{"version":3,"file":"three.module.BwN13XWS.mjs","names":["Ji","Zi","Qi","$i","to","eo","so","io","ro","no","oo","ho","uo","po","yo","go","xo","bo","vo","_o","To","Co","zo","Bo","Io","Vo","Po","Lo","ko","Ro","Eo","Oo","Fo","No","Do","Uo","Go","Wo","Ho","Xo","r","u","d","g","_","v","S","T","b","R","C","O","t","V","$","J","te","o","re","se","ie","oe","le","ue","N","n","ve","we","f","k","Be","Ge","He","Ve","We","m","ke","M","I","W","Ut","Nt","It","wt","Gt","Bt","X","Ft","Ot","qt","Kt","a","c","P","U","j","Z","pe","me","he","ge","Yn","qn","Kn","Zt","Dt","y","Zn","$n","Qn","rr","ar"],"sources":["https:/ga.jspm.io/npm:three@0.174.0/_/C-qA6ebD.js","https:/ga.jspm.io/npm:three@0.174.0/build/three.module.js"],"sourcesContent":["/**\n * @license\n * Copyright 2010-2025 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst t=\"174\";const e={LEFT:0,MIDDLE:1,RIGHT:2,ROTATE:0,DOLLY:1,PAN:2};const s={ROTATE:0,PAN:1,DOLLY_PAN:2,DOLLY_ROTATE:3};const i=0;const r=1;const n=2;const o=3;const a=0;const h=1;const c=2;const l=3;const u=0;const d=1;const p=2;const m=0;const f=1;const y=2;const g=3;const x=4;const b=5;const M=100;const w=101;const S=102;const A=103;const _=104;const T=200;const C=201;const z=202;const B=203;const I=204;const V=205;const P=206;const L=207;const k=208;const R=209;const E=210;const O=211;const F=212;const N=213;const D=214;const U=0;const j=1;const G=2;const W=3;const H=4;const q=5;const J=6;const X=7;const Y=0;const Z=1;const Q=2;const K=0;const $=1;const tt=2;const et=3;const st=4;const it=5;const rt=6;const nt=7;const ot=\"attached\";const at=\"detached\";const ht=300;const ct=301;const lt=302;const ut=303;const dt=304;const pt=306;const mt=1e3;const ft=1001;const yt=1002;const gt=1003;const xt=1004;const bt=1004;const vt=1005;const Mt=1005;const wt=1006;const St=1007;const At=1007;const _t=1008;const Tt=1008;const Ct=1009;const zt=1010;const Bt=1011;const It=1012;const Vt=1013;const Pt=1014;const Lt=1015;const kt=1016;const Rt=1017;const Et=1018;const Ot=1020;const Ft=35902;const Nt=1021;const Dt=1022;const Ut=1023;const jt=1024;const Gt=1025;const Wt=1026;const Ht=1027;const qt=1028;const Jt=1029;const Xt=1030;const Yt=1031;const Zt=1032;const Qt=1033;const Kt=33776;const $t=33777;const te=33778;const ee=33779;const se=35840;const ie=35841;const re=35842;const ne=35843;const oe=36196;const ae=37492;const he=37496;const ce=37808;const le=37809;const ue=37810;const de=37811;const pe=37812;const me=37813;const fe=37814;const ye=37815;const ge=37816;const xe=37817;const be=37818;const ve=37819;const Me=37820;const we=37821;const Se=36492;const Ae=36494;const _e=36495;const Te=36283;const Ce=36284;const ze=36285;const Be=36286;const Ie=2200;const Ve=2201;const Pe=2202;const Le=2300;const ke=2301;const Re=2302;const Ee=2400;const Oe=2401;const Fe=2402;const Ne=2500;const De=2501;const Ue=0;const je=1;const Ge=2;const We=3200;const He=3201;const qe=3202;const Je=3203;const Xe=0;const Ye=1;const Ze=\"\";const Qe=\"srgb\";const Ke=\"srgb-linear\";const $e=\"linear\";const ts=\"srgb\";const es=0;const ss=7680;const is=7681;const rs=7682;const ns=7683;const os=34055;const as=34056;const hs=5386;const cs=512;const ls=513;const us=514;const ds=515;const ps=516;const ms=517;const fs=518;const ys=519;const gs=512;const xs=513;const bs=514;const vs=515;const Ms=516;const ws=517;const Ss=518;const As=519;const _s=35044;const Ts=35048;const Cs=35040;const zs=35045;const Bs=35049;const Is=35041;const Vs=35046;const Ps=35050;const Ls=35042;const ks=\"100\";const Rs=\"300 es\";const Es=2e3;const Os=2001;const Fs={COMPUTE:\"compute\",RENDER:\"render\"};class EventDispatcher{\n/**\n\t * Adds the given event listener to the given event type.\n\t *\n\t * @param {string} type - The type of event to listen to.\n\t * @param {Function} listener - The function that gets called when the event is fired.\n\t */\naddEventListener(t,e){this._listeners===void 0&&(this._listeners={});const s=this._listeners;s[t]===void 0&&(s[t]=[]);s[t].indexOf(e)===-1&&s[t].push(e)}\n/**\n\t * Returns `true` if the given event listener has been added to the given event type.\n\t *\n\t * @param {string} type - The type of event.\n\t * @param {Function} listener - The listener to check.\n\t * @return {boolean} Whether the given event listener has been added to the given event type.\n\t */hasEventListener(t,e){const s=this._listeners;return s!==void 0&&(s[t]!==void 0&&s[t].indexOf(e)!==-1)}\n/**\n\t * Removes the given event listener from the given event type.\n\t *\n\t * @param {string} type - The type of event.\n\t * @param {Function} listener - The listener to remove.\n\t */removeEventListener(t,e){const s=this._listeners;if(s===void 0)return;const i=s[t];if(i!==void 0){const t=i.indexOf(e);t!==-1&&i.splice(t,1)}}\n/**\n\t * Dispatches an event object.\n\t *\n\t * @param {Object} event - The event that gets fired.\n\t */dispatchEvent(t){const e=this._listeners;if(e===void 0)return;const s=e[t.type];if(s!==void 0){t.target=this;const e=s.slice(0);for(let s=0,i=e.length;s<i;s++)e[s].call(this,t);t.target=null}}}const Ns=[\"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\"];let Ds=1234567;const Us=Math.PI/180;const js=180/Math.PI;function generateUUID(){const t=Math.random()*4294967295|0;const e=Math.random()*4294967295|0;const s=Math.random()*4294967295|0;const i=Math.random()*4294967295|0;const r=Ns[t&255]+Ns[t>>8&255]+Ns[t>>16&255]+Ns[t>>24&255]+\"-\"+Ns[e&255]+Ns[e>>8&255]+\"-\"+Ns[e>>16&15|64]+Ns[e>>24&255]+\"-\"+Ns[s&63|128]+Ns[s>>8&255]+\"-\"+Ns[s>>16&255]+Ns[s>>24&255]+Ns[i&255]+Ns[i>>8&255]+Ns[i>>16&255]+Ns[i>>24&255];return r.toLowerCase()}\n/**\n * Clamps the given value between min and max.\n *\n * @param {number} value - The value to clamp.\n * @param {number} min - The min value.\n * @param {number} max - The max value.\n * @return {number} The clamped value.\n */function clamp(t,e,s){return Math.max(e,Math.min(s,t))}\n/**\n * Computes the Euclidean modulo of the given parameters that\n * is `( ( n % m ) + m ) % m`.\n *\n * @param {number} n - The first parameter.\n * @param {number} m - The second parameter.\n * @return {number} The Euclidean modulo.\n */function euclideanModulo(t,e){return(t%e+e)%e}\n/**\n * Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`\n * for the given value.\n *\n * @param {number} x - The value to be mapped.\n * @param {number} a1 - Minimum value for range A.\n * @param {number} a2 - Maximum value for range A.\n * @param {number} b1 - Minimum value for range B.\n * @param {number} b2 - Maximum value for range B.\n * @return {number} The mapped value.\n */function mapLinear(t,e,s,i,r){return i+(t-e)*(r-i)/(s-e)}\n/**\n * Returns the percentage in the closed interval `[0, 1]` of the given value\n * between the start and end point.\n *\n * @param {number} x - The start point\n * @param {number} y - The end point.\n * @param {number} value - A value between start and end.\n * @return {number} The interpolation factor.\n */function inverseLerp(t,e,s){return t!==e?(s-t)/(e-t):0}\n/**\n * Returns a value linearly interpolated from two known points based on the given interval -\n * `t = 0` will return `x` and `t = 1` will return `y`.\n *\n * @param {number} x - The start point\n * @param {number} y - The end point.\n * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n * @return {number} The interpolated value.\n */function lerp(t,e,s){return(1-s)*t+s*e}\n/**\n * Smoothly interpolate a number from `x` to `y` in  a spring-like manner using a delta\n * time to maintain frame rate independent movement. For details, see\n * [Frame rate independent damping using lerp]{@link http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/}.\n *\n * @param {number} x - The current point.\n * @param {number} y - The target point.\n * @param {number} lambda - A higher lambda value will make the movement more sudden,\n * and a lower value will make the movement more gradual.\n * @param {number} dt - Delta time in seconds.\n * @return {number} The interpolated value.\n */function damp(t,e,s,i){return lerp(t,e,1-Math.exp(-s*i))}\n/**\n * Returns a value that alternates between `0` and the given `length` parameter.\n *\n * @param {number} x - The value to pingpong.\n * @param {number} [length=1] - The positive value the function will pingpong to.\n * @return {number} The alternated value.\n */function pingpong(t,e=1){return e-Math.abs(euclideanModulo(t,e*2)-e)}\n/**\n * Returns a value in the range `[0,1]` that represents the percentage that `x` has\n * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to\n * the `min` and `max`.\n *\n * See [Smoothstep]{@link http://en.wikipedia.org/wiki/Smoothstep} for more details.\n *\n * @param {number} x - The value to evaluate based on its position between min and max.\n * @param {number} min - The min value. Any x value below min will be `0`.\n * @param {number} max - The max value. Any x value above max will be `1`.\n * @return {number} The alternated value.\n */function smoothstep(t,e,s){if(t<=e)return 0;if(t>=s)return 1;t=(t-e)/(s-e);return t*t*(3-2*t)}\n/**\n * A [variation on smoothstep]{@link https://en.wikipedia.org/wiki/Smoothstep#Variations}\n * that has zero 1st and 2nd order derivatives at x=0 and x=1.\n *\n * @param {number} x - The value to evaluate based on its position between min and max.\n * @param {number} min - The min value. Any x value below min will be `0`.\n * @param {number} max - The max value. Any x value above max will be `1`.\n * @return {number} The alternated value.\n */function smootherstep(t,e,s){if(t<=e)return 0;if(t>=s)return 1;t=(t-e)/(s-e);return t*t*t*(t*(t*6-15)+10)}\n/**\n * Returns a random integer from `<low, high>` interval.\n *\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random integer.\n */function randInt(t,e){return t+Math.floor(Math.random()*(e-t+1))}\n/**\n * Returns a random float from `<low, high>` interval.