSection=false})=>{for(let i=0;i<containers.length;i++){if(containers[i]){let productNo=containers[i].querySelectorAll(\".product-identifier-no\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText;productNo=getNumberOnly(productNo);let packCards=[];if(isProductSection){packCards=containers?.[i]?.querySelectorAll(\"[aria-label='PACK_CARD']\");}if(isCartSection){packCards=containers?.[i]?.querySelectorAll(\"[aria-label='CART_PACK_CARD']\");}if(packCards.length){for(let j=0;j<packCards.length;j++){const priceId=packCards?.[j]?.querySelectorAll(\".pack-price-id\")?.[0]?.querySelectorAll(\".framer-text\")?.[0].innerText;// const discountedPriceId = packCards?.[j]\n//     ?.querySelectorAll(\n//         \".discounted-pack-price-id\"\n//     )?.[0]\n//     ?.querySelectorAll(\".framer-text\")?.[0]\n//     .innerText\nconst packsList=getSelectedProductPacks({product_link_number:productNo});const discountedList=packsList.filter(a=>a.isDiscounted);const showDiscountedPrice=packsList.length>0&&packsList?.[0]?.priceId!==priceId;if(packCards?.[j]?.querySelectorAll(\".pack-price\")?.[0]){packCards[j].querySelectorAll(\".pack-price\")[0].style.display=showDiscountedPrice?\"none\":\"block\";}if(packCards?.[j]?.querySelectorAll(\".discounted-pack-price\")?.[0]){packCards[j].querySelectorAll(\".discounted-pack-price\")[0].style.display=showDiscountedPrice?\"block\":\"none\";}}}}}};const togglePacksInContainer=()=>{const containers=document.querySelectorAll(\"[aria-label='PACK_CONTAINER']\");togglePackPrice({containers,isProductSection:true});};const togglePacksInCartContainer=()=>{const containers=document.querySelectorAll(\"[aria-label='PACK_CART_CONTAINER']\");togglePackPrice({containers,isCartSection:true});};// commenting this code for starter pack\n// useEffect(() => {\n//     if (!isCanvas) {\n//         // togglePacksInContainer()\n//         // togglePacksInCartContainer()\n//     }\n// }, [store])\nif(!props.className?.includes(\"pack-price\")){props.className+=\" pack-price\";}return /*#__PURE__*/_jsx(Component,{...props,style:style});};}export function withPackPriceCartLabelAddClass(Component){return props=>{const[store,setStore]=useStore();const showHidePrice=()=>{const label3DModelPrice=document.querySelector(\".pack-price-label\");if(!label3DModelPrice)return;label3DModelPrice.style.display=store?.payment_info?.[0]?.is3DModel?\"block\":\"none\";};useEffect(showHidePrice,[store]);if(!props.className?.includes(\"pack-price-label\")){props.className+=\" pack-price-label\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withPackDiscountedPriceAddClass(Component){return props=>{if(!props.className?.includes(\"discounted-pack-price\")){props.className+=\" discounted-pack-price\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withProductIdentifierAddClass(Component){return props=>{if(!props.className?.includes(\"product-identifier-no\")){props.className+=\" product-identifier-no\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withRedirectToCheckout(Component){return props=>{const[store]=useStore();const{payment_info,user,couponDetails}=store||{};const{trackInitiateCheckout}=HUBSPOT_TRACK_EVENTS||{};const handleClick=()=>{trackInitiateCheckout();setTimeout(()=>{const priceValue=getTotalOfCartValue(store.payment_info);fbq?.(\"track\",\"InitiateCheckout\");metaConversionAPICall({event_name:\"InitiateCheckout\"});gtag_report_conversion?.({url:window.location.href,event_name:\"begin_checkout\",send_to:\"AW-10868671574/6fU-CIaVnKgZENaIy74o\",price:priceValue});},1e3);};const style=useMemo(()=>payment_info?.length>0?{pointerEvents:\"auto\",opacity:1}:{pointerEvents:\"none\",opacity:.5},[payment_info,user,couponDetails?.code,couponDetails?.isApplied]);return /*#__PURE__*/_jsx(Component,{...props,style:style,onClick:handleClick});};}export function withAddonTitleAddClass(Component){return props=>{if(!props.className?.includes(\"addon-title\")){props.className+=\" addon-title\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withAddonPriceAddClass(Component){return props=>{if(!props.className?.includes(\"addon-price\")){props.className+=\" addon-price\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withAddonPriceIdAddClass(Component){return props=>{if(!props.className?.includes(\"addon-price-id\")){props.className+=\" addon-price-id\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withAddonQtyDecreaseAddClass(Component){return props=>{const[store,setStore]=useStore();const updateQty=e=>{const addon=e.target.closest(\"[aria-label='ADDON_CARD']\");const packContainer=addon.closest(\"[aria-label='PACK_CONTAINER']\");let productNo=packContainer?.querySelector(\".product-identifier-no .framer-text\")?.innerText;productNo=getNumberOnly(productNo);let addonPrice=addon?.querySelector(\".addon-price .framer-text\")?.innerText;addonPrice=getNumberOnly(addonPrice);const addonName=addon?.querySelector(\".addon-title .framer-text\")?.innerText;const addonPriceId=addon?.querySelector(\".addon-price-id .framer-text\")?.innerText;const payment_info=[...store.payment_info.map(a=>{if(isEqual(a.product_link_number,productNo)){const add_on_data=[...a.add_on_data];const existingIndex=add_on_data.findIndex(b=>isEqual(b.priceId,addonPriceId));if(existingIndex!==-1){add_on_data[existingIndex]={...add_on_data[existingIndex],name:addonName,quantity:0};}else{add_on_data.push({name:addonName,price:addonPrice,priceId:addonPriceId,quantity:0});}return{...a,add_on_data};}return a;})];const d={payment_info};setStore({...store,...d});getAndSetBrowserStorage({...store,...d});};if(!props.className?.includes(\"addon-qty-decrease\")){props.className+=\" addon-qty-decrease\";}return /*#__PURE__*/_jsx(Component,{...props,onClick:updateQty});};}export function withAddonQuantityAddClass(Component){return props=>{const[store,setStore]=useStore();const showHideCartSummary=()=>{const cartSummary=document.querySelectorAll(\"[aria-label='CART_SUMMARY']\")?.[0];if(cartSummary){const addOnCards=cartSummary.querySelectorAll(\"[aria-label='ADDON_CARD']\");for(let i=0;i<addOnCards.length;i++){const addonPriceId=addOnCards?.[i]?.querySelector(\".addon-price-id .framer-text\")?.innerText?.trim();const add_on_data=store?.payment_info?.[0]?.add_on_data;const isExists=add_on_data.find(a=>isEqual(a.priceId,addonPriceId)&&a.quantity!==0);addOnCards[i].parentElement.style.transition=\"all 100ms ease\";addOnCards[i].parentElement.style.opacity=isExists?\"1\":\"0\";addOnCards[i].parentElement.style.display=isExists?\"block\":\"none\";}}};const showSavedAddonQuantity=()=>{showHideCartSummary();toggleClass({cards:[...store.payment_info]});const containers=document.querySelectorAll(\"[aria-label='PACK_CART_CONTAINER']\");for(let i=0;i<containers?.length;i++){let productNo=containers?.[i]?.querySelectorAll(\".product-identifier-no\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText;productNo=getNumberOnly(productNo);const selectedPacks=store.payment_info.filter(a=>a.product_link_number===productNo);// if (selectedPacks.length > 0) {\nconst packsCard=containers?.[i].querySelectorAll(\"[aria-label='CART_PACK_CARD']\");for(let j=0;j<packsCard.length;j++){const priceId=packsCard?.[j]?.querySelectorAll(\".pack-price-id\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const isPackSelectedIndex=store.payment_info.findIndex(a=>isEqual(a.priceId,priceId)&&isEqual(a.product_link_number,productNo));if(isPackSelectedIndex!==-1){const addons=store.payment_info?.[isPackSelectedIndex]?.add_on_data;const addonsCard=packsCard?.[j]?.querySelectorAll(\"[aria-label='ADDON_CARD']\");for(let k=0;k<addonsCard.length;k++){const addonPriceId=addonsCard?.[k]?.querySelectorAll(\".addon-price-id\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const addonIndex=addons.findIndex(a=>isEqual(a.priceId,addonPriceId));const qtyDecreaseParentElement=addonsCard[k]?.querySelectorAll(\".addon-qty-decrease\")?.[0]?.parentElement;const input=addonsCard?.[k]?.querySelector(\".addon-quantity input\");if(addonIndex!==-1){const qty=addons?.[addonIndex]?.quantity;if(input){input.value=qty;input.placeholder=qty// using placeholder because we are getting value as undefined always & also we can't set it\n;}// if (qtyDecreaseParentElement)\n//     qtyDecreaseParentElement.style.opacity =\n//         qty > 0 ? 1 : 0.2\n}else{const qty=0// addons?.[k]?.quantity || 0\n;if(input){input.value=qty;input.placeholder=qty// using placeholder because we are getting value as undefined always & also we can't set it\n;}// if (qtyDecreaseParentElement)\n//     qtyDecreaseParentElement.style.opacity =\n//         qty > 0 ? 1 : 0.2\n}}}}// }\n}};useEffect(()=>{window.addEventListener(\"resize\",showHideCartSummary);const timeId=setTimeout(showSavedAddonQuantity,500);return()=>{if(timeId)clearInterval(timeId);window.removeEventListener(\"resize\",showHideCartSummary);};},[store]);if(!props.className?.includes(\"addon-quantity\")){props.className+=\" addon-quantity\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withAddonQtyIncreaseAddClass(Component){return props=>{const[store,setStore]=useStore();const updateQty=e=>{const addon=e.target.closest(\"[aria-label='ADDON_CARD']\");const packContainer=addon.closest(\"[aria-label='PACK_CONTAINER']\");let productNo=packContainer?.querySelector(\".product-identifier-no .framer-text\")?.innerText;productNo=getNumberOnly(productNo);let addonPrice=addon?.querySelector(\".addon-price .framer-text\")?.innerText;addonPrice=getNumberOnly(addonPrice);const addonName=addon?.querySelector(\".addon-title .framer-text\")?.innerText;const addonPriceId=addon?.querySelector(\".addon-price-id .framer-text\")?.innerText;const payment_info=[...store.payment_info.map(a=>{if(isEqual(a.product_link_number,productNo)){const add_on_data=[...a.add_on_data];const existingIndex=add_on_data.findIndex(b=>isEqual(b.priceId,addonPriceId));if(existingIndex!==-1){add_on_data[existingIndex]={...add_on_data[existingIndex],name:addonName,quantity:1};}else{add_on_data.push({name:addonName,price:addonPrice,priceId:addonPriceId,quantity:1});}return{...a,add_on_data};}return a;})];const d={payment_info};setStore({...store,...d});getAndSetBrowserStorage({...store,...d});setTimeout(()=>{fbq?.(\"track\",\"AddToCart\",{value:addonPrice||0,currency:\"USD\"});metaConversionAPICall({event_name:\"AddToCart\"});gtag_report_conversion?.({url:window.location.href,event_name:\"add_to_cart\",send_to:\"AW-10868671574/RcZWCL6RnKgZENaIy74o\",price:addonPrice||0});},1e3);};if(!props.className?.includes(\"addon-qty-increase\")){props.className+=\" addon-qty-increase\";}return /*#__PURE__*/_jsx(Component,{...props,onClick:updateQty});};}export function withShowLoggedInUserInfo(Component){return props=>{const[store,setStore]=useStore();const[details,setDetails]=useState(null);const{showAccountDetails}=store;const getUserInfo=()=>{const info=getCurrentUserInfo();if(info){const{user,organization_detail}=info;const _info={name:user?.name,email:user?.email,companyName:organization_detail?.name,phoneNo:user?.mobile_number};userEmail=user?.email;setDetails(_info);// setStore({ ...store, user: _info })\n// getAndSetBrowserStorage({ ...store, user: _info })\n}else{setDetails(null);userEmail=null;// setStore({ ...store, user: null })\n// getAndSetBrowserStorage({ ...store, user: null })\n}};useEffect(()=>{getUserInfo();const timerId=setTimeout(()=>{window.addEventListener(\"storage\",getUserInfo);window.addEventListener(\"click\",getUserInfo);},500);return()=>{if(timerId){clearInterval(timerId);window.removeEventListener(\"storage\",getUserInfo);window.addEventListener(\"click\",getUserInfo);}};},[]);useEffect(()=>{const loggedInUserInfo=document.querySelectorAll(\".loggedin-user-info\")?.[0];if(loggedInUserInfo){if(details){// loggedInUserInfo.parentElement.parentElement.style.display =\n//     \"block\"\nsetStore(prev=>({...prev,showAccountDetails:true}));}else{// loggedInUserInfo.parentElement.parentElement.style.display =\n//     \"none\"\nsetStore(prev=>({...prev,showAccountDetails:false}));}}},[details]);if(!props.className?.includes(\"loggedin-user-info\")){props.className+=\" loggedin-user-info\";}return /*#__PURE__*/_jsx(Component,{...props,style:{...props?.style,display:showAccountDetails?\"block\":\"none\",paddingBottom:\"22px\"},children:/*#__PURE__*/_jsxs(\"table\",{className:\"info-table\",children:[/*#__PURE__*/_jsxs(\"tr\",{children:[/*#__PURE__*/_jsx(\"td\",{children:\"Email\"}),/*#__PURE__*/_jsx(\"td\",{}),/*#__PURE__*/_jsx(\"td\",{children:details?.email||\"-\"})]}),/*#__PURE__*/_jsxs(\"tr\",{children:[/*#__PURE__*/_jsx(\"td\",{children:\"Name\"}),/*#__PURE__*/_jsx(\"td\",{}),/*#__PURE__*/_jsx(\"td\",{children:details?.name||\"-\"})]}),/*#__PURE__*/_jsxs(\"tr\",{children:[/*#__PURE__*/_jsx(\"td\",{children:\"Company Name\"}),/*#__PURE__*/_jsx(\"td\",{}),/*#__PURE__*/_jsx(\"td\",{children:details?.companyName||\"-\"})]}),/*#__PURE__*/_jsxs(\"tr\",{children:[/*#__PURE__*/_jsx(\"td\",{children:\"Phone Number\"}),/*#__PURE__*/_jsx(\"td\",{}),/*#__PURE__*/_jsx(\"td\",{children:details?.phoneNo||\"-\"})]})]})});};}// stripe payment implementation\nconst APP_URL=\"https://app.imagine.io\"// \"https://inhouse.imagine.io\" // https://app.imagine.io\n;const APP_REGISTER_URL=APP_URL+\"/register\";const APP_SIGNIN_URL=APP_URL+\"/sign-in\";const APP_DASHBOARD_URL=APP_URL+\"/dashboard\";export const ROOT_API=\"https://prod.imagine.io\"// \"https://stag2.imagine.io\" // https://prod.imagine.io\n;const PACK_SETUP_INTENT=\"/subscription/api/set-up-intent-for-pack/\";const PACK_PURCHASE=\"/subscription/api/pack-purchase/\";const PURCHASE_ALLOWED_FOR_EMAIL=\"/subscription/api/pay-as-you-go-purchase-validate/\"// \"/subscription/api/check-user-existing-or-not/\"\n;const STRIPE_KEY=\"pk_live_PTteODuxW24HdZrSuKYb3pet\";// \"pk_live_PTteODuxW24HdZrSuKYb3pet\"\n// \"pk_test_51LXGpdCJqAIdCB79deqtxyNdapxTe1XvqFsZGXtk6Ly7UdJxzyG9O5zhPRGj8YOvkXNLjP9UJMDeKf74LkAR31rB00pd2ixq0a\"\n// const emailValidRegex = /^[a-zA-Z0-9.!#$%&'*/=?^_`{|}~-]+@[a-zA-Z0-9-]+(?:\\.[a-zA-Z0-9-]+)*$/\nexport const emailValidRegex=/^[\\w-\\.]+@([\\w-]+\\.)+[\\w-]{2,4}$/;const setupIntent=async({name=null,email=null})=>{if(!name||!email)return null;try{const response=await fetch(`${ROOT_API}${PACK_SETUP_INTENT}?name=${name}&email=${email}`,{method:\"GET\"});const result=await response.json();return result;}catch(error){console.error(\"Failed to fetch setup intent:\",error);return null;}};const handlePackPurchase=async({name=null,email=null,payment_method_id=null,coupon_code=null,data,billing_line1=null,billing_line2=null,billing_line3=null,billing_city=null,billing_country=null,billing_pincode=null})=>{if(!name||!email||!payment_method_id||!data||!billing_line1||!billing_line3||!billing_city||!billing_country||!billing_pincode)return null;let params=`name=${name}&email=${email}&payment_method_id=${payment_method_id}&billing_line1=${billing_line1}&billing_line3=${billing_line3}&billing_city=${billing_city}&billing_country=${billing_country}&billing_pincode=${billing_pincode}`;if(coupon_code){params+=`&coupon_code=${coupon_code}`;}if(billing_line2){params+=`&billing_line2=${billing_line2}`;}try{const response=await fetch(`${ROOT_API}${PACK_PURCHASE}?${params}`,{method:\"POST\",headers:{\"Content-Type\":\"application/json\"},body:JSON.stringify(data)});const result=await response.json();return result;}catch(error){console.error(\"Failed to complete pack purchase:\",error);return null;}};export const checkIfPurchaseIsAllowedForEmailOrNot=async({email=null,coupon_code=null})=>{if(!email)return false;let params=\"?\";if(email){params+=`email=${email}`;}if(coupon_code){params+=`&coupon_code=${coupon_code}`;}try{const response=await fetch(`${ROOT_API}${PURCHASE_ALLOWED_FOR_EMAIL}${params}`,{method:\"GET\"});const result=await response.json();return{allowed:!result?.user_exists,message:result?.message};}catch(error){console.error(\"Failed to fetch setup intent:\",error);return false;}};const getFirstNameAndLastName=value=>{if(value){const nameArray=value?.split(\" \");const firstName=nameArray?.[0]||\"\";const lastName=nameArray?.slice?.(1).join?.(\" \")||\"\";return{firstName,lastName};}return{firstName:\"\",lastName:\"\"};};const getCookie=()=>{const cookies=window.document.cookie.split(\";\");let value=null;for(let i=0;i<cookies.length;i++){const cookie=cookies[i].trim();if(cookie.startsWith(\"hubspotutk=\")){const cookieValue=cookie.substring(\"hubspotutk=\".length);value=cookieValue;}}return value;};export const getUTMParams=()=>{const searchParams=new URLSearchParams(window.location.search);return{utm_source:searchParams?.get(\"utm_source\")||\" \",utm_campaign:searchParams?.get(\"utm_campaign\")||\" \",utm_medium:searchParams?.get(\"utm_medium\")||\" \",utm_content:searchParams?.get(\"utm_content\")||\" \",utm_term:searchParams?.get(\"utm_term\")||\" \"};};export const createUserInHubspot=async(_userInfo=null)=>{if(!_userInfo?.email)return;const userInfo={..._userInfo,...getUTMParams()};const isInternalUser=userInfo?.email&&RESTRICTED_EMAILS.some(a=>userInfo?.email?.toLowerCase()?.trim()?.includes(a));if(isDebuggingEnabled()||!isInternalUser){const{firstName,lastName}=getFirstNameAndLastName(userInfo?.name);const data={fields:[{name:\"email\",value:userInfo?.email},{name:\"firstname\",value:firstName},{name:\"lastname\",value:lastName?.trim()||\"\"},{name:\"signed_up\",value:userInfo?.signed_up||userInfo?.signed_up===false?userInfo?.signed_up:true},{name:\"b2c_attempt\",value:userInfo?.b2c_attempt||false},{name:\"company\",value:userInfo?.company_name||\" \"},{name:\"phone\",value:userInfo?.mobile_number||\" \"},{name:\"ipaddress\",value:userInfo?.clientIP||\" \"},{name:\"utm_campaign\",value:userInfo?.utm_campaign||\" \"},{name:\"utm_source\",value:userInfo?.utm_source||\" \"},{name:\"utm_medium\",value:userInfo?.utm_medium||\" \"},{name:\"utm_content\",value:userInfo?.utm_content||\" \"},{name:\"utm_term\",value:userInfo?.utm_term||\" \"}],context:{hutk:getCookie(),pageUri:window.location.href,pageName:document.title}};try{const response=await fetch(\"https://api.hsforms.com/submissions/v3/integration/submit/6917454/3d162ed1-5028-4054-ba1f-d483effa4d19\",{method:\"POST\",headers:{\"Content-Type\":\"application/json\"},body:JSON.stringify(data)});if(response.ok){console.log(\"Form submitted!\");}else{console.error(\"Failed to submit form:\",response.status);}}catch(error){console.error(\"Error submitting form:\",error);}}};const cardStyle={base:{width:\"100%\",height:\"auto\",outline:\"none\",border:\"none\",padding:\"14px\",borderRadius:\"0px\",fontSize:\"15px\",letterSpacing:\"0em\",lineHeight:\"1em\",color:\"rgb(0, 0, 0)\"}};var stripe=null;var elements=null;var userEmail=null;export function withStripePaymentSection(Component){return props=>{const[store,setStore]=useStore();const[disabled,setDisabled]=useState(true);const[responseStatus,setResponseStatus]=useState(null)// { message: \"\", type: \"\"}\n;const[isSubmitting,setIsSubmitting]=useState(false);const[cardElement,setCardElement]=useState(null);const[details,setDetails]=useState(()=>({name:store?.user?.name||\"\",email:store?.user?.email||\"\",stripe_payment_method_id:\"\"}));const{billingDetails}=store;const{trackConfirmAndPay}=HUBSPOT_TRACK_EVENTS||{};const isCanvas=RenderTarget.current()===RenderTarget.canvas;const handleChange=({name,value})=>{let _value=value;setDetails(prev=>({...prev,[name]:_value}));if(name===\"email\"){_value=_value?.trim()?.toLowerCase();userEmail=_value;}if([\"name\",\"email\"].includes(name)){setStore({...store,user:{...store.user||{},[name]:_value}});getAndSetBrowserStorage({...store,user:{...store.user||{},[name]:_value}});// setResponseStatus(null)\n}};const showHideLoading=()=>{const submitBtn=document.querySelector(\".stripe-payment-section .framer-text\");if(isSubmitting){submitBtn.innerText=\"Loading...