\n *\n * @param {number} low - The lower value boundary.\n * @param {number} high - The upper value boundary\n * @return {number} A random float.\n */function randFloat(t,e){return t+Math.random()*(e-t)}\n/**\n * Returns a random integer from `<-range/2, range/2>` interval.\n *\n * @param {number} range - Defines the value range.\n * @return {number} A random float.\n */function randFloatSpread(t){return t*(.5-Math.random())}\n/**\n * Returns a deterministic pseudo-random float in the interval `[0, 1]`.\n *\n * @param {number} [s] - The integer seed.\n * @return {number} A random float.\n */function seededRandom(t){t!==void 0&&(Ds=t);let e=Ds+=1831565813;e=Math.imul(e^e>>>15,e|1);e^=e+Math.imul(e^e>>>7,e|61);return((e^e>>>14)>>>0)/4294967296}\n/**\n * Converts degrees to radians.\n *\n * @param {number} degrees - A value in degrees.\n * @return {number} The converted value in radians.\n */function degToRad(t){return t*Us}\n/**\n * Converts radians to degrees.\n *\n * @param {number} radians - A value in radians.\n * @return {number} The converted value in degrees.\n */function radToDeg(t){return t*js}\n/**\n * Returns `true` if the given number is a power of two.\n *\n * @param {number} value - The value to check.\n * @return {boolean} Whether the given number is a power of two or not.\n */function isPowerOfTwo(t){return(t&t-1)===0&&t!==0}\n/**\n * Returns the smallest power of two that is greater than or equal to the given number.\n *\n * @param {number} value - The value to find a POT for.\n * @return {number} The smallest power of two that is greater than or equal to the given number.\n */function ceilPowerOfTwo(t){return Math.pow(2,Math.ceil(Math.log(t)/Math.LN2))}\n/**\n * Returns the largest power of two that is less than or equal to the given number.\n *\n * @param {number} value - The value to find a POT for.\n * @return {number} The largest power of two that is less than or equal to the given number.\n */function floorPowerOfTwo(t){return Math.pow(2,Math.floor(Math.log(t)/Math.LN2))}\n/**\n * Sets the given quaternion from the [Intrinsic Proper Euler Angles]{@link https://en.wikipedia.org/wiki/Euler_angles}\n * defined by the given angles and order.\n *\n * Rotations are applied to the axes in the order specified by order:\n * rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.\n *\n * @param {Quaternion} q - The quaternion to set.\n * @param {number} a - The rotation applied to the first axis, in radians.\n * @param {number} b - The rotation applied to the second axis, in radians.\n * @param {number} c - The rotation applied to the third axis, in radians.\n * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.\n */function setQuaternionFromProperEuler(t,e,s,i,r){const n=Math.cos;const o=Math.sin;const a=n(s/2);const h=o(s/2);const c=n((e+i)/2);const l=o((e+i)/2);const u=n((e-i)/2);const d=o((e-i)/2);const p=n((i-e)/2);const m=o((i-e)/2);switch(r){case\"XYX\":t.set(a*l,h*u,h*d,a*c);break;case\"YZY\":t.set(h*d,a*l,h*u,a*c);break;case\"ZXZ\":t.set(h*u,h*d,a*l,a*c);break;case\"XZX\":t.set(a*l,h*m,h*p,a*c);break;case\"YXY\":t.set(h*p,a*l,h*m,a*c);break;case\"ZYZ\":t.set(h*m,h*p,a*l,a*c);break;default:console.warn(\"THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: \"+r)}}\n/**\n * Denormalizes the given value according to the given typed array.\n *\n * @param {number} value - The value to denormalize.\n * @param {TypedArray} array - The typed array that defines the data type of the value.\n * @return {number} The denormalize (float) value in the range `[0,1]`.\n */function denormalize(t,e){switch(e.constructor){case Float32Array:return t;case Uint32Array:return t/4294967295;case Uint16Array:return t/65535;case Uint8Array:return t/255;case Int32Array:return Math.max(t/2147483647,-1);case Int16Array:return Math.max(t/32767,-1);case Int8Array:return Math.max(t/127,-1);default:throw new Error(\"Invalid component type.\")}}\n/**\n * Normalizes the given value according to the given typed array.\n *\n * @param {number} value - The float value in the range `[0,1]` to normalize.\n * @param {TypedArray} array - The typed array that defines the data type of the value.\n * @return {number} The normalize value.\n */function normalize(t,e){switch(e.constructor){case Float32Array:return t;case Uint32Array:return Math.round(t*4294967295);case Uint16Array:return Math.round(t*65535);case Uint8Array:return Math.round(t*255);case Int32Array:return Math.round(t*2147483647);case Int16Array:return Math.round(t*32767);case Int8Array:return Math.round(t*127);default:throw new Error(\"Invalid component type.\")}}const Gs={DEG2RAD:Us,RAD2DEG:js,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,normalize:normalize,denormalize:denormalize};class Vector2{\n/**\n\t * Constructs a new 2D vector.\n\t *\n\t * @param {number} [x=0] - The x value of this vector.\n\t * @param {number} [y=0] - The y value of this vector.\n\t */\nconstructor(t=0,e=0){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nVector2.prototype.isVector2=true;\n/**\n\t\t * The x value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */this.x=t;\n/**\n\t\t * The y value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */this.y=e}\n/**\n\t * Alias for {@link Vector2#x}.\n\t *\n\t * @type {number}\n\t */get width(){return this.x}set width(t){this.x=t}\n/**\n\t * Alias for {@link Vector2#y}.\n\t *\n\t * @type {number}\n\t */get height(){return this.y}set height(t){this.y=t}\n/**\n\t * Sets the vector components.\n\t *\n\t * @param {number} x - The value of the x component.\n\t * @param {number} y - The value of the y component.\n\t * @return {Vector2} A reference to this vector.\n\t */set(t,e){this.x=t;this.y=e;return this}\n/**\n\t * Sets the vector components to the same value.\n\t *\n\t * @param {number} scalar - The value to set for all vector components.\n\t * @return {Vector2} A reference to this vector.\n\t */setScalar(t){this.x=t;this.y=t;return this}\n/**\n\t * Sets the vector's x component to the given value\n\t *\n\t * @param {number} x - The value to set.\n\t * @return {Vector2} A reference to this vector.\n\t */setX(t){this.x=t;return this}\n/**\n\t * Sets the vector's y component to the given value\n\t *\n\t * @param {number} y - The value to set.\n\t * @return {Vector2} A reference to this vector.\n\t */setY(t){this.y=t;return this}\n/**\n\t * Allows to set a vector component with an index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y.\n\t * @param {number} value - The value to set.\n\t * @return {Vector2} A reference to this vector.\n\t */setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;default:throw new Error(\"index is out of range: \"+t)}return this}\n/**\n\t * Returns the value of the vector component which matches the given index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y.\n\t * @return {number} A vector component value.\n\t */getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;default:throw new Error(\"index is out of range: \"+t)}}clone(){return new this.constructor(this.x,this.y)}\n/**\n\t * Copies the values of the given vector to this instance.\n\t *\n\t * @param {Vector2} v - The vector to copy.\n\t * @return {Vector2} A reference to this vector.\n\t */copy(t){this.x=t.x;this.y=t.y;return this}\n/**\n\t * Adds the given vector to this instance.\n\t *\n\t * @param {Vector2} v - The vector to add.\n\t * @return {Vector2} A reference to this vector.\n\t */add(t){this.x+=t.x;this.y+=t.y;return this}\n/**\n\t * Adds the given scalar value to all components of this instance.\n\t *\n\t * @param {number} s - The scalar to add.\n\t * @return {Vector2} A reference to this vector.\n\t */addScalar(t){this.x+=t;this.y+=t;return this}\n/**\n\t * Adds the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector2} a - The first vector.\n\t * @param {Vector2} b - The second vector.\n\t * @return {Vector2} A reference to this vector.\n\t */addVectors(t,e){this.x=t.x+e.x;this.y=t.y+e.y;return this}\n/**\n\t * Adds the given vector scaled by the given factor to this instance.\n\t *\n\t * @param {Vector2} v - The vector.\n\t * @param {number} s - The factor that scales `v`.\n\t * @return {Vector2} A reference to this vector.\n\t */addScaledVector(t,e){this.x+=t.x*e;this.y+=t.y*e;return this}\n/**\n\t * Subtracts the given vector from this instance.\n\t *\n\t * @param {Vector2} v - The vector to subtract.\n\t * @return {Vector2} A reference to this vector.\n\t */sub(t){this.x-=t.x;this.y-=t.y;return this}\n/**\n\t * Subtracts the given scalar value from all components of this instance.\n\t *\n\t * @param {number} s - The scalar to subtract.\n\t * @return {Vector2} A reference to this vector.\n\t */subScalar(t){this.x-=t;this.y-=t;return this}\n/**\n\t * Subtracts the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector2} a - The first vector.\n\t * @param {Vector2} b - The second vector.\n\t * @return {Vector2} A reference to this vector.\n\t */subVectors(t,e){this.x=t.x-e.x;this.y=t.y-e.y;return this}\n/**\n\t * Multiplies the given vector with this instance.\n\t *\n\t * @param {Vector2} v - The vector to multiply.\n\t * @return {Vector2} A reference to this vector.\n\t */multiply(t){this.x*=t.x;this.y*=t.y;return this}\n/**\n\t * Multiplies the given scalar value with all components of this instance.\n\t *\n\t * @param {number} scalar - The scalar to multiply.\n\t * @return {Vector2} A reference to this vector.\n\t */multiplyScalar(t){this.x*=t;this.y*=t;return this}\n/**\n\t * Divides this instance by the given vector.\n\t *\n\t * @param {Vector2} v - The vector to divide.\n\t * @return {Vector2} A reference to this vector.\n\t */divide(t){this.x/=t.x;this.y/=t.y;return this}\n/**\n\t * Divides this vector by the given scalar.\n\t *\n\t * @param {number} scalar - The scalar to divide.\n\t * @return {Vector2} A reference to this vector.\n\t */divideScalar(t){return this.multiplyScalar(1/t)}\n/**\n\t * Multiplies this vector (with an implicit 1 as the 3rd component) by\n\t * the given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The matrix to apply.\n\t * @return {Vector2} A reference to this vector.\n\t */applyMatrix3(t){const e=this.x,s=this.y;const i=t.elements;this.x=i[0]*e+i[3]*s+i[6];this.y=i[1]*e+i[4]*s+i[7];return this}\n/**\n\t * If this vector's x or y value is greater than the given vector's x or y\n\t * value, replace that value with the corresponding min value.\n\t *\n\t * @param {Vector2} v - The vector.\n\t * @return {Vector2} A reference to this vector.\n\t */min(t){this.x=Math.min(this.x,t.x);this.y=Math.min(this.y,t.y);return this}\n/**\n\t * If this vector's x or y value is less than the given vector's x or y\n\t * value, replace that value with the corresponding max value.\n\t *\n\t * @param {Vector2} v - The vector.\n\t * @return {Vector2} A reference to this vector.\n\t */max(t){this.x=Math.max(this.x,t.x);this.y=Math.max(this.y,t.y);return this}\n/**\n\t * If this vector's x or y value is greater than the max vector's x or y\n\t * value, it is replaced by the corresponding value.\n\t * If this vector's x or y value is less than the min vector's x or y value,\n\t * it is replaced by the corresponding value.\n\t *\n\t * @param {Vector2} min - The minimum x and y values.\n\t * @param {Vector2} max - The maximum x and y values in the desired range.\n\t * @return {Vector2} A reference to this vector.\n\t */clamp(t,e){this.x=clamp(this.x,t.x,e.x);this.y=clamp(this.y,t.y,e.y);return this}\n/**\n\t * If this vector's x or y values are greater than the max value, they are\n\t * replaced by the max value.\n\t * If this vector's x or y values are less than the min value, they are\n\t * replaced by the min value.\n\t *\n\t * @param {number} minVal - The minimum value the components will be clamped to.\n\t * @param {number} maxVal - The maximum value the components will be clamped to.\n\t * @return {Vector2} A reference to this vector.\n\t */clampScalar(t,e){this.x=clamp(this.x,t,e);this.y=clamp(this.y,t,e);return this}\n/**\n\t * If this vector's length is greater than the max value, it is replaced by\n\t * the max value.\n\t * If this vector's length is less than the min value, it is replaced by the\n\t * min value.\n\t *\n\t * @param {number} min - The minimum value the vector length will be clamped to.\n\t * @param {number} max - The maximum value the vector length will be clamped to.\n\t * @return {Vector2} A reference to this vector.\n\t */clampLength(t,e){const s=this.length();return this.divideScalar(s||1).multiplyScalar(clamp(s,t,e))}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=Math.trunc(this.x);this.y=Math.trunc(this.y);return this}negate(){this.x=-this.x;this.y=-this.y;return this}\n/**\n\t * Calculates the dot product of the given vector with this instance.\n\t *\n\t * @param {Vector2} v - The vector to compute the dot product with.\n\t * @return {number} The result of the dot product.\n\t */dot(t){return this.x*t.x+this.y*t.y}\n/**\n\t * Calculates the cross product of the given vector with this instance.\n\t *\n\t * @param {Vector2} v - The vector to compute the cross product with.\n\t * @return {number} The result of the cross product.\n\t */cross(t){return this.x*t.y-this.y*t.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 t=Math.atan2(-this.y,-this.x)+Math.PI;return t}\n/**\n\t * Returns the angle between the given vector and this instance in radians.\n\t *\n\t * @param {Vector2} v - The vector to compute the angle with.\n\t * @return {number} The angle in radians.\n\t */angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(e===0)return Math.PI/2;const s=this.dot(t)/e;return Math.acos(clamp(s,-1,1))}\n/**\n\t * Computes the distance from the given vector to this instance.\n\t *\n\t * @param {Vector2} v - The vector to compute the distance to.\n\t * @return {number} The distance.\n\t */distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}\n/**\n\t * Computes the squared distance from the given vector to this instance.\n\t * If you are just comparing the distance with another distance, you should compare\n\t * the distance squared instead as it is slightly more efficient to calculate.\n\t *\n\t * @param {Vector2} v - The vector to compute the squared distance to.\n\t * @return {number} The squared distance.\n\t */distanceToSquared(t){const e=this.x-t.x,s=this.y-t.y;return e*e+s*s}\n/**\n\t * Computes the Manhattan distance from the given vector to this instance.\n\t *\n\t * @param {Vector2} v - The vector to compute the Manhattan distance to.\n\t * @return {number} The Manhattan distance.\n\t */manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)}\n/**\n\t * Sets this vector to a vector with the same direction as this one, but\n\t * with the specified length.\n\t *\n\t * @param {number} length - The new length of this vector.\n\t * @return {Vector2} A reference to this vector.\n\t */setLength(t){return this.normalize().multiplyScalar(t)}\n/**\n\t * Linearly interpolates between the given vector and this instance, where\n\t * alpha is the percent distance along the line - alpha = 0 will be this\n\t * vector, and alpha = 1 will be the given one.\n\t *\n\t * @param {Vector2} v - The vector to interpolate towards.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector2} A reference to this vector.\n\t */lerp(t,e){this.x+=(t.x-this.x)*e;this.y+=(t.y-this.y)*e;return this}\n/**\n\t * Linearly interpolates between the given vectors, where alpha is the percent\n\t * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n\t * be the second one. The result is stored in this instance.\n\t *\n\t * @param {Vector2} v1 - The first vector.\n\t * @param {Vector2} v2 - The second vector.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector2} A reference to this vector.\n\t */lerpVectors(t,e,s){this.x=t.x+(e.x-t.x)*s;this.y=t.y+(e.y-t.y)*s;return this}\n/**\n\t * Returns `true` if this vector is equal with the given one.\n\t *\n\t * @param {Vector2} v - The vector to test for equality.\n\t * @return {boolean} Whether this vector is equal with the given one.\n\t */equals(t){return t.x===this.x&&t.y===this.y}\n/**\n\t * Sets this vector's x value to be `array[ offset ]` and y\n\t * value to be `array[ offset + 1 ]`.\n\t *\n\t * @param {Array<number>} array - An array holding the vector component values.\n\t * @param {number} [offset=0] - The offset into the array.\n\t * @return {Vector2} A reference to this vector.\n\t */fromArray(t,e=0){this.x=t[e];this.y=t[e+1];return this}\n/**\n\t * Writes the components of this vector to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the vector components.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The vector components.\n\t */toArray(t=[],e=0){t[e]=this.x;t[e+1]=this.y;return t}\n/**\n\t * Sets the components of this vector from the given buffer attribute.\n\t *\n\t * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n\t * @param {number} index - The index into the attribute.\n\t * @return {Vector2} A reference to this vector.\n\t */fromBufferAttribute(t,e){this.x=t.getX(e);this.y=t.getY(e);return this}\n/**\n\t * Rotates this vector around the given center by the given angle.\n\t *\n\t * @param {Vector2} center - The point around which to rotate.\n\t * @param {number} angle - The angle to rotate, in radians.\n\t * @return {Vector2} A reference to this vector.\n\t */rotateAround(t,e){const s=Math.cos(e),i=Math.sin(e);const r=this.x-t.x;const n=this.y-t.y;this.x=r*s-n*i+t.x;this.y=r*i+n*s+t.y;return this}random(){this.x=Math.random();this.y=Math.random();return this}*[Symbol.iterator](){yield this.x;yield this.y}}class Matrix3{\n/**\n\t * Constructs a new 3x3 matrix. The arguments are supposed to be\n\t * in row-major order. If no arguments are provided, the constructor\n\t * initializes the matrix as an identity matrix.\n\t *\n\t * @param {number} [n11] - 1-1 matrix element.\n\t * @param {number} [n12] - 1-2 matrix element.\n\t * @param {number} [n13] - 1-3 matrix element.\n\t * @param {number} [n21] - 2-1 matrix element.\n\t * @param {number} [n22] - 2-2 matrix element.\n\t * @param {number} [n23] - 2-3 matrix element.\n\t * @param {number} [n31] - 3-1 matrix element.\n\t * @param {number} [n32] - 3-2 matrix element.\n\t * @param {number} [n33] - 3-3 matrix element.\n\t */\nconstructor(t,e,s,i,r,n,o,a,h){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nMatrix3.prototype.isMatrix3=true;\n/**\n\t\t * A column-major list of matrix values.\n\t\t *\n\t\t * @type {Array<number>}\n\t\t */this.elements=[1,0,0,0,1,0,0,0,1];t!==void 0&&this.set(t,e,s,i,r,n,o,a,h)}\n/**\n\t * Sets the elements of the matrix.The arguments are supposed to be\n\t * in row-major order.\n\t *\n\t * @param {number} [n11] - 1-1 matrix element.\n\t * @param {number} [n12] - 1-2 matrix element.\n\t * @param {number} [n13] - 1-3 matrix element.\n\t * @param {number} [n21] - 2-1 matrix element.\n\t * @param {number} [n22] - 2-2 matrix element.\n\t * @param {number} [n23] - 2-3 matrix element.\n\t * @param {number} [n31] - 3-1 matrix element.\n\t * @param {number} [n32] - 3-2 matrix element.\n\t * @param {number} [n33] - 3-3 matrix element.\n\t * @return {Matrix3} A reference to this matrix.\n\t */set(t,e,s,i,r,n,o,a,h){const c=this.elements;c[0]=t;c[1]=i;c[2]=o;c[3]=e;c[4]=r;c[5]=a;c[6]=s;c[7]=n;c[8]=h;return this}identity(){this.set(1,0,0,0,1,0,0,0,1);return this}\n/**\n\t * Copies the values of the given matrix to this instance.\n\t *\n\t * @param {Matrix3} m - The matrix to copy.\n\t * @return {Matrix3} A reference to this matrix.\n\t */copy(t){const e=this.elements;const s=t.elements;e[0]=s[0];e[1]=s[1];e[2]=s[2];e[3]=s[3];e[4]=s[4];e[5]=s[5];e[6]=s[6];e[7]=s[7];e[8]=s[8];return this}\n/**\n\t * Extracts the basis of this matrix into the three axis vectors provided.\n\t *\n\t * @param {Vector3} xAxis - The basis's x axis.