\";// Create a loader container if it doesn't exist\nlet loaderUIDiv=document.getElementById(\"loader-container\");if(!loaderUIDiv){loaderUIDiv=document.createElement(\"div\");loaderUIDiv.id=\"loader-container\";loaderUIDiv.classList.add(\"loader-container\");// Create the actual loader element\nconst loaderDiv=document.createElement(\"div\");loaderDiv.classList.add(\"loader\");loaderUIDiv.appendChild(loaderDiv);document.body.appendChild(loaderUIDiv);}}else{const loaderContainerDiv=document.getElementById(\"loader-container\");if(loaderContainerDiv){document.body.removeChild(loaderContainerDiv);}if(!submitBtn.getAttribute(\"data-innerText\")){submitBtn.setAttribute(\"data-innerText\",submitBtn.innerText);}submitBtn.innerText=submitBtn.getAttribute(\"data-innerText\");}};const initStripeForm=()=>{stripe=Stripe(STRIPE_KEY);elements=stripe.elements();if(!stripe){setResponseStatus({message:\"Error: elements or stripe is not initiated.\",type:\"error\"});return;}const card=elements.create(\"card\",{style:cardStyle,hidePostalCode:true});if(card){card.mount(\"#stripe-card-element\");card.addEventListener(\"change\",e=>{if(e.error)setResponseStatus({message:e.error.message,type:\"error\"});else setResponseStatus(null);});card.on(\"ready\",e=>{setCardElement(elements.getElement(\"card\"));});card.on(\"change\",e=>setDisabled(!e.complete));}};const checkIsEmailValid=async e=>{const value=e.target.value?.trim()?.toLowerCase();let warning=null;if(!value)warning=\"Email is required!\";else if(!value.match(emailValidRegex))warning=\"Invalid email!\";if(warning){setResponseStatus({message:warning,type:\"warning\"});const data={...store,couponDetails:defaultValues?.couponDetails,user:{email:value,isValid:false,error:null}};setStore({...data});getAndSetBrowserStorage({...data});}else{setResponseStatus(null);const isEmailAllowedResponse=await checkIfPurchaseIsAllowedForEmailOrNot({email:value,coupon_code:COUPON_WELCOME10});// if (isEmailAllowedResponse?.allowed) {\nconst data={...store,couponDetails:isEmailAllowedResponse?.allowed?{code:COUPON_WELCOME10,isApplied:true}:{...defaultValues.couponDetails},user:{email:value||details?.email,isValid:true,isExisting:!isEmailAllowedResponse?.allowed},renderCount:(store?.renderCount||0)+1};setStore({...data});getAndSetBrowserStorage({...data});getAndSetHideDiscountModalCookieData(true);// }\n}};const handlePaymentSubmit=async()=>{if(!details?.name){setResponseStatus({message:\"Name is required\",type:\"warning\"});return;}else if(!details?.email){setResponseStatus({message:\"Email is required\",type:\"warning\"});return;}else if(!billingDetails?.addressLine1){setResponseStatus({message:\"Address line 1 is required\",type:\"warning\"});return;}else if(!billingDetails?.streetAddress){setResponseStatus({message:\"Street address is required\",type:\"warning\"});return;}else if(!billingDetails?.city){setResponseStatus({message:\"City is required\",type:\"warning\"});return;}else if(!billingDetails?.country){setResponseStatus({message:\"Country is required\",type:\"warning\"});return;}else if(!billingDetails?.zipcode){setResponseStatus({message:\"Zipcode is required\",type:\"warning\"});return;}if(elements&&stripe&&!responseStatus&&!disabled){userEmail=details.email;setIsSubmitting(true);createUserInHubspot({name:details?.name,email:details?.email});const isEmailAllowedResponse=await checkIfPurchaseIsAllowedForEmailOrNot({email:userEmail,coupon_code:COUPON_WELCOME10});// if (!isEmailAllowedResponse?.allowed) {\n// setIsSubmitting(false)\n// showHideLoading()\n// setResponseStatus({\n//     message:\n//         \"Sorry, this email address has already been used\", // \"Kindly explore our plans or contact us for assistance as an existing imagine.io user.\",\n//     type: \"warning\",\n// })\n// trackConfirmAndPay({\n//     user_name: details.name,\n//     user_email: details.email,\n//     payment_status:\n//         \"Sorry, this email address has already been used\", // \"Info: Kindly explore our plans or contact us for assistance as an existing imagine.io user.\",\n// })\n// return\nconst data={...store,couponDetails:isEmailAllowedResponse?.allowed?{code:COUPON_WELCOME10,isApplied:true}:{...defaultValues.couponDetails},user:{email:userEmail||details?.email,isValid:true,isExisting:!isEmailAllowedResponse?.allowed},renderCount:(store?.renderCount||0)+1};setStore({...data});getAndSetBrowserStorage({...data});getAndSetHideDiscountModalCookieData(true);// }\nconst response=await setupIntent({name:details.name,email:details.email});if(!response&&!response?.IntentData){setIsSubmitting(false);showHideLoading();setResponseStatus({message:\"Unable to get intent data. Please try again later.\",type:\"error\"});trackConfirmAndPay({user_name:details.name,user_email:details.email,payment_status:\"Error: Unable to get intent data. Please try again later.\"});return;}const clientSecret=response?.IntentData?.client_secret?.toString();if(!clientSecret){setIsSubmitting(false);showHideLoading();setResponseStatus({message:\"Invalid client secret key. Please try again later.\",type:\"error\"});trackConfirmAndPay({user_name:details.name,user_email:details.email,payment_status:\"Error: Invalid client secret key. Please try again later.\"});return;}const result=await stripe.confirmCardSetup(clientSecret,{payment_method:{card:cardElement,billing_details:{name:details.name,email:details.email}}});if(result){if(result.error){setResponseStatus({message:result.error.message||\"Something went wrong. Please try again!\",type:\"error\"});trackConfirmAndPay({user_name:details.name,user_email:details.email,payment_status:`Error: ${result.error.message||\"Something went wrong. Please try again!\"}`});}else{if(result.setupIntent.status===\"succeeded\"){const paymentMethod=result.setupIntent.payment_method;// handleChange({\n//     stripe_payment_method_id: paymentMethod,\n// })\nconst _paymentInfo=[...store.payment_info].map(a=>({price:a.isDiscounted?a.discountedPriceId:a.priceId,product_link_number:a.product_link_number,add_on_data:a.add_on_data.filter(b=>b.quantity!==0).map(b=>({price:b.priceId,quantity:b.quantity}))}));const response=await handlePackPurchase({name:details.name,email:details.email,payment_method_id:paymentMethod,...store?.couponDetails?.isApplied?{coupon_code:COUPON_WELCOME10}:{},billing_line1:billingDetails?.addressLine1||\"\",billing_line2:billingDetails?.addressLine2||\"\",billing_line3:billingDetails?.streetAddress||\"\",billing_city:billingDetails?.city||\"\",billing_country:billingDetails?.country||\"\",billing_pincode:billingDetails?.zipcode||\"\",data:{payment_info:_paymentInfo}});if(response&&response?.status){const{SCA,client_secret}=response?.data;if(SCA&&client_secret){await stripe.confirmPayment({clientSecret:client_secret,confirmParams:{payment_method:paymentMethod,return_url:window.location.href},redirect:\"if_required\"}).then(({error,paymentIntent})=>{if(error){if(error.param===\"mandate_data\"&&error.payment_intent.status===\"processing\"){setResponseStatus({message:\"Your payment is currently being processed.\",type:\"info\"});trackConfirmAndPay({user_name:details.name,user_email:details.email,payment_status:\"Info: Your payment is currently being processed\"});}else if(error.payment_intent?.status===\"requires_payment_method\"){setResponseStatus({message:error.message||\"Please add payment method.\",type:\"error\"});trackConfirmAndPay({user_name:details.name,user_email:details.email,payment_status:`Error: ${error.message||\"Please add payment method.\"}`});}else if(error.payment_intent?.status===\"canceled\"){setResponseStatus({message:\"Your payment is cancelled.\",type:\"error\"});trackConfirmAndPay({user_name:details.name,user_email:details.email,payment_status:\"Error: Your payment is cancelled.\"});}else{if(error.payment_intent?.status===\"processing\"){setResponseStatus({message:\"Your payment is currently under processing.\",type:\"info\"});trackConfirmAndPay({user_name:details.name,user_email:details.email,payment_status:\"Info: Your payment is currently under processing.\"});}else{setResponseStatus({message:error.message||\"Something went wrong. Please try again later.\",type:\"error\"});trackConfirmAndPay({user_name:details.name,user_email:details.email,payment_status:`Error: ${error.message||\"Something went wrong. Please try again later.\"}`});}}}else{if(paymentIntent?.status===\"succeeded\"){setResponseStatus({message:\"Your payment was successful.\",type:\"success\"});}else if(paymentIntent?.status===\"processing\"){setResponseStatus({message:\"Your payment is currently under processing.\",type:\"info\"});}if(!isCanvas){setTimeout(()=>{fbq?.(\"track\",\"Purchase\",{content_type:\"product\",content_ids:[\"checkout-page\"],value:getTotalOfCartValue(store.payment_info),currency:\"USD\"});metaConversionAPICall({event_name:\"Purchase\",email:details?.email});gtag_report_conversion?.({url:window.location.href,event_name:\"purchase\",send_to:\"AW-10868671574/gExjCIWpnagZENaIy74o\",price:getTotalOfCartValue(store.payment_info),email:details?.email||userEmail||store?.user?.email,...store?.couponDetails?.isApplied?{coupon:COUPON_WELCOME10}:{},items:[...store.payment_info.map((a,i)=>({item_id:a?.product_link_number,item_name:`${[a?.name,...a?.add_on_data.filter(b=>b.quantity!==0).map(a=>a.name)].join(\",\")}`,index:i,price:getTotalOfPackValue(store?.payment_info,a?.product_link_number),quantity:a?.quantity}))]});},200);trackConfirmAndPay({user_name:details.name,user_email:details.email,payment_status:\"Your payment was successful.\"});setTimeout(()=>{setStore({...defaultValues});getAndSetBrowserStorage({...defaultValues});const _email=details.email||userEmail||store?.user?.email;const isExisting=store?.user?.isExisting;window.location.replace(`${PAYMENT_SUCCESS_ROUTE}?email=${_email}&existing=${isExisting}&mode=pack`);},250);// const overlay =\n//     document.querySelector(\n//         \"#payment-success-overlay\"\n//     )\n// if (overlay) {\n//     overlay.style.display =\n//         \"flex\"\n//     overlay.style.opacity =\n//         \"1\"\n// }\n}}});}}}}setIsSubmitting(false);showHideLoading();}}else{console.log(\"ERROR\");}};useEffect(()=>{initStripeForm();},[]);useEffect(()=>{const _info=getCurrentUserInfo();if(!_info)return;const{user}=_info;setDetails(prev=>({...prev,name:user?.name,email:store?.user?.email||user?.email}));},[store]);useEffect(()=>{if(!disabled&&!responseStatus){showHideLoading();}},[isSubmitting,disabled,responseStatus]);if(!props.className?.includes(\"stripe-payment-section\")){props.className+=\" stripe-payment-section\";}return /*#__PURE__*/_jsxs(\"div\",{className:\"payment-form-container\",children:[responseStatus?.type===\"success\"&&responseStatus?.message?/*#__PURE__*/_jsx(\"div\",{className:\"card-status success\",children:responseStatus?.message}):null,responseStatus?.type===\"warning\"&&responseStatus?.message?/*#__PURE__*/_jsx(\"div\",{className:\"card-status warning\",children:responseStatus?.message}):null,responseStatus?.type===\"info\"&&responseStatus?.message?/*#__PURE__*/_jsx(\"div\",{className:\"card-status info\",children:responseStatus?.message}):null,responseStatus?.type===\"error\"&&responseStatus?.message?/*#__PURE__*/_jsx(\"div\",{className:\"card-status error\",children:responseStatus?.message}):null,/*#__PURE__*/_jsxs(\"form\",{id:\"payment-form\",className:\"payment-form\",autoComplete:\"off\",children:[/*#__PURE__*/_jsx(\"label\",{children:/*#__PURE__*/_jsx(\"input\",{type:\"text\",name:\"name\",placeholder:\"Name*\",value:details.name,onChange:e=>handleChange(e.target),onBlur:e=>{const val=e.target.value;if(!val){setResponseStatus({message:\"Name is required!\",type:\"warning\"});}else setResponseStatus(null);},autoComplete:\"off\"})}),/*#__PURE__*/_jsxs(\"label\",{children:[/*#__PURE__*/_jsx(\"input\",{type:\"email\",name:\"email\",placeholder:\"Email*\",value:details.email,// readOnly={true}\nonChange:e=>handleChange(e.target),onBlur:checkIsEmailValid,autoComplete:\"off\"}),/*#__PURE__*/_jsxs(\"p\",{className:\"info\",children:[\"You get a \",/*#__PURE__*/_jsx(\"span\",{children:\"10% discount\"}),\" on your first purchase.\"]})]}),/*#__PURE__*/_jsx(\"div\",{id:\"stripe-card-element\"})]}),/*#__PURE__*/_jsx(Component,{...props,as:\"Button\",style:{opacity:!details?.name||!details?.email||!billingDetails?.addressLine1||!billingDetails?.streetAddress||!billingDetails?.city||!billingDetails?.country||!billingDetails?.zipcode||responseStatus||isSubmitting||disabled?\"0.5\":\"1\"},onClick:handlePaymentSubmit})]});};}export function withGetYourDiscountOverlay(Component){return props=>{const[store,setStore]=useStore();useEffect(()=>{let timerId;const closeButton=document.querySelectorAll(\".overlay-close-button\");if(closeButton?.length>0){for(let i=0;i<closeButton.length;i++){closeButton[i].addEventListener(\"click\",()=>{toggleGetYourDiscountOverlay({show:false});getAndSetHideDiscountModalCookieData(true);});}}const showDiscountModal=getAndSetHideDiscountModalCookieData();if(!showDiscountModal){timerId=setTimeout(()=>{if(!store?.user?.email||!store?.user?.isValid){toggleGetYourDiscountOverlay({show:true});}},5e3);}return()=>{if(timerId)clearInterval(timerId);};},[]);return /*#__PURE__*/_jsx(Component,{...props,id:\"get-your-discount-overlay\",style:{display:\"none\",opacity:0}});};}export function withGetYourDiscountForm(Component){return props=>{const[store,setStore]=useStore();useEffect(()=>{const show=!store?.user?.email||!store?.user?.isValid||store?.user?.isExisting;toggleGetYourDiscountForm({show});},[store?.user]);return /*#__PURE__*/_jsx(Component,{...props,id:\"get-your-discount-form\",style:{display:\"none\"}});};}export function withGetYourDiscountReceived(Component){return props=>{const[store,setStore]=useStore();useEffect(()=>{const show=store?.user?.email&&store?.user?.isValid&&!store?.user?.isExisting;toggleGetYourDiscountReceived({show});},[store]);return /*#__PURE__*/_jsx(Component,{...props,id:\"get-your-discount-received\",style:{display:\"none\"}});};}export function withCouponCodeAddClass(Component){return props=>{if(!props.className?.includes(\"coupon-code\")){props.className+=\" coupon-code\";}return /*#__PURE__*/_jsx(Component,{...props});};}export function withCopyCouponCode(Component){return props=>{const copy=()=>{const coupon=document.querySelector(\".coupon-code\");if(coupon){coupon.style.flexDirection=\"column\";const code=coupon?.querySelector(\".framer-text\");if(code?.innerText){const success=document.createElement(\"p\");success.innerText=\"Copied!\";success.style.margin=\"0\";success.style.width=\"100%\";success.style.height=\"auto\";success.style.padding=\"2px 0px\";success.style.fontSize=\"14px\";success.style.fontFamily=\"PP Neue Montreal Medium\";success.style.color=\"rgb(16, 173, 16)\";success.style.letterSpacing=\"0.1px\";success.style.lineHeight=\"20px\";success.style.outline=\"none\";navigator.clipboard.writeText(code?.innerText).then(()=>{setTimeout(()=>{coupon?.appendChild(success);},100);setTimeout(()=>{coupon?.removeChild(success);},3e3);}).catch(err=>{console.error(\"Failed to copy text: \",err);});}}};if(!props.className?.includes(\"copy-coupon-code\")){props.className+=\" copy-coupon-code\";}return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:copy});};}export function withShowPaymentSuccessOverlay(Component){return props=>{return /*#__PURE__*/_jsx(Component,{...props,id:\"payment-success-overlay\",style:{display:\"none\"}});};}export function withShowPaymentSuccessOverlayButton(Component){return props=>{const[store,setStore]=useStore();useEffect(()=>{const btn=document.querySelector(\"#payment-success-overlay-button\");if(btn){const _email=userEmail||store?.user?.email||new URLSearchParams(window.location.search)?.get(\"email\");const existingUser=store?.user?.isExisting||new URLSearchParams(window.location.search)?.get(\"existing\")===\"true\";const anchor=btn.querySelector(\"a\");const URL=getCurrentUserInfo()?APP_DASHBOARD_URL:existingUser?APP_SIGNIN_URL:APP_REGISTER_URL;const params=existingUser?\"\":`?email=${_email}&mode=pack&${getUUIDParams({addQuery:false})}`;anchor.setAttribute(\"href\",URL+params);anchor.setAttribute(\"target\",\"_blank\");anchor.addEventListener(\"click\",()=>{setTimeout(()=>{setStore({...defaultValues});getAndSetBrowserStorage({...defaultValues});window.location.replace(HOME_ROUTE);},1e3);});}},[store]);return /*#__PURE__*/_jsx(Component,{...props,id:\"payment-success-overlay-button\"});};}// starter pack begins\n// const STARTER_PACK = {\n//     name: \"Starter Pack\",\n//     price: 399,\n//     discountedPrice: 199,\n//     priceId: \"price_1P3FhLIoLEsD3aM1D41Ku6Ii\", // with 3D Model - 399\n//     discountedPriceId: \"price_1P3FgqIoLEsD3aM1YNHJf8tt\", // without 3D Model - 199\n// }\n// Add-ons price id\nconst PANNING_VIDEO={name:\"Panning Video\",quantity:1,price:99,priceId:\"price_1Op4GVIoLEsD3aM1Zyjnm1nc\"};const SILO_IMAGES={quantity:1,price:99,priceId:\"price_1Op4G7IoLEsD3aM10DWYXaAG\"};const VIGNETTE_IMAGES={quantity:1,price:99,priceId:\"price_1P3FjRIoLEsD3aM1yaAuXfKG\"};const LIFESTYLE_IMAGES={quantity:1,price:99,priceId:\"price_1Op4GJIoLEsD3aM1ONGkj75u\"};const SPINNER_VIDEO={quantity:1,price:39,priceId:\"price_1P3FksIoLEsD3aM1Ux1MBh5g\"};const AR_QR_CODE={quantity:1,price:39,priceId:\"price_1P3FlzIoLEsD3aM1mB0NzuES\"};const ANIMATED_GIF={name:\"Animated GIF\",quantity:1,price:29,priceId:\"price_1P3Fn7IoLEsD3aM19keHATv4\"};const CONFIGURATOR={name:\"Product Configurator\",quantity:1,price:99,priceId:\"price_1PJVQwIoLEsD3aM1aEuPEOht\"};export function withStarterPackSelected(Component){return props=>{const[store,setStore]=useStore();if(!props.className?.includes(\"selected-starter-pack\")){props.className+=\" selected-starter-pack\";}return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\"});};}export function withStarterPack3DModelSelected(Component){return props=>{const[store,setStore]=useStore();if(!props.className?.includes(\"selected-3d-model-pack\")){props.className+=\" selected-3d-model-pack\";}return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\"});};}export function withGetThisStarterPackWithDiscount(Component){// 199\nreturn props=>{const[store,setStore]=useStore();const{trackAddStarterPack}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>{if(!store?.user?.email||!store?.user?.isValid){toggleGetYourDiscountOverlay({show:true});}const payment_info=[getPacksDefaultObject({productNo:1,isDiscounted:true,...STARTER_PACK,price:STARTER_PACK.discountedPrice})];const d={...defaultValues,user:store?.user,couponDetails:store?.couponDetails,productCount:1,payment_info:payment_info};toggleClass({cards:[...payment_info]});trackAddStarterPack();setStore({...store,...d});getAndSetBrowserStorage({...store,...d});setTimeout(()=>{const priceValue=payment_info?.[0]?.price||0;fbq?.(\"track\",\"AddToCart\",{value:priceValue,currency:\"USD\"});metaConversionAPICall({event_name:\"AddToCart\"});gtag_report_conversion?.({url:window.location.href,event_name:\"add_to_cart\",send_to:\"AW-10868671574/RcZWCL6RnKgZENaIy74o\",price:priceValue});},1e3);if(store?.user?.email&&store?.user?.isValid){window.location.href=BOOK_PACK_ROUTE;}};return /*#__PURE__*/_jsx(Component,{...props,onClick:updateProductCount});};}export function withGetThisStarterPack(Component){// 399\nreturn props=>{const[store,setStore]=useStore();const{trackAddStarterPack}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>{const payment_info=[getPacksDefaultObject({productNo:1,isDiscounted:true,...STARTER_PACK,price:STARTER_PACK.discountedPrice})];const d={...defaultValues,user:store?.user,couponDetails:store?.couponDetails,productCount:1,payment_info:payment_info};toggleClass({cards:[...payment_info]});trackAddStarterPack();setStore({...store,...d});getAndSetBrowserStorage({...store,...d});setTimeout(()=>{const priceValue=payment_info?.[0]?.price||0;fbq?.(\"track\",\"AddToCart\",{value:priceValue,currency:\"USD\"});metaConversionAPICall({event_name:\"AddToCart\"});gtag_report_conversion?.({url:window.location.href,event_name:\"add_to_cart\",send_to:\"AW-10868671574/RcZWCL6RnKgZENaIy74o\",price:priceValue});},1e3);};return /*#__PURE__*/_jsx(Component,{...props,onClick:updateProductCount});};}export function withGetThisStarterPackWithExistingData(Component){// 399\nreturn props=>{const[store,setStore]=useStore();const{trackAddStarterPack}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=e=>{let productNo=e.target.closest(\"[aria-label='PACK_CONTAINER']\")?.querySelectorAll(\".product-identifier-no\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText;productNo=getNumberOnly(productNo);const payment_info=[...store.payment_info.map(a=>{if(!isEqual(a.product_link_number,productNo))return a;return{...getPacksDefaultObject({productNo:productNo,isDiscounted:true,...STARTER_PACK,price:STARTER_PACK.discountedPrice}),add_on_data:[...store?.payment_info?.[productNo-1]?.add_on_data]};})];const d={...store,productCount:store.productCount,payment_info:payment_info};toggleClass({cards:[...payment_info]});trackAddStarterPack();setStore({...store,...d});getAndSetBrowserStorage({...store,...d});setTimeout(()=>{const priceValue=payment_info?.[0]?.price||0;fbq?.(\"track\",\"AddToCart\",{value:payment_info,currency:\"USD\"});metaConversionAPICall({event_name:\"AddToCart\"});gtag_report_conversion?.({url:window.location.href,event_name:\"add_to_cart\",send_to:\"AW-10868671574/RcZWCL6RnKgZENaIy74o\",price:priceValue});},1e3);};return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}export function withGetThisStarterPack3DModel(Component){// 799\nreturn props=>{const[store,setStore]=useStore();const{trackAddStarterPackWith3DModel}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>{const payment_info=[getPacksDefaultObject({productNo:1,is3DModel:true,...STARTER_PACK,price:STARTER_PACK.price})];const d={...defaultValues,user:store?.user,couponDetails:store?.couponDetails,productCount:1,payment_info:payment_info};toggleClass({cards:[...payment_info]});trackAddStarterPackWith3DModel();setStore({...store,...d});getAndSetBrowserStorage({...store,...d});setTimeout(()=>{const priceValue=payment_info?.[0]?.price||0;fbq?.(\"track\",\"AddToCart\",{value:priceValue,currency:\"USD\"});metaConversionAPICall({event_name:\"AddToCart\"});gtag_report_conversion?.({url:window.location.href,event_name:\"add_to_cart\",send_to:\"AW-10868671574/RcZWCL6RnKgZENaIy74o\",price:priceValue});},1e3);};return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}export function withGetThisStarterPack3DModelWithExistingData(Component){// 799\nreturn props=>{const[store,setStore]=useStore();const{trackAddStarterPackWith3DModel}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=e=>{let productNo=e.target.closest(\"[aria-label='PACK_CONTAINER']\")?.querySelectorAll(\".product-identifier-no\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText;productNo=getNumberOnly(productNo);const payment_info=[...store.payment_info.map(a=>{if(!isEqual(a.product_link_number,productNo))return a;return{...getPacksDefaultObject({productNo:productNo,is3DModel:true,...STARTER_PACK,price:STARTER_PACK.price}),add_on_data:[...store?.payment_info?.[productNo-1]?.add_on_data]};})];const d={...store,productCount:store.productCount,payment_info:payment_info};toggleClass({cards:[...payment_info]});trackAddStarterPackWith3DModel();setStore({...store,...d});getAndSetBrowserStorage({...store,...d});setTimeout(()=>{const priceValue=payment_info?.[0]?.price||0;fbq?.(\"track\",\"AddToCart\",{value:priceValue,currency:\"USD\"});metaConversionAPICall({event_name:\"AddToCart\"});gtag_report_conversion?.({url:window.location.href,event_name:\"add_to_cart\",send_to:\"AW-10868671574/RcZWCL6RnKgZENaIy74o\",price:priceValue});},1e3);};return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}export function withStarterPackSelection(Component){return props=>{const[store,setStore]=useStore();const getPacksOfSameProduct=(data=[],productNo=null)=>{if(!productNo)return[];return data.filter(a=>isEqual(a.product_link_number,productNo));};const togglePackSelection=(e=null)=>{if(!e)return;e.stopPropagation();const checkbox=e.target.closest(\".checkbox-selected\");const classes=checkbox?.classList;const packCard=checkbox?.closest(\"[aria-label='PACK_CART_CONTAINER']\");const productNo=packCard?.querySelectorAll(\".product-identifier-no\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const packPriceId=packCard?.querySelectorAll(\".pack-price-id\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const packPriceEle=packCard?.querySelectorAll(\".pack-price\")?.[0];const packPrice=packPriceEle?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const discountedPackPriceId=packCard?.querySelectorAll(\".discounted-pack-price-id\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();const discountedPackPriceEle=packCard?.querySelectorAll(\".discounted-pack-price\")?.[0];const discountedPackPrice=discountedPackPriceEle?.querySelectorAll(\".framer-text\")?.[0]?.innerText?.trim();if(packPriceId){if(classes.contains(\"checked\")){classes.remove(\"checked\");packPriceEle.style.display=\"none\";discountedPackPriceEle.style.display=\"block\";}else{classes.add(\"checked\");packPriceEle.style.display=\"block\";discountedPackPriceEle.style.display=\"none\";}const d={payment_info:[...store.payment_info.map(a=>{if(isEqual(a.product_link_number,productNo)){return{...a,product_link_number:getNumberOnly(productNo),name:\"Starter pack\",price:getNumberOnly(packPrice),discountedPrice:getNumberOnly(discountedPackPrice),priceId:packPriceId,discountedPriceId:discountedPackPriceId,is3DModel:classes.contains(\"checked\"),isDiscounted:!classes.contains(\"checked\")};}return a;})]};setStore({...store,...d});getAndSetBrowserStorage({...store,...d});setTimeout(()=>{const priceValue=classes.contains(\"checked\")?packPrice:discountedPackPrice||0;fbq?.(\"track\",\"AddToCart\",{value:priceValue,currency:\"USD\"});metaConversionAPICall({event_name:\"AddToCart\"});gtag_report_conversion?.({url:window.location.href,event_name:\"add_to_cart\",send_to:\"AW-10868671574/RcZWCL6RnKgZENaIy74o\",price:priceValue});},1e3);}};const showPreSelectedPacks=()=>{const containers=document.querySelectorAll(\"[aria-label='PACK_CART_CONTAINER']\");for(let i=0;i<store.productCount;i++){let productNo=containers?.[i]?.querySelectorAll(\".product-identifier-no\")?.[0]?.querySelectorAll(\".framer-text\")?.[0]?.innerText;productNo=getNumberOnly(productNo);const packPrice=containers?.[i]?.querySelectorAll(\".pack-price\")?.[0];const discountedPackPrice=containers?.[i]?.querySelectorAll(\".discounted-pack-price\")?.[0];const is3DModelSelected=store.payment_info.findIndex(a=>a.product_link_number===productNo&&a.is3DModel);if(is3DModelSelected!==-1){packPrice.style.display=\"block\";discountedPackPrice.style.display=\"none\";containers[i].querySelectorAll(\".checkbox-selected\")[0].classList.add(\"checked\");}else{packPrice.style.display=\"none\";discountedPackPrice.style.display=\"block\";}}};useEffect(()=>{const timeId=setTimeout(showPreSelectedPacks,250);return()=>{if(timeId)clearInterval(timeId);};},[]);if(!props.className?.includes(\"checkbox-selected\")){props.className+=` checkbox-selected`;}if(props.className?.includes(\"checked\")){props.className+=\" checked\";}return /*#__PURE__*/_jsx(Component,{...props,onClick:e=>{togglePackSelection(e);}});};}// add-ons\nconst updateAddonCount=({add_on_data=[],store,setStore,hubspotEvent=null})=>{const payment_info=[getPacksDefaultObject({add_on_data:add_on_data,productNo:1,isDiscounted:true,...STARTER_PACK,price:STARTER_PACK.discountedPrice})];const d={...defaultValues,user:store?.user,couponDetails:store?.couponDetails,productCount:1,payment_info:payment_info};hubspotEvent?.();setStore({...store,...d});getAndSetBrowserStorage({...store,...d});setTimeout(()=>{const priceValue=payment_info?.[0]?.price||0;fbq?.(\"track\",\"AddToCart\",{value:priceValue,currency:\"USD\"});metaConversionAPICall({event_name:\"AddToCart\"});gtag_report_conversion?.({url:window.location.href,event_name:\"add_to_cart\",send_to:\"AW-10868671574/RcZWCL6RnKgZENaIy74o\",price:priceValue});},1e3);};export function withGetPanningVideoAddon(Component){return props=>{const[store,setStore]=useStore();const{trackPanningVideoAddon}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>updateAddonCount({add_on_data:[PANNING_VIDEO],store,setStore,hubspotEvent:trackPanningVideoAddon});return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}export function withGetSiloImagesAddon(Component){return props=>{const[store,setStore]=useStore();const{trackSiloImagesAddon}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>updateAddonCount({add_on_data:[SILO_IMAGES],store,setStore,hubspotEvent:trackSiloImagesAddon});return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}export function withGetVignetteImagesAddon(Component){return props=>{const[store,setStore]=useStore();const{trackVignetteImagesAddon}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>updateAddonCount({add_on_data:[VIGNETTE_IMAGES],store,setStore,hubspotEvent:trackVignetteImagesAddon});return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}export function withGetLifestyleImagesAddon(Component){return props=>{const[store,setStore]=useStore();const{trackLifestyleImagesAddon}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>updateAddonCount({add_on_data:[LIFESTYLE_IMAGES],store,setStore,hubspotEvent:trackLifestyleImagesAddon});return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}export function withGetSpinnerVideoAddon(Component){return props=>{const[store,setStore]=useStore();const{trackSpinnerVideoAddon}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>updateAddonCount({add_on_data:[SPINNER_VIDEO],store,setStore,hubspotEvent:trackSpinnerVideoAddon});return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}export function withGetARQRCodeAddon(Component){return props=>{const[store,setStore]=useStore();const{trackARQRCodeAddon}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>updateAddonCount({add_on_data:[AR_QR_CODE],store,setStore,hubspotEvent:trackARQRCodeAddon});return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}export function withGetAnimatedGIFAddon(Component){return props=>{const[store,setStore]=useStore();const{trackAnimatedGIFAddon}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>{updateAddonCount({add_on_data:[ANIMATED_GIF],store,setStore,hubspotEvent:trackAnimatedGIFAddon});};return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}export function withGetConfiguratorAddon(Component){return props=>{const[store,setStore]=useStore();const{trackConfiguratorAddon}=HUBSPOT_TRACK_EVENTS||{};const updateProductCount=()=>{updateAddonCount({add_on_data:[CONFIGURATOR],store,setStore,hubspotEvent:trackConfiguratorAddon});};return /*#__PURE__*/_jsx(Component,{...props,as:\"Button\",onClick:updateProductCount});};}const inputStyle={appearance:\"none\",width:\"100%\",height:\"24px\",outline:\"none\",border:\"none\",borderRadius:\"0px\",fontSize:\"15px\",letterSpacing:\"0em\",lineHeight:\"1em\",color:\"rgb(0, 0, 0)\",background:\"transparent\",padding:\"0px\"};export function withAddressLine1Input(Component){return props=>{const[store,setStore]=useStore();const{addressLine1}=store.billingDetails;const onChange=e=>{setStore(prev=>({...prev,billingDetails:{...prev.billingDetails,addressLine1:e.target.value}}));};return /*#__PURE__*/_jsx(\"input\",{type:\"text\",value:addressLine1,placeholder:\"Address line 1*\",onChange:onChange,style:inputStyle});};}export function withAddressLine2Input(Component){return props=>{const[store,setStore]=useStore();const{addressLine2}=store.billingDetails;const onChange=e=>{setStore(prev=>({...prev,billingDetails:{...prev.billingDetails,addressLine2:e.target.value}}));};return /*#__PURE__*/_jsx(\"input\",{type:\"text\",value:addressLine2,placeholder:\"Address line 2\",onChange:onChange,style:inputStyle});};}export function withStreetAddressInput(Component){return props=>{const[store,setStore]=useStore();const{streetAddress}=store.billingDetails;const onChange=e=>{setStore(prev=>({...prev,billingDetails:{...prev.billingDetails,streetAddress:e.target.value}}));};return /*#__PURE__*/_jsx(\"input\",{type:\"text\",value:streetAddress,placeholder:\"Street address*\",onChange:onChange,style:inputStyle});};}export function withCityInput(Component){return props=>{const[store,setStore]=useStore();const{city}=store.billingDetails;const onChange=e=>{setStore(prev=>({...prev,billingDetails:{...prev.billingDetails,city:e.target.value}}));};return /*#__PURE__*/_jsx(\"input\",{type:\"text\",value:city,placeholder:\"City*\",onChange:onChange,style:inputStyle});};}export function withZipcodeInput(Component){return props=>{const[store,setStore]=useStore();const{zipcode}=store.billingDetails;const onChange=e=>{setStore(prev=>({...prev,billingDetails:{...prev.billingDetails,zipcode:e.target.value}}));};return /*#__PURE__*/_jsx(\"input\",{type:\"number\",value:zipcode,placeholder:\"Zipcode*\",onChange:onChange,style:inputStyle,onWheel:e=>e.target.blur()});};}export function withCountryDropDown(Component){return props=>{const[store,setStore]=useStore();const[countries,setCountries]=useState([]);const{country}=store.billingDetails;useEffect(()=>{getAllCountries();},[]);const getAllCountries=()=>{const allCountries=window?.ct?.getAllCountries();if(allCountries){const data=[];Object.values(allCountries).forEach(country=>{data.push(country.name);});setCountries(data?.sort());}};const onSelect=item=>{setStore(prev=>({...prev,billingDetails:{...prev.billingDetails,country:item}}));};return /*#__PURE__*/_jsx(Dropdown,{options:countries,selectedOption:country,onSelect:onSelect});};}export function withShowAccountTitle(Component){return props=>{const[store,setStore]=useStore();const{showAccountDetails}=store;return /*#__PURE__*/_jsx(Component,{...props,style:{...props?.style,display:showAccountDetails?\"block\":\"none\"}});};}// starter pack ends\n\nexport const __FramerMetadata__ = {\"exports\":{\"ROOT_API\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withStarterPackSelection\":{\"type\":\"reactHoc\",\"name\":\"withStarterPackSelection\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withAddressLine1Input\":{\"type\":\"reactHoc\",\"name\":\"withAddressLine1Input\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetThisPack\":{\"type\":\"reactHoc\",\"name\":\"withGetThisPack\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withStripePaymentSection\":{\"type\":\"reactHoc\",\"name\":\"withStripePaymentSection\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withAddonQtyDecreaseAddClass\":{\"type\":\"reactHoc\",\"name\":\"withAddonQtyDecreaseAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withSelectedPackDelete\":{\"type\":\"reactHoc\",\"name\":\"withSelectedPackDelete\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetARQRCodeAddon\":{\"type\":\"reactHoc\",\"name\":\"withGetARQRCodeAddon\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withAppliedDiscount\":{\"type\":\"reactHoc\",\"name\":\"withAppliedDiscount\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"useStore\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getUTMParams\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withPackPriceTitleAddClass\":{\"type\":\"reactHoc\",\"name\":\"withPackPriceTitleAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withSelectedProductDropdown\":{\"type\":\"reactHoc\",\"name\":\"withSelectedProductDropdown\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetYourDiscountOverlay\":{\"type\":\"reactHoc\",\"name\":\"withGetYourDiscountOverlay\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetYourDiscountReceived\":{\"type\":\"reactHoc\",\"name\":\"withGetYourDiscountReceived\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getAndSetBrowserStorage\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"COUPON_WELCOME10\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withAddonQuantityAddClass\":{\"type\":\"reactHoc\",\"name\":\"withAddonQuantityAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"emailValidRegex\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withCalculateTotalPrice\":{\"type\":\"reactHoc\",\"name\":\"withCalculateTotalPrice\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"getAndSetHideDiscountModalCookieData\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withCountryDropDown\":{\"type\":\"reactHoc\",\"name\":\"withCountryDropDown\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"defaultValues\":{\"type\":\"variable\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withIsAddonsAddClass\":{\"type\":\"reactHoc\",\"name\":\"withIsAddonsAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withPackDiscountedPriceAddClass\":{\"type\":\"reactHoc\",\"name\":\"withPackDiscountedPriceAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withCityInput\":{\"type\":\"reactHoc\",\"name\":\"withCityInput\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withProductIdentifierAddClass\":{\"type\":\"reactHoc\",\"name\":\"withProductIdentifierAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetAnimatedGIFAddon\":{\"type\":\"reactHoc\",\"name\":\"withGetAnimatedGIFAddon\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withAddressLine2Input\":{\"type\":\"reactHoc\",\"name\":\"withAddressLine2Input\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withPackPriceIdAddClass\":{\"type\":\"reactHoc\",\"name\":\"withPackPriceIdAddClass\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withZipcodeInput\":{\"type\":\"reactHoc\",\"name\":\"withZipcodeInput\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withStarterPack3DModelSelected\":{\"type\":\"reactHoc\",\"name\":\"withStarterPack3DModelSelected\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetThisStarterPack3DModel\":{\"type\":\"reactHoc\",\"name\":\"withGetThisStarterPack3DModel\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetThisStarterPackWithDiscount\":{\"type\":\"reactHoc\",\"name\":\"withGetThisStarterPackWithDiscount\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withShowPaymentSuccessOverlay\":{\"type\":\"reactHoc\",\"name\":\"withShowPaymentSuccessOverlay\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetYourDiscountForm\":{\"type\":\"reactHoc\",\"name\":\"withGetYourDiscountForm\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withSelectedPackAddOnDelete\":{\"type\":\"reactHoc\",\"name\":\"withSelectedPackAddOnDelete\",\"annotations\":{\"framerContractVersion\":\"1\"}},\"withGetThisStarterPackWithExistingData\":{\"type\":\"reactHoc\",\"name\":\"withGetThisStarterPackWithExistingData\",\"annotations\":{\"f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"RGB_S3TC_DXT1_Format", "RGBA_S3TC_DXT1_Format", "RGBA_S3TC_DXT3_Format", "RGBA_S3TC_DXT5_Format", "RGB_PVRTC_4BPPV1_Format", "RGB_PVRTC_2BPPV1_Format", "RGBA_PVRTC_4BPPV1_Format", "RGBA_PVRTC_2BPPV1_Format", "RGB_ETC1_Format", "RGB_ETC2_Format", "RGBA_ETC2_EAC_Format", "RGBA_ASTC_4x4_Format", "RGBA_ASTC_5x4_Format", "RGBA_ASTC_5x5_Format", "RGBA_ASTC_6x5_Format", "RGBA_ASTC_6x6_Format", "RGBA_ASTC_8x5_Format", "RGBA_ASTC_8x6_Format", "RGBA_ASTC_8x8_Format", "RGBA_ASTC_10x5_Format", "RGBA_ASTC_10x6_Format", "RGBA_ASTC_10x8_Format", "RGBA_ASTC_10x10_Format", "RGBA_ASTC_12x10_Format", "RGBA_ASTC_12x12_Format", "RGBA_BPTC_Format", "SRGB8_ALPHA8_ASTC_4x4_Format", "SRGB8_ALPHA8_ASTC_5x4_Format", "SRGB8_ALPHA8_ASTC_5x5_Format", "SRGB8_ALPHA8_ASTC_6x5_Format", "SRGB8_ALPHA8_ASTC_6x6_Format", "SRGB8_ALPHA8_ASTC_8x5_Format", "SRGB8_ALPHA8_ASTC_8x6_Format", "SRGB8_ALPHA8_ASTC_8x8_Format", "SRGB8_ALPHA8_ASTC_10x5_Format", "SRGB8_ALPHA8_ASTC_10x6_Format", "SRGB8_ALPHA8_ASTC_10x8_Format", "SRGB8_ALPHA8_ASTC_10x10_Format", "SRGB8_ALPHA8_ASTC_12x10_Format", "SRGB8_ALPHA8_ASTC_12x12_Format", "LoopOnce", "LoopRepeat", "LoopPingPong", "InterpolateDiscrete", "InterpolateLinear", "InterpolateSmooth", "ZeroCurvatureEnding", "ZeroSlopeEnding", "WrapAroundEnding", "NormalAnimationBlendMode", "AdditiveAnimationBlendMode", "TrianglesDrawMode", "LinearEncoding", "sRGBEncoding", "GammaEncoding", "RGBEEncoding", "LogLuvEncoding", "RGBM7Encoding", "RGBM16Encoding", "RGBDEncoding", "BasicDepthPacking", "RGBADepthPacking", "TangentSpaceNormalMap", "ObjectSpaceNormalMap", "KeepStencilOp", "AlwaysStencilFunc", "StaticDrawUsage", "DynamicDrawUsage", "GLSL3", "EventDispatcher", "type", "listener", "listeners", "listenerArray", "index", "event", "array", "i", "l", "_lut", "_seed", "DEG2RAD", "RAD2DEG", "generateUUID", "d0", "d1", "d2", "d3", "clamp", "value", "min", "max", "euclideanModulo", "n", "m", "mapLinear", "x", "a1", "a2", "b1", "b2", "inverseLerp", "y", "lerp", "damp", "lambda", "dt", "pingpong", "length", "smoothstep", "smootherstep", "randInt", "low", "high", "randFloat", "randFloatSpread", "range", "seededRandom", "s", "degToRad", "degrees", "radToDeg", "radians", "isPowerOfTwo", "ceilPowerOfTwo", "floorPowerOfTwo", "setQuaternionFromProperEuler", "q", "a", "b", "c", "order", "cos", "sin", "c2", "s2", "c13", "s13", "c1_3", "s1_3", "c3_1", "s3_1", "MathUtils", "Vector2", "scalar", "v", "w", "e", "minVal", "maxVal", "dx", "dy", "alpha", "v1", "v2", "offset", "attribute", "center", "angle", "Matrix3", "n11", "n12", "n13", "n21", "n22", "n23", "n31", "n32", "n33", "te", "me", "xAxis", "yAxis", "zAxis", "ae", "be", "a11", "a12", "a13", "a21", "a22", "a23", "a31", "a32", "a33", "b11", "b12", "b13", "b21", "b22", "b23", "b31", "b32", "b33", "d", "f", "g", "h", "t11", "t12", "t13", "det", "detInv", "tmp", "matrix4", "r", "tx", "ty", "sx", "sy", "rotation", "cx", "cy", "theta", "matrix", "_canvas", "ImageUtils", "image", "canvas", "context", "textureId", "Texture", "_Texture", "mapping", "wrapS", "ClampToEdgeWrapping", "wrapT", "magFilter", "LinearFilter", "minFilter", "LinearMipmapLinearFilter", "format", "RGBAFormat", "UnsignedByteType", "anisotropy", "encoding", "LinearEncoding", "source", "meta", "isRootObject", "output", "url", "serializeImage", "uv", "UVMapping", "RepeatWrapping", "MirroredRepeatWrapping", "Vector4", "z", "m11", "m12", "m13", "m21", "m22", "m23", "m31", "m32", "m33", "xx", "yy", "zz", "xy", "xz", "yz", "WebGLRenderTarget", "width", "height", "options", "texture", "depth", "WebGLMultipleRenderTargets", "count", "il", "WebGLMultisampleRenderTarget", "Quaternion", "qa", "qb", "qm", "t", "dst", "dstOffset", "src0", "srcOffset0", "src1", "srcOffset1", "x0", "y0", "z0", "w0", "x1", "y1", "z1", "w1", "dir", "sqrSin", "len", "tDir", "quaternion", "euler", "update", "c1", "c3", "s1", "s3", "axis", "halfAngle", "trace", "vFrom", "vTo", "step", "p", "qax", "qay", "qaz", "qaw", "qbx", "qby", "qbz", "qbw", "cosHalfTheta", "sqrSinHalfTheta", "sinHalfTheta", "halfTheta", "ratioA", "ratioB", "callback", "Vector3", "_quaternion$4", "qx", "qy", "qz", "qw", "ix", "iy", "iz", "iw", "camera", "ax", "ay", "az", "bx", "by", "bz", "denominator", "planeNormal", "_vector$c", "normal", "dz", "radius", "phi", "sinPhiRadius", "sz", "Box3", "minX", "minY", "minZ", "maxX", "maxY", "maxZ", "points", "size", "halfSize", "_vector$b", "object", "box", "target", "point", "vector", "geometry", "_box$3", "children", "sphere", "plane", "triangle", "_center", "_extents", "_v0$2", "_v1$7", "_v2$3", "_f0", "_f1", "_f2", "axes", "satForAxes", "_triangleNormal", "_points", "_testAxis", "v0", "extents", "j", "p0", "p1", "p2", "_box$2", "_v1$6", "_toFarthestPoint", "_toPoint", "Sphere", "optionalCenter", "maxRadiusSq", "radiusSum", "deltaLengthSq", "lengthSq", "missingRadiusHalf", "_vector$a", "_segCenter", "_segDir", "_diff", "_edge1", "_edge2", "_normal$1", "Ray", "origin", "direction", "ray", "directionDistance", "optionalPointOnRay", "optionalPointOnSegment", "segExtent", "a01", "b0", "s0", "sqrDist", "extDet", "invDet", "tca", "radius2", "thc", "t0", "t1", "distToPoint", "tmin", "tmax", "tymin", "tymax", "tzmin", "tzmax", "invdirx", "invdiry", "invdirz", "backfaceCulling", "DdN", "sign", "DdQxE2", "DdE1xQ", "QdN", "Matrix4", "_Matrix4", "n14", "n24", "n34", "n41", "n42", "n43", "n44", "scaleX", "_v1$5", "scaleY", "scaleZ", "af", "bf", "ce", "cf", "de", "df", "ac", "ad", "bc", "bd", "_zero", "_one", "eye", "up", "_z", "_x", "_y", "a14", "a24", "a34", "a41", "a42", "a43", "a44", "b14", "b24", "b34", "b41", "b42", "b43", "b44", "t14", "scaleXSq", "scaleYSq", "scaleZSq", "yx", "zx", "zy", "position", "scale", "x2", "y2", "z2", "wx", "wy", "wz", "_m1$2", "invSX", "invSY", "invSZ", "left", "right", "top", "bottom", "near", "far", "_matrix$1", "_quaternion$3", "Euler", "_Euler", "newOrder", "optionalResult", "Layers", "channel", "layers", "_object3DId", "_v1$4", "_q1", "_m1$1", "_target", "_position$3", "_scale$2", "_quaternion$2", "_xAxis", "_yAxis", "_zAxis", "_addedEvent", "_removedEvent", "Object3D", "_Object3D", "onRotationChange", "onQuaternionChange", "distance", "parent", "id", "name", "force", "updateParents", "updateChildren", "serialize", "library", "element", "parameters", "shapes", "shape", "uuids", "animation", "geometries", "extractFromCache", "materials", "textures", "images", "skeletons", "animations", "cache", "values", "key", "data", "recursive", "child", "_v0$1", "_v1$3", "_v2$2", "_v3$1", "_vab", "_vac", "_vbc", "_vap", "_vbp", "_vcp", "Triangle", "_Triangle", "targetLengthSq", "dot00", "dot01", "dot02", "dot11", "dot12", "denom", "invDenom", "u", "p3", "uv1", "uv2", "uv3", "i0", "i1", "i2", "d4", "vc", "d5", "d6", "vb", "va", "materialId", "Material", "#alphaTest", "NormalBlending", "FrontSide", "SrcAlphaFactor", "OneMinusSrcAlphaFactor", "AddEquation", "LessEqualDepth", "AlwaysStencilFunc", "KeepStencilOp", "newValue", "FlatShading", "currentValue", "isRoot", "srcPlanes", "dstPlanes", "_colorKeywords", "_hslA", "_hslB", "hue2rgb", "SRGBToLinear", "LinearToSRGB", "Color", "hex", "style", "handleAlpha", "string", "color", "components", "gammaFactor", "safeInverse", "hue", "saturation", "lightness", "delta", "color1", "color2", "MeshBasicMaterial", "MultiplyOperation", "_vector$9", "_vector2$1", "BufferAttribute", "itemSize", "normalized", "StaticDrawUsage", "index1", "index2", "colors", "vectors", "Uint16BufferAttribute", "BufferAttribute", "array", "itemSize", "normalized", "Uint32BufferAttribute", "BufferAttribute", "array", "itemSize", "normalized", "Float16BufferAttribute", "Float32BufferAttribute", "arrayMax", "array", "max", "i", "l", "_id", "_m1", "Matrix4", "_obj", "Object3D", "_offset", "Vector3", "_box$1", "Box3", "_boxMorphTargets", "_vector$8", "BufferGeometry", "_BufferGeometry", "EventDispatcher", "generateUUID", "index", "arrayMax", "Uint32BufferAttribute", "Uint16BufferAttribute", "name", "attribute", "start", "count", "materialIndex", "matrix", "position", "normal", "normalMatrix", "Matrix3", "tangent", "q", "angle", "x", "y", "z", "vector", "points", "i", "l", "point", "Float32BufferAttribute", "morphAttributesPosition", "il", "morphAttribute", "Sphere", "center", "maxRadiusSq", "morphTargetsRelative", "j", "jl", "attributes", "indices", "positions", "normals", "uvs", "nVertices", "BufferAttribute", "tangents", "tan1", "tan2", "vA", "vB", "vC", "uvA", "Vector2", "uvB", "uvC", "sdir", "tdir", "handleTriangle", "a", "b", "c", "r", "groups", "group", "tmp", "tmp2", "n", "n2", "handleVertex", "v", "t", "w", "positionAttribute", "normalAttribute", "pA", "pB", "pC", "nA", "nB", "nC", "cb", "ab", "geometry", "offset", "key", "attributeArray1", "attribute2", "attributeArray2", "attributeOffset", "length", "convertBufferAttribute", "array", "itemSize", "normalized", "array2", "index2", "geometry2", "newAttribute", "morphAttributes", "morphArray", "data", "parameters", "hasMorphAttributes", "attributeArray", "boundingSphere", "source", "boundingBox", "_inverseMatrix$2", "_ray$2", "Ray", "_sphere$3", "_vA$1", "_vB$1", "_vC$1", "_tempA", "_tempB", "_tempC", "_morphA", "_morphB", "_morphC", "_uvA$1", "_uvB$1", "_uvC$1", "_intersectionPoint", "_intersectionPointWorld", "Mesh", "material", "MeshBasicMaterial", "keys", "m", "ml", "morphTargets", "raycaster", "intersects", "matrixWorld", "intersection", "morphPosition", "uv", "uv2", "drawRange", "groupMaterial", "end", "checkBufferGeometryIntersection", "checkIntersection", "object", "ray", "intersect", "BackSide", "DoubleSide", "distance", "morphInfluences", "influence", "Triangle", "face", "BoxGeometry", "_BoxGeometry", "width", "height", "depth", "widthSegments", "heightSegments", "depthSegments", "scope", "vertices", "numberOfVertices", "groupStart", "buildPlane", "u", "udir", "vdir", "gridX", "gridY", "segmentWidth", "segmentHeight", "widthHalf", "heightHalf", "depthHalf", "gridX1", "gridY1", "vertexCounter", "groupCount", "iy", "ix", "d", "cloneUniforms", "src", "dst", "p", "property", "mergeUniforms", "uniforms", "merged", "UniformsUtils", "default_vertex", "default_fragment", "ShaderMaterial", "Material", "meta", "value", "extensions", "Camera", "recursive", "target", "e", "force", "updateParents", "updateChildren", "PerspectiveCamera", "fov", "aspect", "near", "far", "focalLength", "vExtentSlope", "RAD2DEG", "DEG2RAD", "fullWidth", "fullHeight", "top", "left", "view", "skew", "CubeCamera", "renderTarget", "cameraPX", "cameraNX", "cameraPY", "cameraNY", "cameraPZ", "cameraNZ", "renderer", "scene", "currentXrEnabled", "currentRenderTarget", "generateMipmaps", "CubeTexture", "Texture", "images", "mapping", "wrapS", "wrapT", "magFilter", "minFilter", "format", "type", "anisotropy", "encoding", "CubeReflectionMapping", "RGBFormat", "WebGLCubeRenderTarget", "WebGLRenderTarget", "size", "options", "dummy", "LinearFilter", "texture", "RGBAFormat", "shader", "NoBlending", "mesh", "currentMinFilter", "LinearMipmapLinearFilter", "color", "stencil", "_vector1", "_vector2", "_normalMatrix", "Plane", "constant", "plane", "inverseNormalLength", "sphere", "line", "direction", "denominator", "startSign", "endSign", "box", "optionalNormalMatrix", "referencePoint", "_sphere$2", "_vector$7", "Frustum", "p0", "p1", "p2", "p3", "p4", "p5", "planes", "frustum", "me", "me0", "me1", "me2", "me3", "me4", "me5", "me6", "me7", "me8", "me9", "me10", "me11", "me12", "me13", "me14", "me15", "sprite", "negRadius", "WebGLAnimation", "context", "isAnimating", "animationLoop", "requestId", "onAnimationFrame", "time", "frame", "callback", "WebGLAttributes", "gl", "capabilities", "isWebGL2", "buffers", "createBuffer", "bufferType", "usage", "buffer", "updateBuffer", "updateRange", "get", "remove", "update", "cached", "PlaneGeometry", "_PlaneGeometry", "width_half", "height_half", "segment_width", "segment_height", "alphamap_fragment", "alphamap_pars_fragment", "alphatest_fragment", "alphatest_pars_fragment", "aomap_fragment", "aomap_pars_fragment", "begin_vertex", "beginnormal_vertex", "bsdfs", "bumpmap_pars_fragment", "clipping_planes_fragment", "clipping_planes_pars_fragment", "clipping_planes_pars_vertex", "clipping_planes_vertex", "color_fragment", "color_pars_fragment", "color_pars_vertex", "color_vertex", "common", "cube_uv_reflection_fragment", "defaultnormal_vertex", "displacementmap_pars_vertex", "displacementmap_vertex", "emissivemap_fragment", "emissivemap_pars_fragment", "encodings_fragment", "encodings_pars_fragment", "envmap_fragment", "envmap_common_pars_fragment", "envmap_pars_fragment", "envmap_pars_vertex", "envmap_vertex", "fog_vertex", "fog_pars_vertex", "fog_fragment", "fog_pars_fragment", "gradientmap_pars_fragment", "lightmap_fragment", "lightmap_pars_fragment", "lights_lambert_vertex", "lights_pars_begin", "envmap_physical_pars_fragment", "lights_toon_fragment", "lights_toon_pars_fragment", "lights_phong_fragment", "lights_phong_pars_fragment", "lights_physical_fragment", "lights_physical_pars_fragment", "lights_fragment_begin", "lights_fragment_maps", "lights_fragment_end", "logdepthbuf_fragment", "logdepthbuf_pars_fragment", "logdepthbuf_pars_vertex", "logdepthbuf_vertex", "map_fragment", "map_pars_fragment", "map_particle_fragment", "map_particle_pars_fragment", "metalnessmap_fragment", "metalnessmap_pars_fragment", "morphnormal_vertex", "morphtarget_pars_vertex", "morphtarget_vertex", "normal_fragment_begin", "normal_fragment_maps", "normal_pars_fragment", "normal_pars_vertex", "normal_vertex", "normalmap_pars_fragment", "clearcoat_normal_fragment_begin", "clearcoat_normal_fragment_maps", "clearcoat_pars_fragment", "output_fragment", "packing", "premultiplied_alpha_fragment", "project_vertex", "dithering_fragment", "dithering_pars_fragment", "roughnessmap_fragment", "roughnessmap_pars_fragment", "shadowmap_pars_fragment", "shadowmap_pars_vertex", "shadowmap_vertex", "shadowmask_pars_fragment", "skinbase_vertex", "skinning_pars_vertex", "skinning_vertex", "skinnormal_vertex", "specularmap_fragment", "specularmap_pars_fragment", "tonemapping_fragment", "tonemapping_pars_fragment", "transmission_fragment", "transmission_pars_fragment", "uv_pars_fragment", "uv_pars_vertex", "uv_vertex", "uv2_pars_fragment", "uv2_pars_vertex", "uv2_vertex", "worldpos_vertex", "background_frag", "background_vert", "cube_frag", "cube_vert", "depth_frag", "depth_vert", "distanceRGBA_frag", "distanceRGBA_vert", "equirect_frag", "equirect_vert", "linedashed_frag", "linedashed_vert", "meshbasic_frag", "meshbasic_vert", "meshlambert_frag", "meshlambert_vert", "meshmatcap_frag", "meshmatcap_vert", "meshnormal_frag", "meshnormal_vert", "meshphong_frag", "meshphong_vert", "meshphysical_frag", "meshphysical_vert", "meshtoon_frag", "meshtoon_vert", "points_frag", "points_vert", "shadow_frag", "shadow_vert", "sprite_frag", "sprite_vert", "ShaderChunk", "UniformsLib", "Color", "ShaderLib", "WebGLBackground", "cubemaps", "state", "objects", "premultipliedAlpha", "clearColor", "clearAlpha", "planeMesh", "boxMesh", "currentBackground", "currentBackgroundVersion", "currentTonemapping", "render", "renderList", "forceClear", "background", "xr", "session", "setClear", "CubeUVReflectionMapping", "camera", "FrontSide", "alpha", "WebGLBindingStates", "maxVertexAttributes", "extension", "vaoAvailable", "bindingStates", "defaultState", "createBindingState", "currentState", "setup", "program", "updateBuffers", "getBindingState", "bindVertexArrayObject", "needsUpdate", "saveCache", "wireframe", "setupVertexAttributes", "createVertexArrayObject", "vao", "deleteVertexArrayObject", "programMap", "stateMap", "newAttributes", "enabledAttributes", "attributeDivisors", "cachedAttributes", "geometryAttributes", "attributesNum", "cachedAttribute", "geometryAttribute", "cache", "initAttributes", "enableAttribute", "enableAttributeAndDivisor", "meshPerAttribute", "disableUnusedAttributes", "vertexAttribPointer", "stride", "programAttributes", "materialDefaultAttributeValues", "programAttribute", "bytesPerElement", "dispose", "reset", "geometryId", "programId", "releaseStatesOfGeometry", "releaseStatesOfProgram", "resetDefaultState", "WebGLBufferRenderer", "info", "mode", "setMode", "renderInstances", "primcount", "methodName", "WebGLCapabilities", "maxAnisotropy", "getMaxAnisotropy", "getMaxPrecision", "precision", "maxPrecision", "drawBuffers", "logarithmicDepthBuffer", "maxTextures", "maxVertexTextures", "maxTextureSize", "maxCubemapSize", "maxAttributes", "maxVertexUniforms", "maxVaryings", "maxFragmentUniforms", "vertexTextures", "floatFragmentTextures", "floatVertexTextures", "maxSamples", "WebGLClipping", "properties", "globalState", "numGlobalPlanes", "localClippingEnabled", "renderingShadows", "viewNormalMatrix", "uniform", "enableLocalClipping", "enabled", "projectPlanes", "resetGlobalState", "useCache", "clipIntersection", "clipShadows", "materialProperties", "nGlobal", "lGlobal", "dstArray", "dstOffset", "skipTransform", "nPlanes", "flatSize", "viewMatrix", "i4", "WebGLCubeMaps", "mapTextureMapping", "EquirectangularReflectionMapping", "EquirectangularRefractionMapping", "CubeRefractionMapping", "cubemap", "image", "onTextureDispose", "event", "OrthographicCamera", "right", "bottom", "dx", "dy", "cx", "cy", "scaleW", "scaleH", "RawShaderMaterial", "LOD_MIN", "LOD_MAX", "SIZE_MAX", "EXTRA_LOD_SIGMA", "TOTAL_LODS", "MAX_SAMPLES", "ENCODINGS", "LinearEncoding", "sRGBEncoding", "RGBEEncoding", "RGBM7Encoding", "RGBM16Encoding", "RGBDEncoding", "GammaEncoding", "_flatCamera", "_lodPlanes", "_sizeLods", "_sigmas", "_createPlanes", "_clearColor", "_oldTarget", "PHI", "INV_PHI", "_axisDirections", "PMREMGenerator", "_getBlurShader", "sigma", "cubeUVRenderTarget", "equirectangular", "_getCubemapShader", "_getEquirectShader", "outputTarget", "_setViewport", "params", "NearestFilter", "UnsignedByteType", "RGBEFormat", "_isLDR", "_createRenderTarget", "tmpMesh", "cubeCamera", "upSign", "forwardSign", "originalAutoClear", "outputEncoding", "toneMapping", "NoToneMapping", "backgroundMaterial", "backgroundBox", "useSolidColor", "col", "autoClear", "poleAxis", "lodIn", "lodOut", "pingPongRenderTarget", "targetIn", "targetOut", "sigmaRadians", "blurMaterial", "STANDARD_DEVIATIONS", "blurMesh", "blurUniforms", "pixels", "radiansPerPixel", "sigmaPixels", "samples", "weights", "sum", "weight", "outputSize", "lod", "sizeLod", "texelSize", "min", "max", "uv1", "cubeFaces", "positionSize", "uvSize", "faceIndexSize", "faceIndex", "coordinates", "fill", "_getCommonVertexShader", "_getEncodings", "WebGLCubeUVMaps", "cubeUVmaps", "pmremGenerator", "isEquirectMap", "isCubeMap", "isCubeTextureComplete", "cubemapUV", "WebGLExtensions", "getExtension", "WebGLGeometries", "geometries", "wireframeAttributes", "onGeometryDispose", "updateWireframeAttribute", "geometryIndex", "geometryPosition", "version", "previousAttribute", "getWireframeAttribute", "currentAttribute", "WebGLIndexedBufferRenderer", "setIndex", "WebGLInfo", "memory", "instanceCount", "numericalSort", "absNumericalSort", "WebGLMorphtargets", "influencesList", "workInfluences", "objectInfluences", "influences", "morphNormals", "morphInfluencesSum", "morphBaseInfluence", "WebGLObjects", "updateMap", "buffergeometry", "onInstancedMeshDispose", "instancedMesh", "DataTexture2DArray", "ClampToEdgeWrapping", "DataTexture3D", "emptyTexture", "emptyTexture2dArray", "emptyTexture3d", "emptyCubeTexture", "arrayCacheF32", "arrayCacheI32", "mat4array", "mat3array", "mat2array", "flatten", "nBlocks", "blockSize", "firstElem", "arraysEqual", "copyArray", "allocTexUnits", "textures", "setValueV1f", "setValueV2f", "setValueV3f", "setValueV4f", "setValueM2", "elements", "setValueM3", "setValueM4", "setValueV1i", "setValueV2i", "setValueV3i", "setValueV4i", "setValueV1ui", "setValueV2ui", "setValueV3ui", "setValueV4ui", "setValueT1", "unit", "setValueT3D1", "setValueT6", "setValueT2DArray1", "getSingularSetter", "setValueV1fArray", "setValueV2fArray", "setValueV3fArray", "setValueV4fArray", "setValueM2Array", "setValueM3Array", "setValueM4Array", "setValueV1iArray", "setValueV2iArray", "setValueV3iArray", "setValueV4iArray", "setValueV1uiArray", "setValueV2uiArray", "setValueV3uiArray", "setValueV4uiArray", "setValueT1Array", "units", "setValueT6Array", "getPureArraySetter", "SingleUniform", "id", "activeInfo", "addr", "PureArrayUniform", "StructuredUniform", "seq", "RePathPart", "addUniform", "container", "uniformObject", "parseUniform", "path", "pathLength", "match", "matchEnd", "idIsIndex", "subscript", "next", "WebGLUniforms", "values", "WebGLShader", "string", "programIdCount", "addLineNumbers", "lines", "getEncodingComponents", "LogLuvEncoding", "getShaderErrors", "status", "errors", "getTexelDecodingFunction", "functionName", "components", "getTexelEncodingFunction", "getToneMappingFunction", "toneMappingName", "LinearToneMapping", "ReinhardToneMapping", "CineonToneMapping", "ACESFilmicToneMapping", "CustomToneMapping", "generateExtensions", "filterEmptyLine", "generateDefines", "defines", "chunks", "fetchAttributeLocations", "locationSize", "replaceLightNums", "replaceClippingPlaneNums", "includePattern", "resolveIncludes", "includeReplacer", "include", "deprecatedUnrollLoopPattern", "unrollLoopPattern", "unrollLoops", "loopReplacer", "deprecatedLoopReplacer", "snippet", "generatePrecision", "precisionstring", "generateShadowMapTypeDefine", "shadowMapTypeDefine", "PCFShadowMap", "PCFSoftShadowMap", "VSMShadowMap", "generateEnvMapTypeDefine", "envMapTypeDefine", "CubeUVRefractionMapping", "generateEnvMapModeDefine", "envMapModeDefine", "generateEnvMapBlendingDefine", "envMapBlendingDefine", "MultiplyOperation", "MixOperation", "AddOperation", "WebGLProgram", "cacheKey", "vertexShader", "fragmentShader", "gammaFactorDefine", "customExtensions", "customDefines", "prefixVertex", "prefixFragment", "versionString", "GLSL3", "vertexGlsl", "fragmentGlsl", "glVertexShader", "glFragmentShader", "programLog", "vertexLog", "fragmentLog", "runnable", "haveDiagnostics", "vertexErrors", "fragmentErrors", "cachedUniforms", "WebGLPrograms", "cubeuvmaps", "clipping", "programs", "shaderIDs", "parameterNames", "getMaxBones", "bones", "nVertexMatrices", "maxBones", "getTextureEncodingFromMap", "map", "getParameters", "lights", "shadows", "fog", "environment", "envMap", "shaderID", "useAlphaTest", "useClearcoat", "ObjectSpaceNormalMap", "TangentSpaceNormalMap", "getProgramCacheKey", "getUniforms", "acquireProgram", "pl", "preexistingProgram", "releaseProgram", "WebGLProperties", "painterSortStable", "reversePainterSortStable", "WebGLRenderList", "renderItems", "renderItemsIndex", "opaque", "transmissive", "transparent", "defaultProgram", "init", "getNextRenderItem", "groupOrder", "renderItem", "push", "unshift", "sort", "customOpaqueSort", "customTransparentSort", "finish", "WebGLRenderLists", "lists", "renderCallDepth", "list", "UniformsCache", "light", "ShadowUniformsCache", "nextVersion", "shadowCastingLightsFirst", "lightA", "lightB", "WebGLLights", "shadowCache", "vector3", "matrix4", "matrix42", "physicallyCorrectLights", "g", "directionalLength", "pointLength", "spotLength", "rectAreaLength", "hemiLength", "numDirectionalShadows", "numPointShadows", "numSpotShadows", "scaleFactor", "intensity", "shadowMap", "shadow", "shadowUniforms", "hash", "setupView", "WebGLRenderState", "lightsArray", "shadowsArray", "pushLight", "pushShadow", "shadowLight", "setupLights", "setupLightsView", "WebGLRenderStates", "renderStates", "renderState", "MeshDepthMaterial", "BasicDepthPacking", "MeshDistanceMaterial", "vsm_frag", "vsm_vert", "WebGLShadowMap", "_renderer", "_objects", "_capabilities", "_frustum", "_shadowMapSize", "_viewportSize", "_viewport", "Vector4", "_depthMaterial", "RGBADepthPacking", "_distanceMaterial", "_materialCache", "_maxTextureSize", "shadowSide", "shadowMaterialVertical", "shadowMaterialHorizontal", "fullScreenTri", "fullScreenMesh", "activeCubeFace", "activeMipmapLevel", "_state", "shadowFrameExtents", "pars", "viewportCount", "vp", "viewport", "renderObject", "VSMPass", "getDepthMaterial", "shadowCameraNear", "shadowCameraFar", "result", "customMaterial", "keyA", "keyB", "materialsForVariant", "cachedMaterial", "shadowCamera", "k", "kl", "depthMaterial", "children", "WebGLState", "ColorBuffer", "locked", "currentColorMask", "currentColorClear", "colorMask", "lock", "DepthBuffer", "currentDepthMask", "currentDepthFunc", "currentDepthClear", "depthTest", "enable", "disable", "depthMask", "depthFunc", "NeverDepth", "AlwaysDepth", "LessDepth", "LessEqualDepth", "EqualDepth", "GreaterEqualDepth", "GreaterDepth", "NotEqualDepth", "StencilBuffer", "currentStencilMask", "currentStencilFunc", "currentStencilRef", "currentStencilFuncMask", "currentStencilFail", "currentStencilZFail", "currentStencilZPass", "currentStencilClear", "stencilTest", "stencilMask", "stencilFunc", "stencilRef", "stencilFail", "stencilZFail", "stencilZPass", "colorBuffer", "depthBuffer", "stencilBuffer", "enabledCapabilities", "xrFramebuffer", "currentBoundFramebuffers", "currentProgram", "currentBlendingEnabled", "currentBlending", "currentBlendEquation", "currentBlendSrc", "currentBlendDst", "currentBlendEquationAlpha", "currentBlendSrcAlpha", "currentBlendDstAlpha", "currentPremultipledAlpha", "currentFlipSided", "currentCullFace", "currentLineWidth", "currentPolygonOffsetFactor", "currentPolygonOffsetUnits", "lineWidthAvailable", "glVersion", "currentTextureSlot", "currentBoundTextures", "scissorParam", "viewportParam", "currentScissor", "currentViewport", "createTexture", "emptyTextures", "setFlipSided", "setCullFace", "CullFaceBack", "setBlending", "bindXRFramebuffer", "framebuffer", "bindFramebuffer", "useProgram", "equationToGL", "AddEquation", "SubtractEquation", "ReverseSubtractEquation", "MinEquation", "MaxEquation", "factorToGL", "ZeroFactor", "OneFactor", "SrcColorFactor", "SrcAlphaFactor", "SrcAlphaSaturateFactor", "DstColorFactor", "DstAlphaFactor", "OneMinusSrcColorFactor", "OneMinusSrcAlphaFactor", "OneMinusDstColorFactor", "OneMinusDstAlphaFactor", "blending", "blendEquation", "blendSrc", "blendDst", "blendEquationAlpha", "blendSrcAlpha", "blendDstAlpha", "CustomBlending", "NormalBlending", "AdditiveBlending", "SubtractiveBlending", "MultiplyBlending", "setMaterial", "frontFaceCW", "flipSided", "stencilWrite", "setPolygonOffset", "cullFace", "CullFaceNone", "CullFaceFront", "setLineWidth", "polygonOffset", "factor", "setScissorTest", "scissorTest", "activeTexture", "webglSlot", "bindTexture", "webglType", "webglTexture", "boundTexture", "unbindTexture", "compressedTexImage2D", "error", "texImage2D", "texImage3D", "scissor", "WebGLTextures", "_gl", "utils", "_videoTextures", "_canvas", "useOffscreenCanvas", "createCanvas", "resizeImage", "needsPowerOfTwo", "needsNewCanvas", "maxSize", "scale", "floor", "floorPowerOfTwo", "canvas", "isPowerOfTwo$1", "isPowerOfTwo", "textureNeedsPowerOfTwo", "textureNeedsGenerateMipmaps", "supportsMips", "generateMipmap", "textureProperties", "getInternalFormat", "internalFormatName", "glFormat", "glType", "internalFormat", "filterFallback", "f", "NearestMipmapNearestFilter", "NearestMipmapLinearFilter", "deallocateTexture", "onRenderTargetDispose", "deallocateRenderTarget", "renderTargetProperties", "attachmentProperties", "textureUnits", "resetTextureUnits", "allocateTextureUnit", "textureUnit", "setTexture2D", "slot", "updateVideoTexture", "uploadTexture", "setTexture2DArray", "setTexture3D", "setTextureCube", "uploadCubeTexture", "wrappingToGL", "RepeatWrapping", "MirroredRepeatWrapping", "filterToGL", "LinearMipmapNearestFilter", "setTextureParameters", "textureType", "FloatType", "HalfFloatType", "initTexture", "glInternalFormat", "mipmap", "mipmaps", "UnsignedIntType", "UnsignedInt248Type", "DepthFormat", "UnsignedShortType", "DepthStencilFormat", "isCompressed", "isDataTexture", "cubeImage", "mipmapImage", "setupFrameBufferTexture", "attachment", "textureTarget", "setupRenderBufferStorage", "renderbuffer", "isMultisample", "depthTexture", "getRenderTargetSamples", "setupDepthTexture", "webglDepthTexture", "setupDepthRenderbuffer", "isCube", "setupRenderTarget", "isMultipleRenderTargets", "isRenderTarget3D", "glTextureType", "updateRenderTargetMipmap", "updateMultisampleRenderTarget", "mask", "warnedTexture2D", "warnedTextureCube", "safeSetTexture2D", "safeSetTextureCube", "WebGLUtils", "convert", "UnsignedShort4444Type", "UnsignedShort5551Type", "UnsignedShort565Type", "ByteType", "ShortType", "IntType", "AlphaFormat", "LuminanceFormat", "LuminanceAlphaFormat", "RedFormat", "RedIntegerFormat", "RGFormat", "RGIntegerFormat", "RGBIntegerFormat", "RGBAIntegerFormat", "RGB_S3TC_DXT1_Format", "RGBA_S3TC_DXT1_Format", "RGBA_S3TC_DXT3_Format", "RGBA_S3TC_DXT5_Format", "RGB_PVRTC_4BPPV1_Format", "RGB_PVRTC_2BPPV1_Format", "RGBA_PVRTC_4BPPV1_Format", "RGBA_PVRTC_2BPPV1_Format", "RGB_ETC1_Format", "RGB_ETC2_Format", "RGBA_ETC2_EAC_Format", "RGBA_ASTC_4x4_Format", "RGBA_ASTC_5x4_Format", "RGBA_ASTC_5x5_Format", "RGBA_ASTC_6x5_Format", "RGBA_ASTC_6x6_Format", "RGBA_ASTC_8x5_Format", "RGBA_ASTC_8x6_Format", "RGBA_ASTC_8x8_Format", "RGBA_ASTC_10x5_Format", "RGBA_ASTC_10x6_Format", "RGBA_ASTC_10x8_Format", "RGBA_ASTC_10x10_Format", "RGBA_ASTC_12x10_Format", "RGBA_ASTC_12x12_Format", "SRGB8_ALPHA8_ASTC_4x4_Format", "SRGB8_ALPHA8_ASTC_5x4_Format", "SRGB8_ALPHA8_ASTC_5x5_Format", "SRGB8_ALPHA8_ASTC_6x5_Format", "SRGB8_ALPHA8_ASTC_6x6_Format", "SRGB8_ALPHA8_ASTC_8x5_Format", "SRGB8_ALPHA8_ASTC_8x6_Format", "SRGB8_ALPHA8_ASTC_8x8_Format", "SRGB8_ALPHA8_ASTC_10x5_Format", "SRGB8_ALPHA8_ASTC_10x6_Format", "SRGB8_ALPHA8_ASTC_10x8_Format", "SRGB8_ALPHA8_ASTC_10x10_Format", "SRGB8_ALPHA8_ASTC_12x10_Format", "SRGB8_ALPHA8_ASTC_12x12_Format", "RGBA_BPTC_Format", "ArrayCamera", "Group", "_moveEvent", "WebXRController", "inputSource", "referenceSpace", "inputPose", "gripPose", "handPose", "targetRay", "grip", "hand", "inputjoint", "jointPose", "joint", "indexTip", "thumbTip", "distanceToPinch", "threshold", "WebXRManager", "framebufferScaleFactor", "referenceSpaceType", "pose", "glBinding", "glFramebuffer", "glProjLayer", "glBaseLayer", "glMultisampledFramebuffer", "glColorRenderbuffer", "glDepthRenderbuffer", "xrFrame", "depthStyle", "clearStyle", "controllers", "inputSourcesMap", "cameraL", "cameraR", "cameras", "cameraVR", "_currentDepthNear", "_currentDepthFar", "controller", "onSessionEvent", "onSessionEnd", "animation", "onInputSourcesChange", "layerInit", "depthFormat", "projectionlayerInit", "inputSources", "cameraLPos", "cameraRPos", "setProjectionFromUnion", "ipd", "projL", "projR", "topFov", "bottomFov", "leftFov", "rightFov", "zOffset", "xOffset", "near2", "far2", "left2", "right2", "top2", "bottom2", "updateCamera", "parent", "foveation", "onAnimationFrameCallback", "views", "cameraVRNeedsUpdate", "glSubImage", "WebGLMaterials", "refreshFogUniforms", "refreshMaterialUniforms", "pixelRatio", "transmissionRenderTarget", "refreshUniformsCommon", "refreshUniformsLambert", "refreshUniformsToon", "refreshUniformsPhong", "refreshUniformsPhysical", "refreshUniformsStandard", "refreshUniformsMatcap", "refreshUniformsDepth", "refreshUniformsDistance", "refreshUniformsNormal", "refreshUniformsLine", "refreshUniformsDash", "refreshUniformsPoints", "refreshUniformsSprites", "maxMipLevel", "uvScaleMap", "uv2ScaleMap", "createCanvasElement", "WebGLRenderer", "_context", "_alpha", "_depth", "_stencil", "_antialias", "_premultipliedAlpha", "_preserveDrawingBuffer", "_powerPreference", "_failIfMajorPerformanceCaveat", "currentRenderList", "currentRenderState", "renderListStack", "renderStateStack", "_this", "_isContextLost", "_currentActiveCubeFace", "_currentActiveMipmapLevel", "_currentRenderTarget", "_currentMaterialId", "_currentCamera", "_currentViewport", "_currentScissor", "_currentScissorTest", "_width", "_height", "_pixelRatio", "_opaqueSort", "_transparentSort", "_scissor", "_scissorTest", "_currentDrawBuffers", "_clippingEnabled", "_localClippingEnabled", "_transmissionRenderTarget", "_projScreenMatrix", "_vector3", "_emptyScene", "getTargetPixelRatio", "getContext", "contextNames", "contextAttributes", "contextName", "onContextLost", "onContextRestore", "programCache", "materials", "renderLists", "morphtargets", "bufferRenderer", "indexedBufferRenderer", "initGLContext", "updateStyle", "boolean", "method", "bits", "onXRSessionStart", "onXRSessionEnd", "infoAutoReset", "shadowMapEnabled", "shadowMapAutoUpdate", "shadowMapNeedsUpdate", "shadowMapType", "onMaterialDispose", "deallocateMaterial", "releaseMaterialProgramReferences", "renderObjectImmediate", "setProgram", "rangeFactor", "dataCount", "rangeStart", "rangeCount", "drawStart", "drawEnd", "drawCount", "lineWidth", "material2", "getProgram", "window", "projectObject", "camera2", "renderScene", "sortObjects", "opaqueObjects", "transmissiveObjects", "transparentObjects", "renderTransmissionPass", "renderObjects", "renderTargetType", "WebGLMultisampleRenderTarget", "currentToneMapping", "overrideMaterial", "lightsStateVersion", "programCacheKey", "updateCommonMaterialProperties", "materialNeedsLights", "progUniforms", "uniformsList", "vertexAlphas", "vertexTangents", "needsProgramChange", "refreshProgram", "refreshMaterial", "refreshLights", "p_uniforms", "m_uniforms", "uCamPos", "skeleton", "markUniformsLightsNeedsUpdate", "__webglFramebuffer", "layer", "activeCubeFaceIndex", "textureFormat", "halfFloatSupportedByExt", "level", "levelScale", "srcTexture", "dstTexture", "sourceBox", "glTarget", "unpackRowLen", "unpackImageHeight", "unpackSkipPixels", "unpackSkipRows", "unpackSkipImages", "WebGL1Renderer", "FogExp2", "_FogExp2", "density", "Fog", "_Fog", "Scene", "InterleavedBuffer", "StaticDrawUsage", "index1", "ib", "_vector$6", "InterleavedBufferAttribute", "_InterleavedBufferAttribute", "interleavedBuffer", "SpriteMaterial", "_geometry", "_intersectPoint", "_worldScale", "_mvPosition", "_alignedPosition", "_rotatedPosition", "_viewWorldMatrix", "_vA", "_vB", "_vC", "_uvA", "_uvB", "_uvC", "Sprite", "float32Array", "rotation", "sin", "cos", "transformVertex", "vertexPosition", "mvPosition", "_basePosition", "Vector3", "_skinIndex", "Vector4", "_skinWeight", "_vector$5", "_matrix", "Matrix4", "SkinnedMesh", "Mesh", "geometry", "material", "source", "skeleton", "bindMatrix", "vector", "skinWeight", "i", "l", "scale", "force", "index", "target", "weight", "boneIndex", "Bone", "Object3D", "DataTexture", "Texture", "data", "width", "height", "format", "type", "mapping", "wrapS", "wrapT", "magFilter", "NearestFilter", "minFilter", "anisotropy", "encoding", "InstancedBufferAttribute", "BufferAttribute", "array", "itemSize", "normalized", "meshPerAttribute", "source", "data", "_instanceLocalMatrix", "Matrix4", "_instanceWorldMatrix", "_instanceIntersects", "_mesh", "Mesh", "InstancedMesh", "geometry", "material", "count", "index", "color", "matrix", "raycaster", "intersects", "matrixWorld", "raycastTimes", "instanceId", "i", "l", "intersect", "LineBasicMaterial", "Material", "parameters", "Color", "_start$1", "Vector3", "_end$1", "_inverseMatrix$1", "_ray$1", "Ray", "_sphere$1", "Sphere", "Line", "Object3D", "BufferGeometry", "positionAttribute", "lineDistances", "Float32BufferAttribute", "threshold", "drawRange", "localThreshold", "localThresholdSq", "vStart", "vEnd", "interSegment", "interRay", "step", "start", "end", "a", "b", "distance", "morphAttributes", "keys", "morphAttribute", "m", "ml", "name", "morphTargets", "_start", "_end", "LineSegments", "LineLoop", "PointsMaterial", "_inverseMatrix", "_ray", "_sphere", "_position$2", "Points", "il", "testPoint", "point", "object", "rayPointDistanceSq", "intersectPoint", "VideoTexture", "Texture", "video", "mapping", "wrapS", "wrapT", "magFilter", "minFilter", "format", "type", "anisotropy", "RGBFormat", "LinearFilter", "scope", "updateVideo", "CompressedTexture", "mipmaps", "width", "height", "encoding", "CanvasTexture", "canvas", "DepthTexture", "DepthFormat", "DepthStencilFormat", "UnsignedShortType", "UnsignedInt248Type", "NearestFilter", "_v0", "Vector3", "_v1$1", "_normal", "_triangle", "Triangle", "Curve", "u", "optionalTarget", "t", "divisions", "points", "d", "lengths", "cache", "current", "last", "sum", "p", "distance", "arcLengths", "il", "targetArcLength", "low", "high", "comparison", "lengthBefore", "segmentLength", "segmentFraction", "t1", "t2", "pt1", "pt2", "tangent", "Vector2", "Vector3", "segments", "closed", "normal", "tangents", "normals", "binormals", "vec", "mat", "Matrix4", "i", "min", "tx", "ty", "tz", "theta", "clamp", "source", "data", "json", "EllipseCurve", "aX", "aY", "xRadius", "yRadius", "aStartAngle", "aEndAngle", "aClockwise", "aRotation", "point", "twoPi", "deltaAngle", "samePoints", "angle", "x", "y", "cos", "sin", "ArcCurve", "aRadius", "CubicPoly", "c0", "c1", "c2", "c3", "init", "x0", "x1", "t0", "x2", "x3", "tension", "dt0", "dt1", "dt2", "t3", "tmp", "px", "py", "pz", "CatmullRomCurve3", "curveType", "l", "intPoint", "weight", "p0", "p3", "p1", "p2", "pow", "CatmullRom", "v0", "v1", "QuadraticBezierP0", "k", "QuadraticBezierP1", "QuadraticBezierP2", "QuadraticBezier", "CubicBezierP0", "CubicBezierP1", "CubicBezierP2", "CubicBezierP3", "CubicBezier", "CubicBezierCurve", "v2", "v3", "CubicBezierCurve3", "LineCurve", "LineCurve3", "QuadraticBezierCurve", "QuadraticBezierCurve3", "SplineCurve", "Curves", "Earcut", "holeIndices", "dim", "hasHoles", "outerLen", "outerNode", "linkedList", "triangles", "minX", "minY", "maxX", "maxY", "invSize", "eliminateHoles", "earcutLinked", "start", "end", "clockwise", "signedArea", "insertNode", "equals", "removeNode", "filterPoints", "again", "area", "ear", "pass", "indexCurve", "stop", "prev", "next", "isEarHashed", "isEar", "cureLocalIntersections", "splitEarcut", "a", "b", "c", "pointInTriangle", "minTX", "minTY", "maxTX", "maxTY", "minZ", "zOrder", "maxZ", "n", "intersects", "locallyInside", "isValidDiagonal", "splitPolygon", "queue", "len", "list", "getLeftmost", "compareX", "eliminateHole", "hole", "findHoleBridge", "hx", "hy", "qx", "m", "mx", "my", "tanMin", "tan", "sectorContainsSector", "sortLinked", "q", "e", "tail", "numMerges", "pSize", "qSize", "inSize", "leftmost", "ax", "ay", "bx", "by", "cx", "cy", "intersectsPolygon", "middleInside", "r", "q1", "q2", "o1", "sign", "o2", "o3", "o4", "onSegment", "num", "inside", "a2", "Node", "b2", "an", "bp", "j", "ShapeUtils", "_ShapeUtils", "contour", "pts", "holes", "vertices", "faces", "removeDupEndPts", "addContour", "holeIndex", "ExtrudeGeometry", "_ExtrudeGeometry", "BufferGeometry", "shapes", "options", "scope", "verticesArray", "uvArray", "shape", "addShape", "Float32BufferAttribute", "placeholder", "curveSegments", "steps", "depth", "bevelEnabled", "bevelThickness", "bevelSize", "bevelOffset", "bevelSegments", "extrudePath", "uvgen", "WorldUVGenerator", "extrudePts", "extrudeByPath", "splineTube", "binormal", "position2", "shapePoints", "h", "hl", "ahole", "scalePt2", "pt", "size", "vlen", "flen", "getBevelVec", "inPt", "inPrev", "inNext", "v_trans_x", "v_trans_y", "shrink_by", "v_prev_x", "v_prev_y", "v_next_x", "v_next_y", "v_prev_lensq", "collinear0", "v_prev_len", "v_next_len", "ptPrevShift_x", "ptPrevShift_y", "ptNextShift_x", "ptNextShift_y", "sf", "v_trans_lensq", "direction_eq", "contourMovements", "holesMovements", "oneHoleMovements", "verticesMovements", "z", "bs", "vert", "v", "s", "buildLidFaces", "buildSideFaces", "layer", "offset", "face", "f3", "layeroffset", "sidewalls", "sl", "slen1", "slen2", "f4", "addVertex", "nextIndex", "uvs", "addUV", "index", "vector2", "toJSON$1", "geometryShapes", "jl", "geometry", "indexA", "indexB", "indexC", "a_x", "a_y", "b_x", "b_y", "c_x", "c_y", "indexD", "a_z", "b_z", "c_z", "d_x", "d_y", "d_z", "ShapeGeometry", "_ShapeGeometry", "BufferGeometry", "shapes", "curveSegments", "indices", "vertices", "normals", "uvs", "groupStart", "groupCount", "addShape", "i", "Float32BufferAttribute", "shape", "indexOffset", "points", "shapeVertices", "shapeHoles", "ShapeUtils", "l", "shapeHole", "faces", "vertex", "face", "a", "b", "c", "data", "toJSON", "geometryShapes", "j", "jl", "ShadowMaterial", "Material", "parameters", "Color", "source", "MeshStandardMaterial", "TangentSpaceNormalMap", "Vector2", "MeshPhysicalMaterial", "#clearcoat", "#transmission", "clamp", "reflectivity", "value", "MeshPhongMaterial", "MultiplyOperation", "MeshToonMaterial", "MeshNormalMaterial", "MeshLambertMaterial", "MeshMatcapMaterial", "LineDashedMaterial", "LineBasicMaterial", "AnimationUtils", "array", "from", "to", "type", "forceClone", "object", "times", "compareTime", "j", "n", "result", "values", "stride", "order", "nValues", "i", "dstOffset", "srcOffset", "jsonKeys", "valuePropertyName", "key", "value", "sourceClip", "name", "startFrame", "endFrame", "fps", "clip", "tracks", "track", "valueSize", "frame", "k", "minStartTime", "targetClip", "referenceFrame", "referenceClip", "numTracks", "referenceTime", "referenceTrack", "referenceTrackType", "targetTrack", "referenceOffset", "referenceValueSize", "targetOffset", "targetValueSize", "lastIndex", "referenceValue", "startIndex", "endIndex", "interpolant", "Quaternion", "numTimes", "valueStart", "valueEnd", "AdditiveAnimationBlendMode", "Interpolant", "parameterPositions", "sampleValues", "sampleSize", "resultBuffer", "t", "pp", "i1", "t1", "t0", "validate_interval", "seek", "right", "linear_scan", "forward_scan", "giveUpAt", "t1global", "mid", "index", "offset", "CubicInterpolant", "ZeroCurvatureEnding", "iPrev", "iNext", "tPrev", "tNext", "ZeroSlopeEnding", "WrapAroundEnding", "halfDt", "o1", "o0", "oP", "oN", "wP", "wN", "p", "ppp", "sP", "s0", "s1", "sN", "LinearInterpolant", "offset1", "offset0", "weight1", "weight0", "DiscreteInterpolant", "KeyframeTrack", "interpolation", "trackType", "json", "factoryMethod", "InterpolateDiscrete", "InterpolateLinear", "InterpolateSmooth", "message", "timeOffset", "timeScale", "startTime", "endTime", "nKeys", "valid", "prevTime", "currTime", "smoothInterpolation", "writeIndex", "keep", "time", "timeNext", "offsetP", "offsetN", "readOffset", "writeOffset", "TypedKeyframeTrack", "BooleanKeyframeTrack", "ColorKeyframeTrack", "NumberKeyframeTrack", "QuaternionLinearInterpolant", "alpha", "end", "QuaternionKeyframeTrack", "StringKeyframeTrack", "VectorKeyframeTrack", "AnimationClip", "duration", "blendMode", "NormalAnimationBlendMode", "generateUUID", "jsonTracks", "frameTime", "parseKeyframeTrack", "clipTracks", "morphTargetSequence", "noLoop", "numMorphTargets", "objectOrClipArray", "clipArray", "o", "morphTargets", "animationToMorphTargets", "pattern", "il", "morphTarget", "parts", 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"lock", "DepthBuffer", "currentDepthMask", "currentDepthFunc", "currentDepthClear", "depthTest", "enable", "disable", "depthMask", "depthFunc", "NeverDepth", "AlwaysDepth", "LessDepth", "LessEqualDepth", "EqualDepth", "GreaterEqualDepth", "GreaterDepth", "NotEqualDepth", "StencilBuffer", "currentStencilMask", "currentStencilFunc", "currentStencilRef", "currentStencilFuncMask", "currentStencilFail", "currentStencilZFail", "currentStencilZPass", "currentStencilClear", "stencilTest", "stencilMask", "stencilFunc", "stencilRef", "stencilFail", "stencilZFail", "stencilZPass", "colorBuffer", "depthBuffer", "stencilBuffer", "uboBindings", "uboProgramMap", "enabledCapabilities", "currentBoundFramebuffers", "currentDrawbuffers", "defaultDrawbuffers", "currentProgram", "currentBlendingEnabled", "currentBlending", "currentBlendEquation", "currentBlendSrc", "currentBlendDst", "currentBlendEquationAlpha", "currentBlendSrcAlpha", "currentBlendDstAlpha", "currentBlendColor", "currentBlendAlpha", "currentPremultipledAlpha", "currentFlipSided", "currentCullFace", "currentLineWidth", "currentPolygonOffsetFactor", "currentPolygonOffsetUnits", "lineWidthAvailable", "glVersion", "currentTextureSlot", "currentBoundTextures", "scissorParam", "viewportParam", "currentScissor", "currentViewport", "createTexture", "dimensions", "emptyTextures", "setFlipSided", "setCullFace", "CullFaceBack", "setBlending", "bindFramebuffer", "framebuffer", "drawBuffers", "useProgram", "equationToGL", "AddEquation", "SubtractEquation", "ReverseSubtractEquation", "MinEquation", "MaxEquation", "factorToGL", "ZeroFactor", "OneFactor", "SrcColorFactor", "SrcAlphaFactor", "SrcAlphaSaturateFactor", "DstColorFactor", "DstAlphaFactor", "OneMinusSrcColorFactor", "OneMinusSrcAlphaFactor", "OneMinusDstColorFactor", "OneMinusDstAlphaFactor", "ConstantColorFactor", "OneMinusConstantColorFactor", "ConstantAlphaFactor", "OneMinusConstantAlphaFactor", "blending", "blendEquation", "blendSrc", "blendDst", "blendEquationAlpha", "blendSrcAlpha", "blendDstAlpha", "blendColor", "blendAlpha", "CustomBlending", "AdditiveBlending", "SubtractiveBlending", "MultiplyBlending", "setMaterial", "frontFaceCW", "flipSided", "stencilWrite", "setPolygonOffset", "cullFace", "CullFaceNone", "CullFaceFront", "setLineWidth", "polygonOffset", "factor", "setScissorTest", "scissorTest", "activeTexture", "webglSlot", "bindTexture", "webglType", "webglTexture", "boundTexture", "unbindTexture", "compressedTexImage2D", "error", "compressedTexImage3D", "texSubImage2D", "texSubImage3D", "compressedTexSubImage2D", "compressedTexSubImage3D", "texStorage2D", "texStorage3D", "texImage2D", "texImage3D", "scissor", "updateUBOMapping", "uniformsGroup", "blockIndex", "uniformBlockBinding", "WebGLTextures", "_gl", "utils", "multisampledRTTExt", "supportsInvalidateFramebuffer", "navigator", "_imageDimensions", "_videoTextures", "_canvas", "_sources", "useOffscreenCanvas", "createCanvas", "createElementNS", "resizeImage", "needsNewCanvas", "maxSize", "scale", "getDimensions", "canvas", "textureNeedsGenerateMipmaps", "generateMipmap", "getInternalFormat", "internalFormatName", "glFormat", "glType", "forceLinearTransfer", "internalFormat", "transfer", "LinearTransfer", "getMipLevels", "deallocateTexture", "onRenderTargetDispose", "deallocateRenderTarget", "textureProperties", "webglTextures", "deleteTexture", "renderTargetProperties", "level", "attachmentProperties", "textureUnits", "resetTextureUnits", "allocateTextureUnit", "textureUnit", "getTextureCacheKey", "setTexture2D", "slot", "updateVideoTexture", "uploadTexture", "setTexture2DArray", "setTexture3D", "setTextureCube", "uploadCubeTexture", "wrappingToGL", "RepeatWrapping", "ClampToEdgeWrapping", "MirroredRepeatWrapping", "filterToGL", "NearestMipmapNearestFilter", "NearestMipmapLinearFilter", "LinearMipmapNearestFilter", "compareToGL", "NeverCompare", "AlwaysCompare", "LessCompare", "EqualCompare", "GreaterEqualCompare", "GreaterCompare", "NotEqualCompare", "setTextureParameters", "textureType", "initTexture", "forceUpload", "textureCacheKey", "sourceProperties", "texturePrimaries", "NoColorSpace", "unpackConversion", "verifyColorSpace", "glInternalFormat", "mipmap", "mipmaps", "useTexStorage", "RGB_ETC1_Format", "allocateMemory", "dataReady", "levels", "isCompressed", "isDataTexture", "cubeImage", "mipmapImage", "setupFrameBufferTexture", "attachment", "textureTarget", "useMultisampledRTT", "getRenderTargetSamples", "setupRenderBufferStorage", "renderbuffer", "isMultisample", "depthTexture", "setupDepthTexture", "webglDepthTexture", "setupDepthRenderbuffer", "isCube", "rebindTextures", "colorTexture", "setupRenderTarget", "isMultipleRenderTargets", "glTextureType", "updateRenderTargetMipmap", "updateMultisampleRenderTarget", "mask", "invalidationArray", "depthStyle", "ignoreDepthValues", "UnsignedByteType", "WebGLUtils", "convert", "UnsignedShort4444Type", "UnsignedShort5551Type", "UnsignedInt5999Type", "ByteType", "ShortType", "UnsignedShortType", "AlphaFormat", "RGBFormat", "LuminanceFormat", "LuminanceAlphaFormat", "RedFormat", "RedIntegerFormat", "RGFormat", "RGIntegerFormat", "RGBAIntegerFormat", "RGB_S3TC_DXT1_Format", "RGBA_S3TC_DXT1_Format", "RGBA_S3TC_DXT3_Format", "RGBA_S3TC_DXT5_Format", "RGB_PVRTC_4BPPV1_Format", "RGB_PVRTC_2BPPV1_Format", "RGBA_PVRTC_4BPPV1_Format", "RGBA_PVRTC_2BPPV1_Format", "RGB_ETC2_Format", "RGBA_ETC2_EAC_Format", "RGBA_ASTC_4x4_Format", "RGBA_ASTC_5x4_Format", "RGBA_ASTC_5x5_Format", "RGBA_ASTC_6x5_Format", "RGBA_ASTC_6x6_Format", "RGBA_ASTC_8x5_Format", "RGBA_ASTC_8x6_Format", "RGBA_ASTC_8x8_Format", "RGBA_ASTC_10x5_Format", "RGBA_ASTC_10x6_Format", "RGBA_ASTC_10x8_Format", "RGBA_ASTC_10x10_Format", "RGBA_ASTC_12x10_Format", "RGBA_ASTC_12x12_Format", "RGBA_BPTC_Format", "RGB_BPTC_SIGNED_Format", "RGB_BPTC_UNSIGNED_Format", "RED_RGTC1_Format", "SIGNED_RED_RGTC1_Format", "RED_GREEN_RGTC2_Format", "SIGNED_RED_GREEN_RGTC2_Format", "ArrayCamera", "Group", "_moveEvent", "WebXRController", "inputSource", "hand", "inputjoint", "referenceSpace", "inputPose", "gripPose", "handPose", "targetRay", "grip", "jointPose", "joint", "indexTip", "thumbTip", "distanceToPinch", "threshold", "_occlusion_vertex", "_occlusion_fragment", "WebXRDepthSensing", "depthData", "texProps", "cameraXR", "WebXRManager", "session", "framebufferScaleFactor", "referenceSpaceType", "foveation", "customReferenceSpace", "pose", "glBinding", "glProjLayer", "glBaseLayer", "xrFrame", "depthSensing", "initialRenderTarget", "newRenderTarget", "controllers", "controllerInputSources", "currentSize", "currentPixelRatio", "cameraL", "cameraR", "_currentDepthNear", "_currentDepthFar", "controller", "onSessionEvent", "controllerIndex", "onSessionEnd", "onInputSourcesChange", "animation", "space", "layerInit", "depthFormat", "depthType", "glDepthFormat", "projectionlayerInit", "cameraLPos", "cameraRPos", "setProjectionFromUnion", "ipd", "projL", "projR", "topFov", "bottomFov", "leftFov", "rightFov", "zOffset", "xOffset", "near2", "far2", "left2", "right2", "top2", "bottom2", "updateCamera", "parent", "updateUserCamera", "onAnimationFrameCallback", "views", "cameraXRNeedsUpdate", "glSubImage", "enabledFeatures", "_e1", "_m1", "WebGLMaterials", "refreshTransformUniform", "refreshFogUniforms", "refreshMaterialUniforms", "pixelRatio", "transmissionRenderTarget", "refreshUniformsCommon", "refreshUniformsToon", "refreshUniformsPhong", "refreshUniformsStandard", "refreshUniformsPhysical", "refreshUniformsMatcap", "refreshUniformsDistance", "refreshUniformsLine", "refreshUniformsDash", "refreshUniformsPoints", "refreshUniformsSprites", "envMapRotation", "WebGLUniformsGroups", "updateList", "allocatedBindingPoints", "maxBindingPoints", "bind", "webglProgram", "prepareUniformsGroup", "onUniformsGroupsDispose", "updateBufferData", "bindingPointIndex", "allocateBindingPointIndex", "uniformArray", "hasUniformChanged", "arrayOffset", "getUniformSize", "indexArray", "indexString", "cachedObject", "chunkSize", "chunkOffsetUniform", "chunkOffset", "WebGLRenderer", "createCanvasElement", "antialias", "preserveDrawingBuffer", "powerPreference", "failIfMajorPerformanceCaveat", "_alpha", "uintClearColor", "intClearColor", "currentRenderList", "currentRenderState", "renderListStack", "renderStateStack", "_this", "_isContextLost", "_currentActiveCubeFace", "_currentActiveMipmapLevel", "_currentRenderTarget", "_currentMaterialId", "_currentCamera", "_currentViewport", "_currentScissor", "_currentScissorTest", "_currentClearColor", "_currentClearAlpha", "_width", "_height", "_pixelRatio", "_opaqueSort", "_transparentSort", "_scissor", "_scissorTest", "_clippingEnabled", "_localClippingEnabled", "_projScreenMatrix", "_vector3", "_emptyScene", "getTargetPixelRatio", "getContext", "contextName", "contextAttributes", "REVISION", "onContextLost", "onContextRestore", "onContextCreationError", "programCache", "materials", "renderLists", "morphtargets", "bufferRenderer", "indexedBufferRenderer", "uniformsGroups", "initGLContext", "xr", "updateStyle", "boolean", "method", "bits", "isIntegerFormat", "targetFormat", "targetType", "isUnsignedType", "onXRSessionStart", "onXRSessionEnd", "infoAutoReset", "shadowMapEnabled", "shadowMapAutoUpdate", "shadowMapNeedsUpdate", "shadowMapType", "deallocateMaterial", "releaseMaterialProgramReferences", "setProgram", "rangeFactor", "drawStart", "drawEnd", "lineWidth", "maxInstanceCount", "prepareMaterial", "getProgram", "targetScene", "material2", "resolve", "checkMaterialsReady", "projectObject", "camera2", "renderScene", "sortObjects", "opaqueObjects", "transmissiveObjects", "transparentObjects", "renderTransmissionPass", "renderObjects", "currentToneMapping", "renderTargetNeedsUpdate", "currentSide", "overrideMaterial", "lightsStateVersion", "programCacheKey", "updateCommonMaterialProperties", "materialNeedsLights", "getUniformList", "progUniforms", "vertexAlphas", "vertexTangents", "needsProgramChange", "refreshProgram", "refreshMaterial", "refreshLights", "p_uniforms", "m_uniforms", "uCamPos", "markUniformsLightsNeedsUpdate", "defaultFramebuffer", "useDefaultFramebuffer", "isRenderTarget3D", "__webglFramebuffer", "layer", "activeCubeFaceIndex", "textureFormat", "halfFloatSupportedByExt", "levelScale", "srcTexture", "dstTexture", "sourceBox", "glTarget", "unpackRowLen", "unpackImageHeight", "unpackSkipPixels", "unpackSkipRows", "unpackSkipImages", "Scene", "Object3D", "Euler", "source", "recursive", "meta", "data", "LineBasicMaterial", "Material", "parameters", "Color", "source", "_start$1", "Vector3", "_end$1", "_inverseMatrix$1", "Matrix4", "_ray$1", "Ray", "_sphere$1", "Sphere", "Line", "Object3D", "geometry", "BufferGeometry", "material", "recursive", "positionAttribute", "lineDistances", "l", "Float32BufferAttribute", "raycaster", "intersects", "matrixWorld", "threshold", "drawRange", "localThreshold", "localThresholdSq", "vStart", "vEnd", "interSegment", "interRay", "step", "index", "start", "end", "i", "a", "b", "distance", "morphAttributes", "keys", "morphAttribute", "m", "ml", "name", "_start", "_end", "LineSegments", "_v0", "Vector3", "_v1$1", "_normal", "_triangle", "Triangle", "EdgesGeometry", "BufferGeometry", "geometry", "thresholdAngle", "precision", "thresholdDot", "DEG2RAD", "indexAttr", "positionAttr", "indexCount", "indexArr", "vertKeys", "hashes", "edgeData", "vertices", "i", "a", "b", "c", "j", "jNext", "vecHash0", "vecHash1", "v0", "v1", "hash", "reverseHash", "key", "index0", "index1", "Float32BufferAttribute", "source", "MeshStandardMaterial", "Material", "parameters", "Color", "TangentSpaceNormalMap", "Vector2", "Euler", "source", "MeshPhongMaterial", "Material", "parameters", "Color", "TangentSpaceNormalMap", "Vector2", "Euler", "MultiplyOperation", "source", "convertArray", "array", "type", "forceClone", "isTypedArray", "object", "Interpolant", "parameterPositions", "sampleValues", "sampleSize", "resultBuffer", "t", "pp", "i1", "t1", "t0", "validate_interval", "seek", "right", "linear_scan", "forward_scan", "giveUpAt", "t1global", "mid", "index", "result", "values", "stride", "offset", "i", "CubicInterpolant", "ZeroCurvatureEnding", "iPrev", "iNext", "tPrev", "tNext", "ZeroSlopeEnding", "WrapAroundEnding", "halfDt", "o1", "o0", "oP", "oN", "wP", "wN", "p", "ppp", "sP", "s0", "s1", "sN", "LinearInterpolant", "offset1", "offset0", "weight1", "weight0", "DiscreteInterpolant", "KeyframeTrack", "name", "times", "interpolation", "convertArray", "track", "trackType", "json", "factoryMethod", "InterpolateDiscrete", "InterpolateLinear", "InterpolateSmooth", "message", "timeOffset", "n", "timeScale", "startTime", "endTime", "nKeys", "from", "to", "valid", "valueSize", "prevTime", "currTime", "isTypedArray", "value", "smoothInterpolation", "lastIndex", "writeIndex", "keep", "time", "timeNext", "offsetP", "offsetN", "j", "readOffset", "writeOffset", "TypedKeyframeTrack", "BooleanKeyframeTrack", "ColorKeyframeTrack", "NumberKeyframeTrack", "QuaternionLinearInterpolant", "alpha", "end", "Quaternion", "QuaternionKeyframeTrack", "StringKeyframeTrack", "VectorKeyframeTrack", "Cache", "key", "file", "LoadingManager", "onLoad", "onProgress", "onError", "scope", "isLoading", "itemsLoaded", "itemsTotal", "urlModifier", "handlers", "url", "transform", "regex", "loader", "index", "i", "l", "DefaultLoadingManager", "Loader", "manager", "resolve", "reject", "crossOrigin", "value", "path", "resourcePath", "requestHeader", "ImageLoader", "Loader", "manager", "url", "onLoad", "onProgress", "onError", "scope", "cached", "Cache", "image", "createElementNS", "onImageLoad", "removeEventListeners", "onImageError", "event", "CubeTextureLoader", "urls", "texture", "CubeTexture", "SRGBColorSpace", "loader", "loaded", "loadTexture", "i", "TextureLoader", "Loader", "manager", "url", "onLoad", "onProgress", "onError", "texture", "Texture", "loader", "ImageLoader", "image", "Light", "Object3D", "color", 