\n\t * @param {Vector3} yAxis - The basis's y axis.\n\t * @param {Vector3} zAxis - The basis's z axis.\n\t * @return {Matrix3} A reference to this matrix.\n\t */extractBasis(t,e,s){t.setFromMatrix3Column(this,0);e.setFromMatrix3Column(this,1);s.setFromMatrix3Column(this,2);return this}\n/**\n\t * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @return {Matrix3} A reference to this matrix.\n\t */setFromMatrix4(t){const e=t.elements;this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]);return this}\n/**\n\t * Post-multiplies this matrix by the given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The matrix to multiply with.\n\t * @return {Matrix3} A reference to this matrix.\n\t */multiply(t){return this.multiplyMatrices(this,t)}\n/**\n\t * Pre-multiplies this matrix by the given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The matrix to multiply with.\n\t * @return {Matrix3} A reference to this matrix.\n\t */premultiply(t){return this.multiplyMatrices(t,this)}\n/**\n\t * Multiples the given 3x3 matrices and stores the result\n\t * in this matrix.\n\t *\n\t * @param {Matrix3} a - The first matrix.\n\t * @param {Matrix3} b - The second matrix.\n\t * @return {Matrix3} A reference to this matrix.\n\t */multiplyMatrices(t,e){const s=t.elements;const i=e.elements;const r=this.elements;const n=s[0],o=s[3],a=s[6];const h=s[1],c=s[4],l=s[7];const u=s[2],d=s[5],p=s[8];const m=i[0],f=i[3],y=i[6];const g=i[1],x=i[4],b=i[7];const M=i[2],w=i[5],S=i[8];r[0]=n*m+o*g+a*M;r[3]=n*f+o*x+a*w;r[6]=n*y+o*b+a*S;r[1]=h*m+c*g+l*M;r[4]=h*f+c*x+l*w;r[7]=h*y+c*b+l*S;r[2]=u*m+d*g+p*M;r[5]=u*f+d*x+p*w;r[8]=u*y+d*b+p*S;return this}\n/**\n\t * Multiplies every component of the matrix by the given scalar.\n\t *\n\t * @param {number} s - The scalar.\n\t * @return {Matrix3} A reference to this matrix.\n\t */multiplyScalar(t){const e=this.elements;e[0]*=t;e[3]*=t;e[6]*=t;e[1]*=t;e[4]*=t;e[7]*=t;e[2]*=t;e[5]*=t;e[8]*=t;return this}determinant(){const t=this.elements;const e=t[0],s=t[1],i=t[2],r=t[3],n=t[4],o=t[5],a=t[6],h=t[7],c=t[8];return e*n*c-e*o*h-s*r*c+s*o*a+i*r*h-i*n*a}invert(){const t=this.elements,e=t[0],s=t[1],i=t[2],r=t[3],n=t[4],o=t[5],a=t[6],h=t[7],c=t[8],l=c*n-o*h,u=o*a-c*r,d=h*r-n*a,p=e*l+s*u+i*d;if(p===0)return this.set(0,0,0,0,0,0,0,0,0);const m=1/p;t[0]=l*m;t[1]=(i*h-c*s)*m;t[2]=(o*s-i*n)*m;t[3]=u*m;t[4]=(c*e-i*a)*m;t[5]=(i*r-o*e)*m;t[6]=d*m;t[7]=(s*a-h*e)*m;t[8]=(n*e-s*r)*m;return this}transpose(){let t;const e=this.elements;t=e[1];e[1]=e[3];e[3]=t;t=e[2];e[2]=e[6];e[6]=t;t=e[5];e[5]=e[7];e[7]=t;return this}\n/**\n\t * Computes the normal matrix which is the inverse transpose of the upper\n\t * left 3x3 portion of the given 4x4 matrix.\n\t *\n\t * @param {Matrix4} matrix4 - The 4x4 matrix.\n\t * @return {Matrix3} A reference to this matrix.\n\t */getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}\n/**\n\t * Transposes this matrix into the supplied array, and returns itself unchanged.\n\t *\n\t * @param {Array<number>} r - An array to store the transposed matrix elements.\n\t * @return {Matrix3} A reference to this matrix.\n\t */transposeIntoArray(t){const e=this.elements;t[0]=e[0];t[1]=e[3];t[2]=e[6];t[3]=e[1];t[4]=e[4];t[5]=e[7];t[6]=e[2];t[7]=e[5];t[8]=e[8];return this}\n/**\n\t * Sets the UV transform matrix from offset, repeat, rotation, and center.\n\t *\n\t * @param {number} tx - Offset x.\n\t * @param {number} ty - Offset y.\n\t * @param {number} sx - Repeat x.\n\t * @param {number} sy - Repeat y.\n\t * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.\n\t * @param {number} cx - Center x of rotation.\n\t * @param {number} cy - Center y of rotation\n\t * @return {Matrix3} A reference to this matrix.\n\t */setUvTransform(t,e,s,i,r,n,o){const a=Math.cos(r);const h=Math.sin(r);this.set(s*a,s*h,-s*(a*n+h*o)+n+t,-i*h,i*a,-i*(-h*n+a*o)+o+e,0,0,1);return this}\n/**\n\t * Scales this matrix with the given scalar values.\n\t *\n\t * @param {number} sx - The amount to scale in the X axis.\n\t * @param {number} sy - The amount to scale in the Y axis.\n\t * @return {Matrix3} A reference to this matrix.\n\t */scale(t,e){this.premultiply(Ws.makeScale(t,e));return this}\n/**\n\t * Rotates this matrix by the given angle.\n\t *\n\t * @param {number} theta - The rotation in radians.\n\t * @return {Matrix3} A reference to this matrix.\n\t */rotate(t){this.premultiply(Ws.makeRotation(-t));return this}\n/**\n\t * Translates this matrix by the given scalar values.\n\t *\n\t * @param {number} tx - The amount to translate in the X axis.\n\t * @param {number} ty - The amount to translate in the Y axis.\n\t * @return {Matrix3} A reference to this matrix.\n\t */translate(t,e){this.premultiply(Ws.makeTranslation(t,e));return this}\n/**\n\t * Sets this matrix as a 2D translation transform.\n\t *\n\t * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.\n\t * @param {number} y - The amount to translate in the Y axis.\n\t * @return {Matrix3} A reference to this matrix.\n\t */\nmakeTranslation(t,e){t.isVector2?this.set(1,0,t.x,0,1,t.y,0,0,1):this.set(1,0,t,0,1,e,0,0,1);return this}\n/**\n\t * Sets this matrix as a 2D rotational transformation.\n\t *\n\t * @param {number} theta - The rotation in radians.\n\t * @return {Matrix3} A reference to this matrix.\n\t */makeRotation(t){const e=Math.cos(t);const s=Math.sin(t);this.set(e,-s,0,s,e,0,0,0,1);return this}\n/**\n\t * Sets this matrix as a 2D scale transform.\n\t *\n\t * @param {number} x - The amount to scale in the X axis.\n\t * @param {number} y - The amount to scale in the Y axis.\n\t * @return {Matrix3} A reference to this matrix.\n\t */makeScale(t,e){this.set(t,0,0,0,e,0,0,0,1);return this}\n/**\n\t * Returns `true` if this matrix is equal with the given one.\n\t *\n\t * @param {Matrix3} matrix - The matrix to test for equality.\n\t * @return {boolean} Whether this matrix is equal with the given one.\n\t */equals(t){const e=this.elements;const s=t.elements;for(let t=0;t<9;t++)if(e[t]!==s[t])return false;return true}\n/**\n\t * Sets the elements of the matrix from the given array.\n\t *\n\t * @param {Array<number>} array - The matrix elements in column-major order.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Matrix3} A reference to this matrix.\n\t */fromArray(t,e=0){for(let s=0;s<9;s++)this.elements[s]=t[s+e];return this}\n/**\n\t * Writes the elements of this matrix to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The matrix elements in column-major order.\n\t */toArray(t=[],e=0){const s=this.elements;t[e]=s[0];t[e+1]=s[1];t[e+2]=s[2];t[e+3]=s[3];t[e+4]=s[4];t[e+5]=s[5];t[e+6]=s[6];t[e+7]=s[7];t[e+8]=s[8];return t}clone(){return(new this.constructor).fromArray(this.elements)}}const Ws=new Matrix3;function arrayNeedsUint32(t){for(let e=t.length-1;e>=0;--e)if(t[e]>=65535)return true;return false}const Hs={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function getTypedArray(t,e){return new Hs[t](e)}function createElementNS(t){return document.createElementNS(\"http://www.w3.org/1999/xhtml\",t)}function createCanvasElement(){const t=createElementNS(\"canvas\");t.style.display=\"block\";return t}const qs={};function warnOnce(t){if(!(t in qs)){qs[t]=true;console.warn(t)}}function probeAsync(t,e,s){return new Promise((function(i,r){function probe(){switch(t.clientWaitSync(e,t.SYNC_FLUSH_COMMANDS_BIT,0)){case t.WAIT_FAILED:r();break;case t.TIMEOUT_EXPIRED:setTimeout(probe,s);break;default:i()}}setTimeout(probe,s)}))}function toNormalizedProjectionMatrix(t){const e=t.elements;e[2]=.5*e[2]+.5*e[3];e[6]=.5*e[6]+.5*e[7];e[10]=.5*e[10]+.5*e[11];e[14]=.5*e[14]+.5*e[15]}function toReversedProjectionMatrix(t){const e=t.elements;const s=e[11]===-1;if(s){e[10]=-e[10]-1;e[14]=-e[14]}else{e[10]=-e[10];e[14]=1-e[14]}}const Js=(new Matrix3).set(.4123908,.3575843,.1804808,.212639,.7151687,.0721923,.0193308,.1191948,.9505322);const Xs=(new Matrix3).set(3.2409699,-1.5373832,-.4986108,-.9692436,1.8759675,.0415551,.0556301,-.203977,1.0569715);function createColorManagement(){const t={enabled:true,workingColorSpace:Ke,spaces:{},convert:function(t,e,s){if(this.enabled===false||e===s||!e||!s)return t;if(this.spaces[e].transfer===ts){t.r=SRGBToLinear(t.r);t.g=SRGBToLinear(t.g);t.b=SRGBToLinear(t.b)}if(this.spaces[e].primaries!==this.spaces[s].primaries){t.applyMatrix3(this.spaces[e].toXYZ);t.applyMatrix3(this.spaces[s].fromXYZ)}if(this.spaces[s].transfer===ts){t.r=LinearToSRGB(t.r);t.g=LinearToSRGB(t.g);t.b=LinearToSRGB(t.b)}return t},fromWorkingColorSpace:function(t,e){return this.convert(t,this.workingColorSpace,e)},toWorkingColorSpace:function(t,e){return this.convert(t,e,this.workingColorSpace)},getPrimaries:function(t){return this.spaces[t].primaries},getTransfer:function(t){return t===Ze?$e:this.spaces[t].transfer},getLuminanceCoefficients:function(t,e=this.workingColorSpace){return t.fromArray(this.spaces[e].luminanceCoefficients)},define:function(t){Object.assign(this.spaces,t)},_getMatrix:function(t,e,s){return t.copy(this.spaces[e].toXYZ).multiply(this.spaces[s].fromXYZ)},_getDrawingBufferColorSpace:function(t){return this.spaces[t].outputColorSpaceConfig.drawingBufferColorSpace},_getUnpackColorSpace:function(t=this.workingColorSpace){return this.spaces[t].workingColorSpaceConfig.unpackColorSpace}};const e=[.64,.33,.3,.6,.15,.06];const s=[.2126,.7152,.0722];const i=[.3127,.329];t.define({[Ke]:{primaries:e,whitePoint:i,transfer:$e,toXYZ:Js,fromXYZ:Xs,luminanceCoefficients:s,workingColorSpaceConfig:{unpackColorSpace:Qe},outputColorSpaceConfig:{drawingBufferColorSpace:Qe}},[Qe]:{primaries:e,whitePoint:i,transfer:ts,toXYZ:Js,fromXYZ:Xs,luminanceCoefficients:s,outputColorSpaceConfig:{drawingBufferColorSpace:Qe}}});return t}const Ys=createColorManagement();function SRGBToLinear(t){return t<.04045?t*.0773993808:Math.pow(t*.9478672986+.0521327014,2.4)}function LinearToSRGB(t){return t<.0031308?t*12.92:1.055*Math.pow(t,.41666)-.055}let Zs;class ImageUtils{\n/**\n\t * Returns a data URI containing a representation of the given image.\n\t *\n\t * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.\n\t * @return {string} The data URI.\n\t */\nstatic getDataURL(t){if(/^data:/i.test(t.src))return t.src;if(typeof HTMLCanvasElement===\"undefined\")return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{Zs===void 0&&(Zs=createElementNS(\"canvas\"));Zs.width=t.width;Zs.height=t.height;const s=Zs.getContext(\"2d\");t instanceof ImageData?s.putImageData(t,0,0):s.drawImage(t,0,0,t.width,t.height);e=Zs}return e.toDataURL(\"image/png\")}\n/**\n\t * Converts the given sRGB image data to linear color space.\n\t *\n\t * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.\n\t * @return {HTMLCanvasElement|Object} The converted image.\n\t */static sRGBToLinear(t){if(typeof HTMLImageElement!==\"undefined\"&&t instanceof HTMLImageElement||typeof HTMLCanvasElement!==\"undefined\"&&t instanceof HTMLCanvasElement||typeof ImageBitmap!==\"undefined\"&&t instanceof ImageBitmap){const e=createElementNS(\"canvas\");e.width=t.width;e.height=t.height;const s=e.getContext(\"2d\");s.drawImage(t,0,0,t.width,t.height);const i=s.getImageData(0,0,t.width,t.height);const r=i.data;for(let t=0;t<r.length;t++)r[t]=SRGBToLinear(r[t]/255)*255;s.putImageData(i,0,0);return e}if(t.data){const e=t.data.slice(0);for(let t=0;t<e.length;t++)e instanceof Uint8Array||e instanceof Uint8ClampedArray?e[t]=Math.floor(SRGBToLinear(e[t]/255)*255):e[t]=SRGBToLinear(e[t]);return{data:e,width:t.width,height:t.height}}console.warn(\"THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.\");return t}}let Qs=0;class Source{constructor(t=null){this.isSource=true;Object.defineProperty(this,\"id\",{value:Qs++});this.uuid=generateUUID();this.data=t;this.dataReady=true;this.version=0}set needsUpdate(t){t===true&&this.version++}toJSON(t){const e=t===void 0||typeof t===\"string\";if(!e&&t.images[this.uuid]!==void 0)return t.images[this.uuid];const s={uuid:this.uuid,url:\"\"};const i=this.data;if(i!==null){let t;if(Array.isArray(i)){t=[];for(let e=0,s=i.length;e<s;e++)i[e].isDataTexture?t.push(serializeImage(i[e].image)):t.push(serializeImage(i[e]))}else t=serializeImage(i);s.url=t}e||(t.images[this.uuid]=s);return s}}function serializeImage(t){if(typeof HTMLImageElement!==\"undefined\"&&t instanceof HTMLImageElement||typeof HTMLCanvasElement!==\"undefined\"&&t instanceof HTMLCanvasElement||typeof ImageBitmap!==\"undefined\"&&t instanceof ImageBitmap)return ImageUtils.getDataURL(t);if(t.data)return{data:Array.from(t.data),width:t.width,height:t.height,type:t.data.constructor.name};console.warn(\"THREE.Texture: Unable to serialize Texture.\");return{}}let Ks=0;class Texture extends EventDispatcher{\n/**\n\t * Constructs a new texture.\n\t *\n\t * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.\n\t * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.\n\t * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.\n\t * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.\n\t * @param {number} [magFilter=LinearFilter] - The mag filter value.\n\t * @param {number} [minFilter=LinearFilter] - The min filter value.\n\t * @param {number} [format=RGBAFormat] - The min filter value.\n\t * @param {number} [type=UnsignedByteType] - The min filter value.\n\t * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The min filter value.\n\t * @param {string} [colorSpace=NoColorSpace] - The min filter value.\n\t */\nconstructor(t=Texture.DEFAULT_IMAGE,e=Texture.DEFAULT_MAPPING,s=ft,i=ft,r=wt,n=_t,o=Ut,a=Ct,h=Texture.DEFAULT_ANISOTROPY,c=Ze){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isTexture=true;\n/**\n\t\t * The ID of the texture.\n\t\t *\n\t\t * @name Texture#id\n\t\t * @type {number}\n\t\t * @readonly\n\t\t */Object.defineProperty(this,\"id\",{value:Ks++});\n/**\n\t\t * The UUID of the material.\n\t\t *\n\t\t * @type {string}\n\t\t * @readonly\n\t\t */this.uuid=generateUUID();\n/**\n\t\t * The name of the material.\n\t\t *\n\t\t * @type {string}\n\t\t */this.name=\"\";\n/**\n\t\t * The data definition of a texture. A reference to the data source can be\n\t\t * shared across textures. This is often useful in context of spritesheets\n\t\t * where multiple textures render the same data but with different texture\n\t\t * transformations.\n\t\t *\n\t\t * @type {Source}\n\t\t */this.source=new Source(t);\n/**\n\t\t * An array holding user-defined mipmaps.\n\t\t *\n\t\t * @type {Array<Object>}\n\t\t */this.mipmaps=[];\n/**\n\t\t * How the texture is applied to the object. The value `UVMapping`\n\t\t * is the default, where texture or uv coordinates are used to apply the map.\n\t\t *\n\t\t * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}\n\t\t * @default UVMapping\n\t\t*/this.mapping=e;\n/**\n\t\t * Lets you select the uv attribute to map the texture to. `0` for `uv`,\n\t\t * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.channel=0;\n/**\n\t\t * This defines how the texture is wrapped horizontally and corresponds to\n\t\t * *U* in UV mapping.\n\t\t *\n\t\t * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}\n\t\t * @default ClampToEdgeWrapping\n\t\t */this.wrapS=s;\n/**\n\t\t * This defines how the texture is wrapped horizontally and corresponds to\n\t\t * *V* in UV mapping.\n\t\t *\n\t\t * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}\n\t\t * @default ClampToEdgeWrapping\n\t\t */this.wrapT=i;\n/**\n\t\t * How the texture is sampled when a texel covers more than one pixel.\n\t\t *\n\t\t * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}\n\t\t * @default LinearFilter\n\t\t */this.magFilter=r;\n/**\n\t\t * How the texture is sampled when a texel covers less than one pixel.\n\t\t *\n\t\t * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}\n\t\t * @default LinearMipmapLinearFilter\n\t\t */this.minFilter=n;\n/**\n\t\t * The number of samples taken along the axis through the pixel that has the\n\t\t * highest density of texels. By default, this value is `1`. A higher value\n\t\t * gives a less blurry result than a basic mipmap, at the cost of more\n\t\t * texture samples being used.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.anisotropy=h;\n/**\n\t\t * The format of the texture.\n\t\t *\n\t\t * @type {number}\n\t\t * @default RGBAFormat\n\t\t */this.format=o;\n/**\n\t\t * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and\n\t\t * defines how the texture data is going to be stored on the GPU.\n\t\t *\n\t\t * This property allows to overwrite the default format.\n\t\t *\n\t\t * @type {?string}\n\t\t * @default null\n\t\t */this.internalFormat=null;\n/**\n\t\t * The data type of the texture.\n\t\t *\n\t\t * @type {number}\n\t\t * @default UnsignedByteType\n\t\t */this.type=a;\n/**\n\t\t * How much a single repetition of the texture is offset from the beginning,\n\t\t * in each direction U and V. Typical range is `0.0` to `1.0`.\n\t\t *\n\t\t * @type {Vector2}\n\t\t * @default (0,0)\n\t\t */this.offset=new Vector2(0,0);\n/**\n\t\t * How many times the texture is repeated across the surface, in each\n\t\t * direction U and V. If repeat is set greater than `1` in either direction,\n\t\t * the corresponding wrap parameter should also be set to `RepeatWrapping`\n\t\t * or `MirroredRepeatWrapping` to achieve the desired tiling effect.\n\t\t *\n\t\t * @type {Vector2}\n\t\t * @default (1,1)\n\t\t */this.repeat=new Vector2(1,1);\n/**\n\t\t * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds\n\t\t * to the center of the texture. Default is `(0, 0)`, the lower left.\n\t\t *\n\t\t * @type {Vector2}\n\t\t * @default (0,0)\n\t\t */this.center=new Vector2(0,0);\n/**\n\t\t * How much the texture is rotated around the center point, in radians.\n\t\t * Positive values are counter-clockwise.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.rotation=0;\n/**\n\t\t * Whether to update the texture's uv-transformation {@link Texture#matrix}\n\t\t * from the properties {@link Texture#offset}, {@link Texture#repeat},\n\t\t * {@link Texture#rotation}, and {@link Texture#center}.\n\t\t *\n\t\t * Set this to `false` if you are specifying the uv-transform matrix directly.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.matrixAutoUpdate=true;\n/**\n\t\t * The uv-transformation matrix of the texture.\n\t\t *\n\t\t * @type {Matrix3}\n\t\t */this.matrix=new Matrix3;\n/**\n\t\t * Whether to generate mipmaps (if possible) for a texture.\n\t\t *\n\t\t * Set this to `false` if you are creating mipmaps manually.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.generateMipmaps=true;\n/**\n\t\t * If set to `true`, the alpha channel, if present, is multiplied into the\n\t\t * color channels when the texture is uploaded to the GPU.\n\t\t *\n\t\t * Note that this property has no effect when using `ImageBitmap`. You need to\n\t\t * configure premultiply alpha on bitmap creation instead.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.premultiplyAlpha=false;\n/**\n\t\t * If set to `true`, the texture is flipped along the vertical axis when\n\t\t * uploaded to the GPU.\n\t\t *\n\t\t * Note that this property has no effect when using `ImageBitmap`. You need to\n\t\t * configure the flip on bitmap creation instead.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.flipY=true;\n/**\n\t\t * Specifies the alignment requirements for the start of each pixel row in memory.\n\t\t * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),\n\t\t * `4` (word-alignment), and `8` (rows start on double-word boundaries).\n\t\t *\n\t\t * @type {number}\n\t\t * @default 4\n\t\t */this.unpackAlignment=4;\n/**\n\t\t * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.\n\t\t *\n\t\t * @type {string}\n\t\t * @default NoColorSpace\n\t\t */this.colorSpace=c;\n/**\n\t\t * An object that can be used to store custom data about the texture. It\n\t\t * should not hold references to functions as these will not be cloned.