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"sourceArray", "targetObject", "propertyName", "propertyIndex", "objectIndex", "nodeProperty", "versioning", "bindingType", "_controlInterpolantsResultBuffer", "_matrix", "Matrix4", "Raycaster", "origin", "direction", "near", "far", "Ray", "Layers", "coords", "camera", "controller", "object", "recursive", "intersects", "intersect", "ascSort", "objects", "l", "a", "b", "raycaster", "children", "i", "REVISION", "window", "TGALoader", "DataTextureLoader", "manager", "buffer", "tgaCheckHeader", "header", "TGA_TYPE_INDEXED", "TGA_TYPE_RLE_INDEXED", "TGA_TYPE_RGB", "TGA_TYPE_GREY", "TGA_TYPE_RLE_RGB", "TGA_TYPE_RLE_GREY", "TGA_TYPE_NO_DATA", "tgaParse", "use_rle", "use_pal", "offset", "data", "pixel_data", "palettes", "pixel_size", "pixel_total", "c", "count", "i", "shift", "pixels", "tgaGetImageData8bits", "imageData", "y_start", "y_step", "y_end", "x_start", "x_step", "x_end", "image", "colormap", "color", "x", "y", "width", "tgaGetImageData16bits", "tgaGetImageData24bits", "tgaGetImageData32bits", "tgaGetImageDataGrey8bits", "tgaGetImageDataGrey16bits", "getTgaRGBA", "height", "palette", "TGA_ORIGIN_MASK", "TGA_ORIGIN_SHIFT", "TGA_ORIGIN_UL", "TGA_ORIGIN_BL", "TGA_ORIGIN_UR", "TGA_ORIGIN_BR", "use_grey", "content", "result", "be", "fflate_module_exports", "__export", "AsyncGzip", "AsyncDecompress", "AsyncDeflate", "AsyncGunzip", "AsyncInflate", "AsyncUnzipInflate", "AsyncUnzlib", "AsyncZipDeflate", "AsyncZlib", "Gzip", "DecodeUTF8", "Decompress", "Deflate", "EncodeUTF8", "Gunzip", "Inflate", "Unzip", "UnzipInflate", "UnzipPassThrough", "Unzlib", "Zip", "ZipDeflate", "ZipPassThrough", "Zlib", "gzip", "gzipSync", "decompress", "decompressSync", "deflate", "deflateSync", "gunzip", "gunzipSync", "inflate", "inflateSync", "strFromU8", "strToU8", "unzip", "unzipSync", "unzlib", "unzlibSync", "zip", "zipSync", "zlib", "zlibSync", "ch2", "durl", "c", "cwk", "u", "wk", "id", "msg", "transfer", "cb", "w", "e", "u8", "u16", "u32", "fleb", "fdeb", "clim", "freb", 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"id", "MeshInstanceId", "mesh", "MeshInstance", "model", "threeRootNode", "ThreeMaterialHandler", "modelMaterialIndex", "geometryType", "threeMaterial", "materialIndex", "material", "baseColor", "ConvertColorToThreeColor", "materialParams", "DoubleSide", "ShadingType", "MeshPhongMaterial", "MaterialType", "specularColor", "IsEqual", "threeTexture", "MeshStandardMaterial", "emissiveColor", "MaterialSource", "LineBasicMaterial", "texture", "onTextureLoaded", "SetTextureParameters", "RepeatWrapping", "loader", "TextureLoader", "textureObjectUrl", "CreateObjectUrlWithMimeType", "CreateObjectUrl", "err", "stateHandler", "conversionParams", "conversionOutput", "GetShadingType", "ThreeMeshMaterialHandler", "itemIndex", "itemCount", "start", "end", "threeGeometry", "materialHandler", "ConvertModelToThreeObject", "CreateThreeTriangleMesh", "meshInstance", "triangleCount", "triangleIndices", "i", "a", "b", "aTriangle", "bTriangle", "BufferGeometry", "meshMaterialHandler", "vertices", "vertexColors", "normals", "uvs", "meshHasVertexColors", "meshHasUVs", "processedTriangleCount", "triangleIndex", "triangle", "v0", "v1", "v2", "vc0", "vc1", "vc2", "n0", "n1", "n2", "u0", "u1", "u2", "Float32BufferAttribute", "threeMesh", "Mesh", "CreateThreeLineMesh", "lineCount", "lineIndices", "aLine", "bLine", "segmentCount", "line", "lineVertices", "vertexIndex", "vertex", "threeLine", "LineSegments", "ConvertMesh", "IsEmptyMesh", "triangleMesh", "lineMesh", "ConvertNodeHierarchy", "threeNodeItems", "RunTasksBatch", "firstMeshInstanceIndex", "lastMeshInstanceIndex", "onReady", "meshInstanceIndex", "nodeItem", "ThreeModelLoader", "inputFiles", "settings", "current", "total", "fileNames", "selectFile", "importResult", "params", "output", "Direction", "rotation", "Quaternion", "Vector3", "importError", "defaultColor", "defaultLineColor", "defaultMaterial", "objectUrl", "RevokeObjectUrl", "Importer", "HasHighpDriverIssue", "GetIntegerFromStyle", "parameter", "GetDomElementExternalWidth", "style", "padding", "border", "margin", "GetDomElementExternalHeight", "GetDomElementInnerDimensions", "element", "outerWidth", "outerHeight", "width", "height", "GetDomElementClientCoordinates", "clientX", "clientY", "clientRect", "window", "Coord2D", "MouseInteraction", "canvas", "ev", "SubCoord2D", "buttonIndex", "length", "GetDomElementClientCoordinates", "Coord2D", "TouchInteraction", "coord", "touchEv", "touchEv1", "touchEv2", "CoordDistance2D", "ClickDetector", "startPosition", "currentPosition", "NavigationType", "Navigation", "onMouseClick", "onMouseMove", "onContext", "navigationMode", "camera", "newCamera", "stepCount", "Step", "obj", "steps", "count", "index", "CameraIsEqual3D", "tweenFunc", "ParabolicTweenFunction", "TweenCoord3D", "center", "radius", "IsZero", "fitCamera", "offsetToOrigo", "SubCoord3D", "centerEyeDirection", "fieldOfView", "distance", "DegRad", "mouseCoords", "moveDiff", "mouseButton", "navigationType", "orbitRatio", "panRatio", "CoordDistance3D", "distanceDiff", "fingerCount", "touchCoords", "params", "window", "delta", "ratio", "angleX", "angleY", "radAngleX", "radAngleY", "viewDirection", "horizontalDirection", "CrossVector3D", "NavigationMode", "newAngle", "VectorAngle3D", "IsGreater", "IsLower", "verticalDirection", "moveX", "moveY", "direction", "move", "button", "clientX", "clientY", "globalCoords", "localCoords", "callbacks", "EnvironmentSettings", "_EnvironmentSettings", "textureNames", "textureName", "backgroundIsEnvMap", "ShadingModel", "type", "projectionMode", "ShadingType", "ProjectionMode", "environmentSettings", "onLoaded", "loader", "CubeTextureLoader", "texture", "LinearSRGBColorSpace", "lightDir", "scene", "AmbientLight", "DirectionalLight", "GetDefaultCamera", "Direction", "Camera", "Coord3D", "TraverseThreeObject", "object", "processor", "child", "GetShadingTypeOfObject", "mainObject", "shadingType", "material", "CameraValidator", "eyeCenterDistance", "IsEqual", "UpVector", "newDirection", "oldCamera", "defaultCamera", "defaultDir", "newEye", "isFixed", "Viewer", "parameters", "WebGLRenderer", "Scene", "ViewerMainModel", "ViewerModel", "edgeSettings", "newEdgeSettings", "newEnvironmentSettings", "color", "bgColor", "Color", "ColorComponentToFloat", "alpha", "PerspectiveCamera", "OrthographicCamera", "width", "height", "innerSize", "GetDomElementInnerDimensions", "boundingSphere", "animation", "meshUserData", "upDirection", "animate", "animationSteps", "navigationCamera", "Vector3", "aspect", "frustumHalfHeight", "isVisible", "mesh", "visible", "edge", "highlightColor", "isHighlighted", "withPolygonOffset", "CreateHighlightMaterials", "intersectionMode", "intersection", "canvasSize", "needToProcess", "enumerator", "canvasElem", "originalSize", "Vector2", "isTransparent", "renderWidth", "renderHeight", "clearAlpha", "url", "ColorManagement", "EmbeddedViewer", "modelUrls", "TransformFileHostUrls", "inputFiles", "InputFilesFromUrls", "fileList", "InputFilesFromFileObjects", "settings", "ImportSettings", "progressDiv", "current", "total", "importResult", "threeObject", "importError", "message", "Loc", "ImportErrorCode", "parentElement", "IsDefined", "ThreeModelLoader", "getSearch", "value", "window", "_item", "GUEST_LOGIN", "CONVERT_GUEST_TO_TEST_USER", "PRODUCT_3D_MODEL_UPLOAD_API", "PRODUCT_3D_MODEL_JOB_API", "ACCEPT_3D_MODELS", "ACCEPT_TEXTURE_IMAGES", "ACCEPT_3D_MODELS_WITH_MIME_TYPE", "ACCEPT_3D_MODELS_IN_ZIP", "NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL", "MAX_3D_MODEL_PRODUCT_NAME_LENGTH", "APP_DOMAIN", "RENDER_API", "GET_MODEL_TEMPLATE", "GET_MODEL_DATA", "DEFAULT_DB_NAME", "MODEL_TEXTURE_DB_NAME", "REFRESH_TOKEN", "USER_DETAILS", "loginInterval", "userValidated", "handIcon", "element", "isIOS", "navigator", "getTextureStoreData", "store", "setStore", "useStore", "refreshToken", "_refreshToken", "ROOT_API", "validUser", "token", "data", "openDatabase", "databaseName", "DEFAULT_DB_NAME", "resolve", "reject", "request", "event", "db", "openModelTextureFileDb", "MODEL_TEXTURE_DB_NAME", "initialStoreValue", "createStore", "apiPostUpload3DModel", "formData", "PRODUCT_3D_MODEL_UPLOAD_API", "error", "apiPost3DModelJob", "PRODUCT_3D_MODEL_JOB_API", "setGuestLoginUserData", "data", "setData", "dataToSend", "prev", "isInternalGuestUser", "isInternal", "checkAndDoGuestLogin", "isApplicationNotGuestUserLoggedIn", "loginData", "isUser", "validUser", "ROOT_API", "CONVERT_GUEST_TO_TEST_USER", "response", "userValidated", "formData", "window", "getOrGenerateEpochUUID", "result", "GUEST_LOGIN", "error", "getTextSubstring", "text", "maxLength", "getExtension", "name", "getAllData", "db", "resolve", "reject", "request", "event", "saveDataToIdb", "data", "objectStore", "error", "saveDataToIdbV2", "getRequest", "updateRequest", "addRequest", "getDataFromIdb", "id", "deleteDatabase", "DEFAULT_DB_NAME", "getExtensionFroms3Url", "url", "b", "getAllDataFromUnicode", "unicode", "token", "ROOT_API", "GET_MODEL_DATA", "sizeDecimals", "size", "convertBytesInMB", "withModelViewer", "Component", "props", "store", "setStore", "useStore", "textureStore", "setTextureStore", "getTextureStoreData", "selfServeStore", "setSelfServeStore", "cleanUpFunction", "initialStoreValue", "prev", "initialSelfServeStoreValues", "showHideLoading", "element", "viewerContainer", "uploaderContainer", "textureModal", "ue", "u", "p", "urlToFile", "fileName", "blob", "fileToBlob", "file", "withDragDropUploadSelfServe", "files", "setFiles", "ye", "selected", "setSelected", "tokenData", "setTokenData", "fileBtn", "setFileBtn", "dimension", "setDimension", "setError", "ref", "pe", "setUrl", "extension", "setExtension", "uploadedProductId", "setUpdatedProductId", "startRender", "setStartRender", "isTexture", "hotSpotData", "selectedImage", "getSearch", "isTextureFromUnicode", "setIsTextureFromUnicode", "expandedImage", "trackUploadTextureModelClicked", "trackTextureModelUploadStarted", "trackTextureModelUploadedSuccessfully", "trackTextureModelUploadCancelled", "trackTextureModelSelected", "trackDragToRotateClick", "USERPILOT_EVENTS", "scene", "viewer", "callTrackEvent", "getDataFromLocalStorage", "currentUser", "USER_DATA", "user", "handleLogin", "clearLocalData", "handleDrop", "onFileSelected", "onUpload", "fileList", "access_token", "type", "window", "APP_DOMAIN", "userData", "checkAndDoGuestLogin", "maxSize", "currentFile", "NAME_EXCLUDED_SPECIAL_CHARS_V2_GLOBAL", "allowedFiles", "f", "ACCEPT_3D_MODELS", "haveOtherFormat", "a", "zipFiles", "zipdata", "i", "filePathList", "entries", "Ae", "filePath", "path", "allowedFileExt", "ACCEPT_3D_MODELS_IN_ZIP", "_files", "MAX_3D_MODEL_PRODUCT_NAME_LENGTH", "isAvailableToUpload", "onDelete", "getModelDetail", "_formData", "apiPost3DModelJob", "getModelTemplateData", "GET_MODEL_TEMPLATE", "getJson", "sendRenderData", "modelTemplateData", "resultJson", "templateData", "index", "templateJson", "copyJson", "formObj", "addIdsToRequestData", "hotspotMaterialDetails", "currentHotSpot", "_item", "c", "textureDetail", "width", "height", "tilingOffsetValues", "_data", "newBlenderAssetData", "getScaleValue", "renderData", "sendRenderToApi", "progressData", "RENDER_API", "flag", "roomInfo", "includedIds", "isFormData", "key", "propIds", "item", "groupPropIds", "ids", "textureIds", "materialIds", "md", "uniqueTextureIds", "duplicateArrayRemove", "arr", "uploadFileWithProgress", "formData", "xhr", "percentComplete", "uploadImageData", "presigned_data", "k", "v", "saveToLibrary", "result", "fildId", "filename", "response", "newFile", "uploadTexture", "apiPostUpload3DModel", "e", "message", "failedMessage", "success", "res", "saveFileToIndexDB", "_file", "openModelTextureFileDb", "loginInterval", "fetchData", "tokenNew", "allUnicodeData", "productUrl", "allTextureData", "texData", "textureFile", "texDetail", "renderJson", "projectRender", "mainRender", "allRenderImages", "obj", "productId", "dataForSegment", "callSegmentEvent", "SetExternalLibLocation", "EmbeddedViewer", "RGBAColor", "RGBColor", "EdgeSettings", "EnvironmentSettings", "loader", "handIcon", "r", "blobdata", "resizeTextureTo2K", "texture", "canvas", "context", "resizedTexture", "Texture", "convertToStandardMaterial", "physicalMaterial", "standardMaterial", "MeshStandardMaterial", "isMeshPhysicalMaterial", "material", "onWindowResize", "updateDimension", "animate", "controls", "directionalLight", "camera", "composer", "fitCameraToSelection", "selection", "fitOffset", "box", "object", "center", "fitHeightDistance", "fitWidthDistance", "distance", "direction", "render", "renderer", "Scene", "textureCube", "CubeTextureLoader", "gradient", "CanvasTexture", "PerspectiveCamera", "radius", "angle", "MathUtils", "x", "z", "WebGLRenderer", "sRGBEncoding", "ACESFilmicToneMapping", "EffectComposer", "renderPass", "RenderPass", "ambientLight", "AmbientLight", "DirectionalLight", "OrbitControls", "loadModel", "FBXLoader", "OBJLoader", "GLTFLoader", "draco", "DRACOLoader", "USDZLoader", "modelViewerUrl", "existingFile", "_dataItem", "child", "oldMat", "MeshPhongMaterial", "tilingX", "tilingY", "TextureLoader", "RepeatWrapping", "offsetX", "offsetY", "err", "Vector3", "Box3", "_filteredFiles", "targetText", "ACCEPT_TEXTURE_IMAGES", "fileData", "isIOS", "ACCEPT_3D_MODELS_WITH_MIME_TYPE", "textures", "withModelUploadLoader", "Component", "props", "p", "withShowTextureUpload", "store", "setStore", "useStore", "showTextureModal", "l", "SIGNUP_CONVERT_USER", "RESTRICT_PERSONAL_EMAIL_FROM_REGISTER", "emailRegExp", "emailIsValidWithExtension", "e", "initialData", "GOOGLE_CLIENT_ID", "useStore", "createStore", "emailStyleObj", "closeSignupForm", "form", "getCurrentUser", "resolve", "reject", "user", "error", "openSignupFormWhenUserNotLoggedIn", "loginData", "signupCallback", "signupProps", "data", "getCurrentUser", "form", "trackSignUpPopupOpened", "USERPILOT_EVENTS", "window", "closeSignupForm", "withNameChange", "Component", "props", "store", "setStore", "useStore", "name", "isNameValid", "onNameChange", "e", "prev", "u", "l", "p", "emailStyleObj", "withEmailIdChange", "email", "isEmailValid", "useBusinessEmail", "onEmailChange", "isYourEmailValid", "emailIsValid", "isBusinessEmail", "emailIsValidWithExtension", "emailChangeBlur", "withPasswordChange", "password", "isPasswordValid", "hidePassword", "styleObj", "onPasswordChange", "apiPostDataSignup", "formData", "token", "ROOT_API", "SIGNUP_CONVERT_USER", "error", "withGoogleSignup", "selfServeStoreVal", "setSelfServeStoreVal", "renderId", "urlObj", "cameraName", "textureStore", "getTextureStoreData", "isTexture", "trackSignUpSuccessEvent", "USERPILOT_EVENTS", "ue", "window", "GOOGLE_CLIENT_ID", "response", "jsonData", "restrictedUser", "createUserInHubspot", "oauthSignIn", "handleCredentialResponse", "accessToken", "checkAndDoGuestLogin", "firstName", "lastName", "formObj", "loginData", "userDetails", "newLoginData", "initialData", "form", "openCurator", "createFakeGoogleWrapper", "googleLoginWrapper", "googleLoginWrapperButton", "handleGoogleLogin", "withSignupBtnClick", "enableButton", "loader", "setLoader", "ye", "expandedType", "selectedImage", "submitBtn", "submitData", "dataForSegment", "callTrackEvent", "withShowHidePassword", "showHidePassword", "showHidePasswordn", "withMainSignupForm", "maxWidth", "setMaxWidth", "handleMaxWidth", "withCloseSignupPopup", "RENDER_IMAGES_API", "SELF_SERVE_PAGE", "editIcon", "u", "p", "expandIcon", "getGuestLoginDataFromLocal", "lastLoginData", "loginData", "params", "window", "userpilotUUID", "currentUser", "isApplicationNotGuestUserLoggedIn", "constructUrlFromParams", "uploadedRenderId", "templateId", "cameraName", "openImages", "isShared", "curatorOpenSource", "encodedData", "selectedPlanId", "selectedPlanPriceId", "selectedInterval", "openDashboard", "is_expand", "model_id", "model_name", "upload_type", "upload_extension", "file_name", "hotspot_name", "main_origin", "url", "APP_DOMAIN", "getUUIDParams", "openCurator", "alwaysLogin", "setStore", "_guestLoginData", "checkAndDoGuestLogin", "token", "isActiveOrg", "isEmailVerified", "refreshToken", "userData", "prev", "response", "error", "urlToOpen", "modal", "button", "MONTHLY_PLAN_PRICE_ID", "YEARLY_PLAN_PRICE_ID", "checkIfMonthlyYearlyProPlan", "priceId", "planPriceId", "initialSelfServeStoreValues", "useStore", "createStore", "withPopUpBlockerComponent", "Component", "props", "p", "withLoader", "Component", "props", "store", "setStore", "useStore", "u", "l", "p", "lifeStyleInterval", "withLoadLifeStyleImage", "Component", "props", "textureStore", "setTextureStoreData", "useStore", "imageSrc", "setImageSrc", "ye", "loading", "setLoading", "localFileData", "setLocalFileData", "store", "setStore", "renderId", "setRenderId", "watermarkImage", "setWatermarkImage", "modelStore", "setModelStore", "uploadedRenderId", "setUploadedRenderId", "hover", "setHover", "checkIsMobile", "tokenLocal", "setTokenLocal", "buttonLoading", "setButtonLoading", "cameraName", "setCameraName", "guestLoginData", "isTexture", "trackExpandImageClicked", "trackEditIn3DFinalExperience", "USERPILOT_EVENTS", "ue", "clearLoop", "prev", "renderJson", "getDataAfterFewSeconds", "getDataFromApi", "lifestyleRoomData", "val", "lifestyleRenderId", "lifestyleUploadRenderId", "_cameraName", "token", "renderData", "getRenderImageData", "imgData", "ROOT_API", "RENDER_IMAGES_API", "error", "animateProgress", "complete", "element", "width", "percentage", "count", "expandImage", "e", "onMouseEnter", "onMouseLeave", "onEditIn3dClick", "dataForSegment", "trackingProps", "callTrackEvent", "openCuratorCallback", "openCurator", "openSignupFormWhenUserNotLoggedIn", "u", "p", "expandIcon", "editIcon", "siloInterval", "withLoadSiloImage", "siloImage", "lifestyleImage", "trackExperienceCreated", "siloRoomData", "siloRenderId", "siloUploadRenderId", "withSiloProgressLoader", "withLifeStyleProgressLoader", "withShowAfterExpand", "expandedImage", "showExpand", "withHideSectionWhenImageExpanded", "withExpandedImageSrc", "Component", "props", "store", "setStore", "useStore", "expandedImage", "imageLoaded", "setImageLoaded", "ye", "ue", "u", "p", "withEditIn3DExpandBtn", "modelStore", "setModelStore", "renderId", "cameraName", "guestLoginData", "textureStore", "getTextureStoreData", "isTexture", "trackEditIn3DFinalExperience", "USERPILOT_EVENTS", "onEditIn3dClick", "e", "dataForSegment", "trackingProps", "callTrackEvent", "openCuratorCallback", "openCurator", "openSignupFormWhenUserNotLoggedIn", "withExpandCloseBtn", "closePopup", "prev", "withShowUploadFileTick", "Component", "props", "modelStore", "setModelStore", "useStore", "progress", "p", "withShowCustomizingSceneTick", "apiProgress", "withShowUploadFileProgress", "withShowCustomizingSceneProgress", "withShowUploadFilePercentage", "withShowCustomizingScenePercentage", "withPublicTemplates", "trackEditIn3DTemplate", "USERPILOT_EVENTS", "store", "setStore", "templates", "onClick", "template", "id", "cameraName", "title", "callTrackEvent", "trackingProps", "openCuratorCallback", "openCurator", "openSignupFormWhenUserNotLoggedIn", "prev", "ue", "templateCard", "l", "i", "withTemplateCarouselCard", "withTemplateCarouselCardId", "withTemplateCarouselCardTitle", "withTemplateCarouselCardCameraName", "withCreateYourExperienceBtn", "Component", "props", "isSharedPage", "setIsSharedPage", "ye", "textureStore", "setTextureStoreData", "useStore", "modelStore", "setModelStore", "resetStates", "prev", "window", "SELF_SERVE_PAGE", "ue", "p", "withPopUpContinueButton", "Component", "props", "p", "withRemoveWatermarkClick", "textureStore", "getTextureStoreData", "isTexture", "store", "setStore", "useStore", "expandedImage", "renderId", "cameraName", "trackRemoveWatermarkClicked", "trackSignUpPopupOpened", "USERPILOT_EVENTS", "showExpand", "openInCurator", "openCurator", "openSignUpForm", "openSignupFormWhenUserNotLoggedIn", "PROJECT_RENDER_IMAGES", "GET_UNICODE", "SEND_EMAIL", "getSearch", "value", "window", "_item", "unicode", "emailStyleObj", "useStore", "createStore", "emailIsValid", "email", "emailRegex", "isSharePopupOpened", "withYourEmailAddress", "Component", "props", "yourEmail", "setYourEmail", "ye", "store", "setStore", "isValid", "setIsValid", "changeEmail", "e", "blurEvent", "isYourEmailValid", "prev", "u", "l", "p", "withRecipientsEmailAddress", "isRecipientEmailValid", "checkAllRecipientEmail", "emailVal", "splittedArr", "flag", "i", "newEmail", "a", "deleteEmail", "_email", "em", "withSubmitShareData", "recipientsEmail", "emailSentSuccess", "styleObj", "loader", "setLoader", "modelStore", "setModelStore", "modelId", "renderJson", "textureId", "textureStore", "getTextureStoreData", "selfStore", "setSelfStore", "expandedImage", "selectedImage", "trackShareButtonSubmit", "USERPILOT_EVENTS", "getRenderImageData", "renderId", "token", "ROOT_API", "error", "apiPostDataOnEmail", "formData", "apiSendEmailDataToDb", "submitEmail", "lastLoginData", "loginData", "response", "refreshToken", "formObj", "texData", "isTexture", "hotSpotData", "textureDetail", "textureData", "parsedRender", "renderIds", "data", "uploadedRenderIds", "result", "apiData", "pair", "formDataEmail", "url", "SELF_SERVE_PAGE", "dataForSegment", "callTrackEvent", "withShareBtn", "isSharedPage", "setIsSharedPage", "lifestyleImage", "siloImage", "setTextureStoreData", "showShare", "trackShareThisExperienceClicked", "ue", "sendEvent", "withShowEmailSuccessMsg", "linkCopied", "withShowLinkCopiedMsg", "withCloseSharePopup", "overlay", "closePopup", "withShowCopyLinkBtn", "generatedUrl", "copyLink", "navigator", "err", "phoneRegex", "validatePhoneNumber", "phoneNumber", "Loader", "props", "loaderWrapperStyle", "loaderStyle", "p", "LF_DEBUGGER_PARAM", "LF_DEBUGGER", "RESTRICTED_EMAILS", "HUBSPOT_FORM_KEYS", "isDebuggingEnabled", "getCookie", "cookies", "window", "value", "i", "cookie", "getUniqueId", "CustomHubspotForm", "portalId", "formId", "loading", "setLoading", "ye", "formUniqueId", "setFormUniqueId", "trackBookAFreeDemoSubmit", "USERPILOT_EVENTS", "fe", "addMeetingScheduleScript", "script", "addScript", "e", "metaConversionAPICall", "fields", "formInputs", "f", "input", "name", "hsForm", "hsMeetingForm", "enableDisabledButton", "button", "email", "debugMessage", "isInternalUser", "a", "preventFormSubmissionForInternalUsers", "iframe", "form", "dataFormId", "submitFormOnClose", "PORTAL_ID", "FORM_ID", "values", "validValues", "data", "xhr", "ue", "timerId", "timerId2", "u", "addPropertyControls", "ControlType", "MEETING_LINK_SLUG", "INDIA_MEETING_LINK_SLUG", "MEETING_AVAILIBITY_API", "BOOK_MEETING_API", "getUserTimezone", "TIMEZONE_COUNTRY_MAP", "initialStoreValues", "useFormStore", "createStore", "MONTH_MAPPING", "getTodayDateWithTimezone", "selectedTimezone", "date", "getDateFromTimestamp", "timestamp", "year", "month", "day", "getDateFromTimestampBasedOnTimezone", "createMeeting", "firstname", "lastname", "email", "startTime", "timezone", "callback", "failedCallback", "formTarget", "isIndia", "setStore", "prev", "response", "BOOK_MEETING_API", "INDIA_MEETING_LINK_SLUG", "MEETING_LINK_SLUG", "result", "message", "showErrorMessageText", "window", "error", "sendDataToHubspot", "values", "portalId", "formId", "trackBookAFreeDemoSubmit", "USERPILOT_EVENTS", "rest", "data", "name", "value", "f", "getCookie", "metaConversionAPICall", "toggleHubspotFormThankYouWrapper", "show", "autoClose", "autoCloseInSeconds", "wrapper", "toggleSubmitButtonText", "target", "submitting", "btns", "b", "btn", "text", "e", "ele", "scrollSectionContentHandler", "section", "event", "toggleHubspotFormOverlay", "toggleOtherCountryField", "country", "input", "CloseIcon", "style", "onClick", "p", "withHubspotFormOverlay", "Component", "props", "store", "useFormStore", "formSubmitting", "handleOverlayClick", "overlay", "form", "uniqueId", "selectedDate", "selectedTimezone", "initialStoreValues", "getTodayDateWithTimezone", "ue", "withHubspotFormOverlayCloseButton", "resetAllForms", "forms", "withBookADemoButton", "trackBookAFreeDemoClicked", "today", "getUniqueId", "TIMEZONE_COUNTRY_MAP", "getUserTimezone", "withHubspotFormAddClass", "selectedCountry", "selectedTime", "selectedCountryRef", "pe", "afterSuccessCallback", "afterFailedCallback", "handleFormSubmission", "formData", "formEntries", "emailIsValid", "emailIsValidWithExtension", "handleCountry", "c", "updateFormAlignment", "withHubspotFormLoadPage", "handleClick", "item", "withHubspotFormFieldControlAddClass", "withHubspotFormFieldLabelAddClass", "showForm", "formLabels", "label", "withHubspotFormFieldInputAddClass", "handleValidation", "formControl", "formInput", "targetLabel", "validatePhoneNumber", "_label", "formFields", "field", "withHubspotFormPortalIdAddClass", "withHubspotFormIdAddClass", "withHubspotFormButtonAddClass", "withHubspotFormErrorTextAddClass", "withHubspotCountryFieldAddClass", "userTimezone", "countryFields", "userCountry", "options", "existsCountry", "a", "withHubspotCountryOtherFieldAddClass", "withHubspotFormDateAndTimeField", "selectedTimezoneRef", "loading", "setLoading", "ye", "APIPayload", "setAPIPayload", "timeOptions", "availableTimeOptions", "success", "addDatePickerStyle", "link", "handleDate", "getDateFromTimestamp", "intializeCalendar", "v", "datepicker", "addDatePickerScript", "script", "populateTimezone", "timezoneDropdown", "timezones", "initialSelectedTimezone", "tz", "option", "moveToNextAvailableDate", "availableTime", "_selectedDate", "getDateFromTimestampBasedOnTimezone", "getTimeOptions", "monthOffset", "requestOptions", "results", "MEETING_AVAILIBITY_API", "durations", "duration", "_options", "availableOptions", "opt", "updateTimeOptionsOnDateSelection", "enableDisabledCalenderDate", "allAvailableDates", "uniqueDates", "uniqueMonths", "datePicker", "hasChildren", "days", "day", "timestamp", "controls", "selectedMonth", "nextMonthNumber", "MONTH_MAPPING", "onMouseEnter", "onMouseLeave", "delayEnableDisabledCalenderDate", "getNextMonthData", "timerId", "prevBtn", "u", "Loader", "l", "t", "i", "withHubspotFormThankYouWrapperAddClass", "withFormCaptcha", "CAPTCHA_SITE_KEY", "token", "scriptId", "scriptSrc", "existingScript", "cleanupScript", "SUBSCRIPTION", "SUBSCRIPTION_TYPE", "SUBSCRIPTION_CYCLE", "isProductionUrl", "window", "checkIsInternalUser", "currentUser", "isLoggedInUser", "shouldRegisterEvents", "isInternalUser", "isDebuggingEnabled", "sendEvents", "eventName", "properties", "hbEvent", "trackPageView", "str", "headerName", "subMenuHeaderName", "trackBookDemoHero", "trackBookDemoSection", "trackGetStartedMainNav", "trackGetStartedHero", "trackGetStartedSection", "trackLoginMainNav", "trackContactSalesMainNav", "callTrackEvent", "metaConversionAPICall", "trackButtonClickedTryItForFree", "trackContactSalesMainNavBookADemo", "trackBookAFreeDemoClicked", "trackContactSalesBookADemo", "trackViewPricing", "trackMediaPlay", "trackMediaPause", "trackBuySubscription", "trackBuyFreemiumSubscription", "SUBSCRIPTION", "trackBuyProductsBasicMonthlySubscription", "SUBSCRIPTION_TYPE", "SUBSCRIPTION_CYCLE", "trackBuyProductsBasicYearlySubscription", "trackBuyTextilesBasicMonthlySubscription", "trackBuyTextilesBasicYearlySubscription", "trackBuyProductsPlusMonthlySubscription", "trackBuyProductsPlusYearlySubscription", "trackBuyTextilesPlusMonthlySubscription", "trackBuyTextilesPlusYearlySubscription", "trackBuyProductsProMonthlySubscription", "trackBuyProductsProYearlySubscription", "trackBuyTextilesProMonthlySubscription", "trackBuyTextilesProYearlySubscription", "trackAddPack", "trackAddEcommercePack", "trackAddSocialMediaPack", "trackAddStarterPack", "trackAddStarterPackWith3DModel", "trackInitiateCheckout", "trackConfirmAndPay", "trackDiscountEmailCapture", "trackClickedOnLink", "trackClickedOnHowItWorks", "trackClickedOnAddOns", "trackClickedOnFAQs", "trackClickedSLALink", "trackAddAddon", "trackBookDemo", "category", "trackPanningVideoAddon", "trackSiloImagesAddon", "trackVignetteImagesAddon", "trackLifestyleImagesAddon", "trackSpinnerVideoAddon", "trackARQRCodeAddon", "trackAnimatedGIFAddon", "trackConfiguratorAddon", "trackCatalogProductClicked", "trackCatalogProductViewed", "HUBSPOT_TRACK_EVENTS", "withLoginMainNav", "Component", "props", "p", "trackLoginMainNav", "withContactSalesMainNav", "currentUser", "hideButton", "setHideButton", "ye", "openSignupFormWhenUserNotLoggedIn", "openCurator", "trackContactSalesMainNav", "withContactSalesMainNavBookADemo", "trackContactSalesMainNavBookADemo", "withContactSalesBookADemo", "trackContactSalesBookADemo", "withClickedSLALink", "Component", "props", "p", "trackClickedSLALink", "withClickedOnHowItWorks", "trackClickedOnHowItWorks", "withClickedOnAddOns", "trackClickedOnAddOns", "withClickedOnFAQs", "trackClickedOnFAQs", "hitBookNow", "str", "title", "category", "trackBookDemo", "sendEvents", "trackBookAFreeDemoClicked", "withTrackMetaEventBookDemo", "Component", "props", "p", "e", "window", "metaConversionAPICall", "trackBookAFreeDemoClicked", "getCookie", "key", "_key", "cookies", "value", "cookie", "getHashedValue", "val", "h", "hexes", "view", "event_name", "email", "phone", "accessToken", "pixelId", "currentTimestamp", "getIPaddress", "_email", "_phone", "userData", "customData", "eventsData", "response", "data", "error", "PRODUCTION_PAGE_URLS", "getCurrentPageNameBasedOnUrl", "URLS", "currentPagePathname", "window", "url", "getOrGenerateEpochUUID", "existingUUID", "epochTime", "uuid", "combinedId", "getUUIDParams", "addQuery", "uuidParams", "trackUserPilotEvent", "eventName", "properties", "shouldRegisterEvents", "trackPageViewEvent", "pageName", "getCurrentPageNameBasedOnUrl", "trackMainToolSelected", "trackExploreMore", "trackUploadTextureModelClicked", "trackExampleSelected", "trackTextureModelSelected", "trackModelSelectedForTexture", "trackTextureHotspotSelected", "trackReplaceTextureClicked", "trackTextureReplacedSuccessfully", "trackGuidelinesClicked", "trackTextureModelUploadStarted", "trackTextureModelUploadCancelled", "trackTextureModelUploadedSuccessfully", "trackShareThisExperienceClicked", "trackShareButtonSubmit", "trackEditIn3D", "trackEditIn3DExample", "trackEditIn3DFinalExperience", "trackEditIn3DTemplate", "trackEditIn3DCatalog", "trackExpandImageClicked", "trackRemoveWatermarkClicked", "trackButtonClickedTryItForFree", "trackSignUpPopupOpened", "trackSignUpSuccessEvent", "trackBookAFreeDemoClicked", "trackBookAFreeDemoSubmit", "trackExperienceCreated", "trackDragToRotateClick", "trackHeaderFooterMenuClick", "trackBuyNow", "trackClickEnterprise", "trackSignUpNowClicked", "trackClickTab", "trackClickTabFloating", "trackClickLearnMoreEnterprise", "trackClickExplore3DRendering", "trackClickBuildYourOwnConfigurator", "trackClickAugmentedRealitySolutions", "trackClickCustomerSuccessStories", "USERPILOT_EVENTS", "withPageViews", "Component", "props", "ue", "trackPageView", "trackPageViewEvent", "p", "Dropdown", "selectedOption", "onSelect", "placeholder", "searchPlacehoder", "noResultsPlaceholder", "options", "menuStyles", "valueStyles", "searchStyles", "isOpen", "setIsOpen", "ye", "searchTerm", "setSearchTerm", "dropdownRef", "pe", "ue", "handleClickOutside", "event", "filteredOptions", "option", "_searchTerm_toLowerCase", "_option_toLowerCase_trim", "_option_toLowerCase", "handleSelect", "u", "p", "e", "index", "STARTER_PACK", "COUPON_WELCOME10", "HOME_ROUTE", "BOOK_PACK_ROUTE", "PAYMENT_SUCCESS_ROUTE", "getPacksDefaultObject", "name", "price", "discountedPrice", "priceId", "discountedPriceId", "isDiscounted", "quantity", "productNo", "is3DModel", "add_on_data", "starter_pack_payment_info", "defaultValues", "getNumberOnly", "n", "isEqual", "a", "b", "toggleClass", "cards", "classToBeToggled", "containers", "container", "isExists", "starterElem", "model3DElem", "getAndSetLocalStorageData", "data", "storedData", "error", "getAndSetHideDiscountModalCookieData", "cookieName", "d", "expires", "ca", "c", "getAndSetBrowserStorage", "getCurrentUserInfo", "currentUser", "getTotalOfPackValue", "payment_info", "_paymentInfo", "acc", "curr", "addonPrice", "addAcc", "addCurr", "getTotalOfCartValue", "toggleGetYourDiscountForm", "show", "overlay", "toggleGetYourDiscountReceived", "toggleGetYourDiscountOverlay", "e", "useStore", "createStore", "withSelectedProductDropdown", "Component", "props", "store", "useStore", "isCanvas", "RenderTarget", "showHideContainers", "containers", "isCartSection", "selectedProduct", "sequenceNo", "i", "productNo", "getNumberOnly", "packPriceTitle", "getTotalOfPackValue", "addons", "add_on_data", "a", "isEqual", "addon", "addonPriceId", "qtyIncreaseElement", "qtyDecreaseElement", "isExists", "packCards", "j", "cartPackItemParentElement", "priceId", "isAddon", "selectedPaymentInfo", "matchingPriceId", "getAllPackContainers", "getAllCartPackContainers", "fetchData", "toggleClass", "ue", "resolve", "reject", "p", "withSelectedPackDelete", "Component", "props", "store", "setStore", "useStore", "hide", "setHide", "ye", "deleteSelectedProduct", "e", "productNo", "getNumberOnly", "index", "a", "payment_info", "i", "getAndSetBrowserStorage", "ue", "p", "withSelectedPackAddOnDelete", "addonCard", "addonPriceId", "withAddProduct", "isLimitExceed", "updateProductCount", "count", "deleted_product", "d", "getPacksDefaultObject", "STARTER_PACK", "toggleClass", "withCartTotalPriceAddClass", "Component", "props", "p", "withCartDiscountedPriceAddClass", "withAppliedDiscount", "store", "setStore", "useStore", "ue", "user", "couponDetails", "appliedDiscount", "withCalculateTotalPrice", "isCanvas", "RenderTarget", "calculateTotalPrice", "totalPrice", "getTotalOfCartValue", "shouldDiscountApplied", "discountedPrice", "cartPriceEle", "i", "cartTotalPrice", "cartDiscountedPrice", "withPackPriceIdAddClass", "withIsAddonsAddClass", "Component", "props", "p", "withPackPriceTitleAddClass", "withPackPriceAddClass", "store", "useStore", "style", "setStyle", "ye", "isCanvas", "RenderTarget", "getSelectedProductPacks", "product_link_number", "priceId", "a", "isEqual", "togglePackPrice", "containers", "isProductSection", "isCartSection", "i", "productNo", "getNumberOnly", "packCards", "j", "packsList", "discountedList", "showDiscountedPrice", "togglePacksInContainer", "togglePacksInCartContainer", "withProductIdentifierAddClass", "Component", "props", "p", "withRedirectToCheckout", "store", "useStore", "payment_info", "user", "couponDetails", "trackInitiateCheckout", "HUBSPOT_TRACK_EVENTS", "handleClick", "priceValue", "getTotalOfCartValue", "metaConversionAPICall", "window", "style", "se", "withAddonTitleAddClass", "withAddonPriceAddClass", "withAddonPriceIdAddClass", "withAddonQtyDecreaseAddClass", "setStore", "updateQty", "e", "addon", "productNo", "getNumberOnly", "addonPrice", "addonName", "addonPriceId", "d", "a", "isEqual", "add_on_data", "existingIndex", "b", "getAndSetBrowserStorage", "withAddonQtyIncreaseAddClass", "Component", "props", "store", "setStore", "useStore", "updateQty", "e", "addon", "productNo", "getNumberOnly", "addonPrice", "addonName", "addonPriceId", "d", "a", "isEqual", "add_on_data", "existingIndex", "b", "getAndSetBrowserStorage", "metaConversionAPICall", "window", "p", "withShowLoggedInUserInfo", "details", "setDetails", "ye", "showAccountDetails", "getUserInfo", "info", "getCurrentUserInfo", "user", "organization_detail", "_info", "userEmail", "ue", "timerId", "prev", "u", "APP_URL", "APP_REGISTER_URL", "APP_SIGNIN_URL", "APP_DASHBOARD_URL", "ROOT_API", "PACK_SETUP_INTENT", "PACK_PURCHASE", "PURCHASE_ALLOWED_FOR_EMAIL", "STRIPE_KEY", "emailValidRegex", "setupIntent", "name", "email", "error", "handlePackPurchase", "payment_method_id", "coupon_code", "data", "billing_line1", "billing_line2", "billing_line3", "billing_city", "billing_country", "billing_pincode", "params", "checkIfPurchaseIsAllowedForEmailOrNot", "result", "getFirstNameAndLastName", "value", "nameArray", "firstName", "lastName", "getCookie", "cookies", "i", "cookie", "getUTMParams", "searchParams", "createUserInHubspot", "_userInfo", "userInfo", "isInternalUser", "RESTRICTED_EMAILS", "isDebuggingEnabled", "response", "cardStyle", "stripe", "elements", "withStripePaymentSection", "disabled", "setDisabled", "responseStatus", "setResponseStatus", "isSubmitting", "setIsSubmitting", "cardElement", "setCardElement", "billingDetails", "trackConfirmAndPay", "HUBSPOT_TRACK_EVENTS", "isCanvas", "RenderTarget", "handleChange", "_value", "showHideLoading", "submitBtn", "loaderUIDiv", "loaderDiv", "loaderContainerDiv", "initStripeForm", "card", "checkIsEmailValid", "warning", "defaultValues", "isEmailAllowedResponse", "COUPON_WELCOME10", "getAndSetHideDiscountModalCookieData", "handlePaymentSubmit", "clientSecret", "paymentMethod", "_paymentInfo", "SCA", "client_secret", "paymentIntent", "getTotalOfCartValue", "getTotalOfPackValue", "_email", "isExisting", "PAYMENT_SUCCESS_ROUTE", "val", "withGetYourDiscountOverlay", "closeButton", "toggleGetYourDiscountOverlay", "withGetYourDiscountForm", "show", "toggleGetYourDiscountForm", "withGetYourDiscountReceived", "toggleGetYourDiscountReceived", "withCouponCodeAddClass", "withCopyCouponCode", "copy", "coupon", "code", "success", "navigator", "err", "withShowPaymentSuccessOverlayButton", "Component", "props", "store", "setStore", "useStore", "ue", "btn", "_email", "userEmail", "window", "existingUser", "anchor", "URL", "getCurrentUserInfo", "APP_DASHBOARD_URL", "APP_SIGNIN_URL", "APP_REGISTER_URL", "params", "getUUIDParams", "defaultValues", "getAndSetBrowserStorage", "HOME_ROUTE", "p", "PANNING_VIDEO", "ANIMATED_GIF", "withStarterPackSelected", "Component", "props", "store", "setStore", "useStore", "p", "withStarterPack3DModelSelected", "withGetThisStarterPackWithDiscount", "trackAddStarterPack", "HUBSPOT_TRACK_EVENTS", "toggleGetYourDiscountOverlay", "payment_info", "getPacksDefaultObject", "STARTER_PACK", "d", "defaultValues", "toggleClass", "getAndSetBrowserStorage", "priceValue", "metaConversionAPICall", "window", "BOOK_PACK_ROUTE", "withGetThisStarterPack", "withGetThisStarterPackWithExistingData", "e", "productNo", "getNumberOnly", "a", "isEqual", "withGetThisStarterPack3DModel", "trackAddStarterPackWith3DModel", "withGetThisStarterPack3DModelWithExistingData", "updateAddonCount", "add_on_data", "store", "setStore", "hubspotEvent", "payment_info", "getPacksDefaultObject", "STARTER_PACK", "d", "defaultValues", "getAndSetBrowserStorage", "priceValue", "metaConversionAPICall", "window", "withGetPanningVideoAddon", "Component", "props", "useStore", "trackPanningVideoAddon", "HUBSPOT_TRACK_EVENTS", "p", "PANNING_VIDEO", "withGetAnimatedGIFAddon", "Component", "props", "store", "setStore", "useStore", "trackAnimatedGIFAddon", "HUBSPOT_TRACK_EVENTS", "p", "updateAddonCount", "ANIMATED_GIF", "inputStyle", "withAddressLine1Input", "Component", "props", "store", "setStore", "useStore", "addressLine1", "p", "e", "prev", "withAddressLine2Input", "addressLine2", "withStreetAddressInput", "streetAddress", "withCityInput", "city", "withZipcodeInput", "zipcode", "withCountryDropDown", "countries", "setCountries", "ye", "country", "ue", "getAllCountries", "allCountries", "window", "data", "Dropdown", "item", "withShowAccountTitle", "showAccountDetails"]
}