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.userData={};\n/**\n\t\t * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.\n\t\t *\n\t\t * @type {number}\n\t\t * @readonly\n\t\t * @default 0\n\t\t */this.version=0;\n/**\n\t\t * A callback function, called when the texture is updated (e.g., when\n\t\t * {@link Texture#needsUpdate} has been set to true and then the texture is used).\n\t\t *\n\t\t * @type {?Function}\n\t\t * @default null\n\t\t */this.onUpdate=null;\n/**\n\t\t * An optional back reference to the textures render target.\n\t\t *\n\t\t * @type {?(RenderTarget|WebGLRenderTarget)}\n\t\t * @default null\n\t\t */this.renderTarget=null;\n/**\n\t\t * Indicates whether a texture belongs to a render target or not.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default false\n\t\t */this.isRenderTargetTexture=false;\n/**\n\t\t * Indicates whether this texture should be processed by `PMREMGenerator` or not\n\t\t * (only relevant for render target textures).\n\t\t *\n\t\t * @type {number}\n\t\t * @readonly\n\t\t * @default 0\n\t\t */this.pmremVersion=0}\n/**\n\t * The image object holding the texture data.\n\t *\n\t * @type {?Object}\n\t */get image(){return this.source.data}set image(t=null){this.source.data=t}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)}\n/**\n\t * Copies the values of the given texture to this instance.\n\t *\n\t * @param {Texture} source - The texture to copy.\n\t * @return {Texture} A reference to this instance.\n\t */copy(t){this.name=t.name;this.source=t.source;this.mipmaps=t.mipmaps.slice(0);this.mapping=t.mapping;this.channel=t.channel;this.wrapS=t.wrapS;this.wrapT=t.wrapT;this.magFilter=t.magFilter;this.minFilter=t.minFilter;this.anisotropy=t.anisotropy;this.format=t.format;this.internalFormat=t.internalFormat;this.type=t.type;this.offset.copy(t.offset);this.repeat.copy(t.repeat);this.center.copy(t.center);this.rotation=t.rotation;this.matrixAutoUpdate=t.matrixAutoUpdate;this.matrix.copy(t.matrix);this.generateMipmaps=t.generateMipmaps;this.premultiplyAlpha=t.premultiplyAlpha;this.flipY=t.flipY;this.unpackAlignment=t.unpackAlignment;this.colorSpace=t.colorSpace;this.renderTarget=t.renderTarget;this.isRenderTargetTexture=t.isRenderTargetTexture;this.userData=JSON.parse(JSON.stringify(t.userData));this.needsUpdate=true;return this}\n/**\n\t * Serializes the texture into JSON.\n\t *\n\t * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n\t * @return {Object} A JSON object representing the serialized texture.\n\t * @see {@link ObjectLoader#parse}\n\t */toJSON(t){const e=t===void 0||typeof t===\"string\";if(!e&&t.textures[this.uuid]!==void 0)return t.textures[this.uuid];const s={metadata:{version:4.6,type:\"Texture\",generator:\"Texture.toJSON\"},uuid:this.uuid,name:this.name,image:this.source.toJSON(t).uuid,mapping:this.mapping,channel:this.channel,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,internalFormat:this.internalFormat,type:this.type,colorSpace:this.colorSpace,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,generateMipmaps:this.generateMipmaps,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};Object.keys(this.userData).length>0&&(s.userData=this.userData);e||(t.textures[this.uuid]=s);return s}dispose(){\n/**\n\t\t * Fires when the texture has been disposed of.\n\t\t *\n\t\t * @event Texture#dispose\n\t\t * @type {Object}\n\t\t */\nthis.dispatchEvent({type:\"dispose\"})}\n/**\n\t * Transforms the given uv vector with the textures uv transformation matrix.\n\t *\n\t * @param {Vector2} uv - The uv vector.\n\t * @return {Vector2} The transformed uv vector.\n\t */transformUv(t){if(this.mapping!==ht)return t;t.applyMatrix3(this.matrix);if(t.x<0||t.x>1)switch(this.wrapS){case mt:t.x=t.x-Math.floor(t.x);break;case ft:t.x=t.x<0?0:1;break;case yt:Math.abs(Math.floor(t.x)%2)===1?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x);break}if(t.y<0||t.y>1)switch(this.wrapT){case mt:t.y=t.y-Math.floor(t.y);break;case ft:t.y=t.y<0?0:1;break;case yt:Math.abs(Math.floor(t.y)%2)===1?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y);break}this.flipY&&(t.y=1-t.y);return t}\n/**\n\t * Setting this property to `true` indicates the engine the texture\n\t * must be updated in the next render. This triggers a texture upload\n\t * to the GPU and ensures correct texture parameter configuration.\n\t *\n\t * @type {boolean}\n\t * @default false\n\t * @param {boolean} value\n\t */set needsUpdate(t){if(t===true){this.version++;this.source.needsUpdate=true}}\n/**\n\t * Setting this property to `true` indicates the engine the PMREM\n\t * must be regenerated.\n\t *\n\t * @type {boolean}\n\t * @default false\n\t * @param {boolean} value\n\t */set needsPMREMUpdate(t){t===true&&this.pmremVersion++}}\n/**\n * The default image for all textures.\n *\n * @static\n * @type {?Image}\n * @default null\n */Texture.DEFAULT_IMAGE=null;\n/**\n * The default mapping for all textures.\n *\n * @static\n * @type {number}\n * @default UVMapping\n */Texture.DEFAULT_MAPPING=ht;\n/**\n * The default anisotropy value for all textures.\n *\n * @static\n * @type {number}\n * @default 1\n */Texture.DEFAULT_ANISOTROPY=1;class Vector4{\n/**\n\t * Constructs a new 4D vector.\n\t *\n\t * @param {number} [x=0] - The x value of this vector.\n\t * @param {number} [y=0] - The y value of this vector.\n\t * @param {number} [z=0] - The z value of this vector.\n\t * @param {number} [w=1] - The w value of this vector.\n\t */\nconstructor(t=0,e=0,s=0,i=1){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nVector4.prototype.isVector4=true;\n/**\n\t\t * The x value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */this.x=t;\n/**\n\t\t * The y value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */this.y=e;\n/**\n\t\t * The z value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */this.z=s;\n/**\n\t\t * The w value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */this.w=i}\n/**\n\t * Alias for {@link Vector4#z}.\n\t *\n\t * @type {number}\n\t */get width(){return this.z}set width(t){this.z=t}\n/**\n\t * Alias for {@link Vector4#w}.\n\t *\n\t * @type {number}\n\t */get height(){return this.w}set height(t){this.w=t}\n/**\n\t * Sets the vector components.\n\t *\n\t * @param {number} x - The value of the x component.\n\t * @param {number} y - The value of the y component.\n\t * @param {number} z - The value of the z component.\n\t * @param {number} w - The value of the w component.\n\t * @return {Vector4} A reference to this vector.\n\t */set(t,e,s,i){this.x=t;this.y=e;this.z=s;this.w=i;return this}\n/**\n\t * Sets the vector components to the same value.\n\t *\n\t * @param {number} scalar - The value to set for all vector components.\n\t * @return {Vector4} A reference to this vector.\n\t */setScalar(t){this.x=t;this.y=t;this.z=t;this.w=t;return this}\n/**\n\t * Sets the vector's x component to the given value\n\t *\n\t * @param {number} x - The value to set.\n\t * @return {Vector4} A reference to this vector.\n\t */setX(t){this.x=t;return this}\n/**\n\t * Sets the vector's y component to the given value\n\t *\n\t * @param {number} y - The value to set.\n\t * @return {Vector4} A reference to this vector.\n\t */setY(t){this.y=t;return this}\n/**\n\t * Sets the vector's z component to the given value\n\t *\n\t * @param {number} z - The value to set.\n\t * @return {Vector4} A reference to this vector.\n\t */setZ(t){this.z=t;return this}\n/**\n\t * Sets the vector's w component to the given value\n\t *\n\t * @param {number} w - The value to set.\n\t * @return {Vector4} A reference to this vector.\n\t */setW(t){this.w=t;return this}\n/**\n\t * Allows to set a vector component with an index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y,\n\t * `2` equals to z, `3` equals to w.\n\t * @param {number} value - The value to set.\n\t * @return {Vector4} A reference to this vector.\n\t */setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error(\"index is out of range: \"+t)}return this}\n/**\n\t * Returns the value of the vector component which matches the given index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y,\n\t * `2` equals to z, `3` equals to w.\n\t * @return {number} A vector component value.\n\t */getComponent(t){switch(t){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: \"+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}\n/**\n\t * Copies the values of the given vector to this instance.\n\t *\n\t * @param {Vector3|Vector4} v - The vector to copy.\n\t * @return {Vector4} A reference to this vector.\n\t */copy(t){this.x=t.x;this.y=t.y;this.z=t.z;this.w=t.w!==void 0?t.w:1;return this}\n/**\n\t * Adds the given vector to this instance.\n\t *\n\t * @param {Vector4} v - The vector to add.\n\t * @return {Vector4} A reference to this vector.\n\t */add(t){this.x+=t.x;this.y+=t.y;this.z+=t.z;this.w+=t.w;return this}\n/**\n\t * Adds the given scalar value to all components of this instance.\n\t *\n\t * @param {number} s - The scalar to add.\n\t * @return {Vector4} A reference to this vector.\n\t */addScalar(t){this.x+=t;this.y+=t;this.z+=t;this.w+=t;return this}\n/**\n\t * Adds the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector4} a - The first vector.\n\t * @param {Vector4} b - The second vector.\n\t * @return {Vector4} A reference to this vector.\n\t */addVectors(t,e){this.x=t.x+e.x;this.y=t.y+e.y;this.z=t.z+e.z;this.w=t.w+e.w;return this}\n/**\n\t * Adds the given vector scaled by the given factor to this instance.\n\t *\n\t * @param {Vector4} v - The vector.\n\t * @param {number} s - The factor that scales `v`.\n\t * @return {Vector4} A reference to this vector.\n\t */addScaledVector(t,e){this.x+=t.x*e;this.y+=t.y*e;this.z+=t.z*e;this.w+=t.w*e;return this}\n/**\n\t * Subtracts the given vector from this instance.\n\t *\n\t * @param {Vector4} v - The vector to subtract.\n\t * @return {Vector4} A reference to this vector.\n\t */sub(t){this.x-=t.x;this.y-=t.y;this.z-=t.z;this.w-=t.w;return this}\n/**\n\t * Subtracts the given scalar value from all components of this instance.\n\t *\n\t * @param {number} s - The scalar to subtract.\n\t * @return {Vector4} A reference to this vector.\n\t */subScalar(t){this.x-=t;this.y-=t;this.z-=t;this.w-=t;return this}\n/**\n\t * Subtracts the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector4} a - The first vector.\n\t * @param {Vector4} b - The second vector.\n\t * @return {Vector4} A reference to this vector.\n\t */subVectors(t,e){this.x=t.x-e.x;this.y=t.y-e.y;this.z=t.z-e.z;this.w=t.w-e.w;return this}\n/**\n\t * Multiplies the given vector with this instance.\n\t *\n\t * @param {Vector4} v - The vector to multiply.\n\t * @return {Vector4} A reference to this vector.\n\t */multiply(t){this.x*=t.x;this.y*=t.y;this.z*=t.z;this.w*=t.w;return this}\n/**\n\t * Multiplies the given scalar value with all components of this instance.\n\t *\n\t * @param {number} scalar - The scalar to multiply.\n\t * @return {Vector4} A reference to this vector.\n\t */multiplyScalar(t){this.x*=t;this.y*=t;this.z*=t;this.w*=t;return this}\n/**\n\t * Multiplies this vector with the given 4x4 matrix.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @return {Vector4} A reference to this vector.\n\t */applyMatrix4(t){const e=this.x,s=this.y,i=this.z,r=this.w;const n=t.elements;this.x=n[0]*e+n[4]*s+n[8]*i+n[12]*r;this.y=n[1]*e+n[5]*s+n[9]*i+n[13]*r;this.z=n[2]*e+n[6]*s+n[10]*i+n[14]*r;this.w=n[3]*e+n[7]*s+n[11]*i+n[15]*r;return this}\n/**\n\t * Divides this instance by the given vector.\n\t *\n\t * @param {Vector4} v - The vector to divide.\n\t * @return {Vector4} A reference to this vector.\n\t */divide(t){this.x/=t.x;this.y/=t.y;this.z/=t.z;this.w/=t.w;return this}\n/**\n\t * Divides this vector by the given scalar.\n\t *\n\t * @param {number} scalar - The scalar to divide.\n\t * @return {Vector4} A reference to this vector.\n\t */divideScalar(t){return this.multiplyScalar(1/t)}\n/**\n\t * Sets the x, y and z components of this\n\t * vector to the quaternion's axis and w to the angle.\n\t *\n\t * @param {Quaternion} q - The Quaternion to set.\n\t * @return {Vector4} A reference to this vector.\n\t */setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);if(e<1e-4){this.x=1;this.y=0;this.z=0}else{this.x=t.x/e;this.y=t.y/e;this.z=t.z/e}return this}\n/**\n\t * Sets the x, y and z components of this\n\t * vector to the axis of rotation and w to the angle.\n\t *\n\t * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.\n\t * @return {Vector4} A reference to this vector.\n\t */setAxisAngleFromRotationMatrix(t){let e,s,i,r;const n=.01,o=.1,a=t.elements,h=a[0],c=a[4],l=a[8],u=a[1],d=a[5],p=a[9],m=a[2],f=a[6],y=a[10];if(Math.abs(c-u)<n&&Math.abs(l-m)<n&&Math.abs(p-f)<n){if(Math.abs(c+u)<o&&Math.abs(l+m)<o&&Math.abs(p+f)<o&&Math.abs(h+d+y-3)<o){this.set(1,0,0,0);return this}e=Math.PI;const t=(h+1)/2;const a=(d+1)/2;const g=(y+1)/2;const x=(c+u)/4;const b=(l+m)/4;const M=(p+f)/4;if(t>a&&t>g)if(t<n){s=0;i=.707106781;r=.707106781}else{s=Math.sqrt(t);i=x/s;r=b/s}else if(a>g)if(a<n){s=.707106781;i=0;r=.707106781}else{i=Math.sqrt(a);s=x/i;r=M/i}else if(g<n){s=.707106781;i=.707106781;r=0}else{r=Math.sqrt(g);s=b/r;i=M/r}this.set(s,i,r,e);return this}let g=Math.sqrt((f-p)*(f-p)+(l-m)*(l-m)+(u-c)*(u-c));Math.abs(g)<.001&&(g=1);this.x=(f-p)/g;this.y=(l-m)/g;this.z=(u-c)/g;this.w=Math.acos((h+d+y-1)/2);return this}\n/**\n\t * Sets the vector components to the position elements of the\n\t * given transformation matrix.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @return {Vector4} A reference to this vector.\n\t */setFromMatrixPosition(t){const e=t.elements;this.x=e[12];this.y=e[13];this.z=e[14];this.w=e[15];return this}\n/**\n\t * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w\n\t * value, replace that value with the corresponding min value.\n\t *\n\t * @param {Vector4} v - The vector.\n\t * @return {Vector4} A reference to this vector.\n\t */min(t){this.x=Math.min(this.x,t.x);this.y=Math.min(this.y,t.y);this.z=Math.min(this.z,t.z);this.w=Math.min(this.w,t.w);return this}\n/**\n\t * If this vector's x, y, z or w value is less than the given vector's x, y, z or w\n\t * value, replace that value with the corresponding max value.\n\t *\n\t * @param {Vector4} v - The vector.\n\t * @return {Vector4} A reference to this vector.\n\t */max(t){this.x=Math.max(this.x,t.x);this.y=Math.max(this.y,t.y);this.z=Math.max(this.z,t.z);this.w=Math.max(this.w,t.w);return this}\n/**\n\t * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w\n\t * value, it is replaced by the corresponding value.\n\t * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,\n\t * it is replaced by the corresponding value.\n\t *\n\t * @param {Vector4} min - The minimum x, y and z values.\n\t * @param {Vector4} max - The maximum x, y and z values in the desired range.\n\t * @return {Vector4} A reference to this vector.\n\t */clamp(t,e){this.x=clamp(this.x,t.x,e.x);this.y=clamp(this.y,t.y,e.y);this.z=clamp(this.z,t.z,e.z);this.w=clamp(this.w,t.w,e.w);return this}\n/**\n\t * If this vector's x, y, z or w values are greater than the max value, they are\n\t * replaced by the max value.\n\t * If this vector's x, y, z or w values are less than the min value, they are\n\t * replaced by the min value.\n\t *\n\t * @param {number} minVal - The minimum value the components will be clamped to.\n\t * @param {number} maxVal - The maximum value the components will be clamped to.\n\t * @return {Vector4} A reference to this vector.\n\t */clampScalar(t,e){this.x=clamp(this.x,t,e);this.y=clamp(this.y,t,e);this.z=clamp(this.z,t,e);this.w=clamp(this.w,t,e);return this}\n/**\n\t * If this vector's length is greater than the max value, it is replaced by\n\t * the max value.\n\t * If this vector's length is less than the min value, it is replaced by the\n\t * min value.\n\t *\n\t * @param {number} min - The minimum value the vector length will be clamped to.\n\t * @param {number} max - The maximum value the vector length will be clamped to.\n\t * @return {Vector4} A reference to this vector.\n\t */clampLength(t,e){const s=this.length();return this.divideScalar(s||1).multiplyScalar(clamp(s,t,e))}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=Math.trunc(this.x);this.y=Math.trunc(this.y);this.z=Math.trunc(this.z);this.w=Math.trunc(this.w);return this}negate(){this.x=-this.x;this.y=-this.y;this.z=-this.z;this.w=-this.w;return this}\n/**\n\t * Calculates the dot product of the given vector with this instance.\n\t *\n\t * @param {Vector4} v - The vector to compute the dot product with.\n\t * @return {number} The result of the dot product.\n\t */dot(t){return this.x*t.x+this.y*t.y+this.z*t.z+this.w*t.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)}\n/**\n\t * Sets this vector to a vector with the same direction as this one, but\n\t * with the specified length.\n\t *\n\t * @param {number} length - The new length of this vector.\n\t * @return {Vector4} A reference to this vector.\n\t */setLength(t){return this.normalize().multiplyScalar(t)}\n/**\n\t * Linearly interpolates between the given vector and this instance, where\n\t * alpha is the percent distance along the line - alpha = 0 will be this\n\t * vector, and alpha = 1 will be the given one.\n\t *\n\t * @param {Vector4} v - The vector to interpolate towards.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector4} A reference to this vector.\n\t */lerp(t,e){this.x+=(t.x-this.x)*e;this.y+=(t.y-this.y)*e;this.z+=(t.z-this.z)*e;this.w+=(t.w-this.w)*e;return this}\n/**\n\t * Linearly interpolates between the given vectors, where alpha is the percent\n\t * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n\t * be the second one. The result is stored in this instance.\n\t *\n\t * @param {Vector4} v1 - The first vector.\n\t * @param {Vector4} v2 - The second vector.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector4} A reference to this vector.\n\t */lerpVectors(t,e,s){this.x=t.x+(e.x-t.x)*s;this.y=t.y+(e.y-t.y)*s;this.z=t.z+(e.z-t.z)*s;this.w=t.w+(e.w-t.w)*s;return this}\n/**\n\t * Returns `true` if this vector is equal with the given one.\n\t *\n\t * @param {Vector4} v - The vector to test for equality.\n\t * @return {boolean} Whether this vector is equal with the given one.\n\t */equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z&&t.w===this.w}\n/**\n\t * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,\n\t * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.\n\t *\n\t * @param {Array<number>} array - An array holding the vector component values.\n\t * @param {number} [offset=0] - The offset into the array.\n\t * @return {Vector4} A reference to this vector.\n\t */fromArray(t,e=0){this.x=t[e];this.y=t[e+1];this.z=t[e+2];this.w=t[e+3];return this}\n/**\n\t * Writes the components of this vector to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the vector components.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The vector components.\n\t */toArray(t=[],e=0){t[e]=this.x;t[e+1]=this.y;t[e+2]=this.z;t[e+3]=this.w;return t}\n/**\n\t * Sets the components of this vector from the given buffer attribute.\n\t *\n\t * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n\t * @param {number} index - The index into the attribute.\n\t * @return {Vector4} A reference to this vector.\n\t */fromBufferAttribute(t,e){this.x=t.getX(e);this.y=t.getY(e);this.z=t.getZ(e);this.w=t.getW(e);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}}class RenderTarget extends EventDispatcher{constructor(t=1,e=1,s={}){super();this.isRenderTarget=true;this.width=t;this.height=e;this.depth=1;this.scissor=new Vector4(0,0,t,e);this.scissorTest=false;this.viewport=new Vector4(0,0,t,e);const i={width:t,height:e,depth:1};s=Object.assign({generateMipmaps:false,internalFormat:null,minFilter:wt,depthBuffer:true,stencilBuffer:false,resolveDepthBuffer:true,resolveStencilBuffer:true,depthTexture:null,samples:0,count:1},s);const r=new Texture(i,s.mapping,s.wrapS,s.wrapT,s.magFilter,s.minFilter,s.format,s.type,s.anisotropy,s.colorSpace);r.flipY=false;r.generateMipmaps=s.generateMipmaps;r.internalFormat=s.internalFormat;this.textures=[];const n=s.count;for(let t=0;t<n;t++){this.textures[t]=r.clone();this.textures[t].isRenderTargetTexture=true;this.textures[t].renderTarget=this}this.depthBuffer=s.depthBuffer;this.stencilBuffer=s.stencilBuffer;this.resolveDepthBuffer=s.resolveDepthBuffer;this.resolveStencilBuffer=s.resolveStencilBuffer;this._depthTexture=null;this.depthTexture=s.depthTexture;this.samples=s.samples}get texture(){return this.textures[0]}set texture(t){this.textures[0]=t}set depthTexture(t){this._depthTexture!==null&&(this._depthTexture.renderTarget=null);t!==null&&(t.renderTarget=this);this._depthTexture=t}get depthTexture(){return this._depthTexture}setSize(t,e,s=1){if(this.width!==t||this.height!==e||this.depth!==s){this.width=t;this.height=e;this.depth=s;for(let i=0,r=this.textures.length;i<r;i++){this.textures[i].image.width=t;this.textures[i].image.height=e;this.textures[i].image.depth=s}this.dispose()}this.viewport.set(0,0,t,e);this.scissor.set(0,0,t,e)}clone(){return(new this.constructor).copy(this)}copy(t){this.width=t.width;this.height=t.height;this.depth=t.depth;this.scissor.copy(t.scissor);this.scissorTest=t.scissorTest;this.viewport.copy(t.viewport);this.textures.length=0;for(let e=0,s=t.textures.length;e<s;e++){this.textures[e]=t.textures[e].clone();this.textures[e].isRenderTargetTexture=true;this.textures[e].renderTarget=this;const s=Object.assign({},t.textures[e].image);this.textures[e].source=new Source(s)}this.depthBuffer=t.depthBuffer;this.stencilBuffer=t.stencilBuffer;this.resolveDepthBuffer=t.resolveDepthBuffer;this.resolveStencilBuffer=t.resolveStencilBuffer;t.depthTexture!==null&&(this.depthTexture=t.depthTexture.clone());this.samples=t.samples;return this}dispose(){this.dispatchEvent({type:\"dispose\"})}}class WebGLRenderTarget extends RenderTarget{constructor(t=1,e=1,s={}){super(t,e,s);this.isWebGLRenderTarget=true}}class DataArrayTexture extends Texture{constructor(t=null,e=1,s=1,i=1){super(null);this.isDataArrayTexture=true;this.image={data:t,width:e,height:s,depth:i};this.magFilter=gt;this.minFilter=gt;this.wrapR=ft;this.generateMipmaps=false;this.flipY=false;this.unpackAlignment=1;this.layerUpdates=new Set}addLayerUpdate(t){this.layerUpdates.add(t)}clearLayerUpdates(){this.layerUpdates.clear()}}class WebGLArrayRenderTarget extends WebGLRenderTarget{constructor(t=1,e=1,s=1,i={}){super(t,e,i);this.isWebGLArrayRenderTarget=true;this.depth=s;this.texture=new DataArrayTexture(null,t,e,s);this.texture.isRenderTargetTexture=true}}class Data3DTexture extends Texture{constructor(t=null,e=1,s=1,i=1){super(null);this.isData3DTexture=true;this.image={data:t,width:e,height:s,depth:i};this.magFilter=gt;this.minFilter=gt;this.wrapR=ft;this.generateMipmaps=false;this.flipY=false;this.unpackAlignment=1}}class WebGL3DRenderTarget extends WebGLRenderTarget{constructor(t=1,e=1,s=1,i={}){super(t,e,i);this.isWebGL3DRenderTarget=true;this.depth=s;this.texture=new Data3DTexture(null,t,e,s);this.texture.isRenderTargetTexture=true}}class Quaternion{\n/**\n\t * Constructs a new quaternion.\n\t *\n\t * @param {number} [x=0] - The x value of this quaternion.\n\t * @param {number} [y=0] - The y value of this quaternion.\n\t * @param {number} [z=0] - The z value of this quaternion.\n\t * @param {number} [w=1] - The w value of this quaternion.\n\t */\nconstructor(t=0,e=0,s=0,i=1){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nthis.isQuaternion=true;this._x=t;this._y=e;this._z=s;this._w=i}\n/**\n\t * Interpolates between two quaternions via SLERP. This implementation assumes the\n\t * quaternion data are managed  in flat arrays.\n\t *\n\t * @param {Array<number>} dst - The destination array.\n\t * @param {number} dstOffset - An offset into the destination array.\n\t * @param {Array<number>} src0 - The source array of the first quaternion.\n\t * @param {number} srcOffset0 - An offset into the first source array.\n\t * @param {Array<number>} src1 -  The source array of the second quaternion.\n\t * @param {number} srcOffset1 - An offset into the second source array.\n\t * @param {number} t - The interpolation factor in the range `[0,1]`.\n\t * @see {@link Quaternion#slerp}\n\t */static slerpFlat(t,e,s,i,r,n,o){let a=s[i+0],h=s[i+1],c=s[i+2],l=s[i+3];const u=r[n+0],d=r[n+1],p=r[n+2],m=r[n+3];if(o!==0)if(o!==1){if(l!==m||a!==u||h!==d||c!==p){let t=1-o;const e=a*u+h*d+c*p+l*m,s=e>=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),n=Math.atan2(r,e*s);t=Math.sin(t*n)/r;o=Math.sin(o*n)/r}const r=o*s;a=a*t+u*r;h=h*t+d*r;c=c*t+p*r;l=l*t+m*r;if(t===1-o){const t=1/Math.sqrt(a*a+h*h+c*c+l*l);a*=t;h*=t;c*=t;l*=t}}t[e]=a;t[e+1]=h;t[e+2]=c;t[e+3]=l}else{t[e+0]=u;t[e+1]=d;t[e+2]=p;t[e+3]=m}else{t[e+0]=a;t[e+1]=h;t[e+2]=c;t[e+3]=l}}\n/**\n\t * Multiplies two quaternions. This implementation assumes the quaternion data are managed\n\t * in flat arrays.\n\t *\n\t * @param {Array<number>} dst - The destination array.\n\t * @param {number} dstOffset - An offset into the destination array.\n\t * @param {Array<number>} src0 - The source array of the first quaternion.\n\t * @param {number} srcOffset0 - An offset into the first source array.\n\t * @param {Array<number>} src1 -  The source array of the second quaternion.\n\t * @param {number} srcOffset1 - An offset into the second source array.\n\t * @return {Array<number>} The destination array.\n\t * @see {@link Quaternion#multiplyQuaternions}.\n\t */static multiplyQuaternionsFlat(t,e,s,i,r,n){const o=s[i];const a=s[i+1];const h=s[i+2];const c=s[i+3];const l=r[n];const u=r[n+1];const d=r[n+2];const p=r[n+3];t[e]=o*p+c*l+a*d-h*u;t[e+1]=a*p+c*u+h*l-o*d;t[e+2]=h*p+c*d+o*u-a*l;t[e+3]=c*p-o*l-a*u-h*d;return t}\n/**\n\t * The x value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */get x(){return this._x}set x(t){this._x=t;this._onChangeCallback()}\n/**\n\t * The y value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */get y(){return this._y}set y(t){this._y=t;this._onChangeCallback()}\n/**\n\t * The z value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */get z(){return this._z}set z(t){this._z=t;this._onChangeCallback()}\n/**\n\t * The w value of this quaternion.\n\t *\n\t * @type {number}\n\t * @default 1\n\t */get w(){return this._w}set w(t){this._w=t;this._onChangeCallback()}\n/**\n\t * Sets the quaternion components.\n\t *\n\t * @param {number} x - The x value of this quaternion.\n\t * @param {number} y - The y value of this quaternion.\n\t * @param {number} z - The z value of this quaternion.\n\t * @param {number} w - The w value of this quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */set(t,e,s,i){this._x=t;this._y=e;this._z=s;this._w=i;this._onChangeCallback();return this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}\n/**\n\t * Copies the values of the given quaternion to this instance.\n\t *\n\t * @param {Quaternion} quaternion - The quaternion to copy.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */copy(t){this._x=t.x;this._y=t.y;this._z=t.z;this._w=t.w;this._onChangeCallback();return this}\n/**\n\t * Sets this quaternion from the rotation specified by the given\n\t * Euler angles.\n\t *\n\t * @param {Euler} euler - The Euler angles.\n\t * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */setFromEuler(t,e=true){const s=t._x,i=t._y,r=t._z,n=t._order;const o=Math.cos;const a=Math.sin;const h=o(s/2);const c=o(i/2);const l=o(r/2);const u=a(s/2);const d=a(i/2);const p=a(r/2);switch(n){case\"XYZ\":this._x=u*c*l+h*d*p;this._y=h*d*l-u*c*p;this._z=h*c*p+u*d*l;this._w=h*c*l-u*d*p;break;case\"YXZ\":this._x=u*c*l+h*d*p;this._y=h*d*l-u*c*p;this._z=h*c*p-u*d*l;this._w=h*c*l+u*d*p;break;case\"ZXY\":this._x=u*c*l-h*d*p;this._y=h*d*l+u*c*p;this._z=h*c*p+u*d*l;this._w=h*c*l-u*d*p;break;case\"ZYX\":this._x=u*c*l-h*d*p;this._y=h*d*l+u*c*p;this._z=h*c*p-u*d*l;this._w=h*c*l+u*d*p;break;case\"YZX\":this._x=u*c*l+h*d*p;this._y=h*d*l+u*c*p;this._z=h*c*p-u*d*l;this._w=h*c*l-u*d*p;break;case\"XZY\":this._x=u*c*l-h*d*p;this._y=h*d*l-u*c*p;this._z=h*c*p+u*d*l;this._w=h*c*l+u*d*p;break;default:console.warn(\"THREE.Quaternion: .setFromEuler() encountered an unknown order: \"+n)}e===true&&this._onChangeCallback();return this}\n/**\n\t * Sets this quaternion from the given axis and angle.\n\t *\n\t * @param {Vector3} axis - The normalized axis.\n\t * @param {number} angle - The angle in radians.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */setFromAxisAngle(t,e){const s=e/2,i=Math.sin(s);this._x=t.x*i;this._y=t.y*i;this._z=t.z*i;this._w=Math.cos(s);this._onChangeCallback();return this}\n/**\n\t * Sets this quaternion from the given rotation matrix.\n\t *\n\t * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).\n\t * @return {Quaternion} A reference to this quaternion.\n\t */setFromRotationMatrix(t){const e=t.elements,s=e[0],i=e[4],r=e[8],n=e[1],o=e[5],a=e[9],h=e[2],c=e[6],l=e[10],u=s+o+l;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t;this._x=(c-a)*t;this._y=(r-h)*t;this._z=(n-i)*t}else if(s>o&&s>l){const t=2*Math.sqrt(1+s-o-l);this._w=(c-a)/t;this._x=.25*t;this._y=(i+n)/t;this._z=(r+h)/t}else if(o>l){const t=2*Math.sqrt(1+o-s-l);this._w=(r-h)/t;this._x=(i+n)/t;this._y=.25*t;this._z=(a+c)/t}else{const t=2*Math.sqrt(1+l-s-o);this._w=(n-i)/t;this._x=(r+h)/t;this._y=(a+c)/t;this._z=.25*t}this._onChangeCallback();return this}\n/**\n\t * Sets this quaternion to the rotation required to rotate the direction vector\n\t * `vFrom` to the direction vector `vTo`.\n\t *\n\t * @param {Vector3} vFrom - The first (normalized) direction vector.\n\t * @param {Vector3} vTo - The second (normalized) direction vector.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */setFromUnitVectors(t,e){let s=t.dot(e)+1;if(s<Number.EPSILON){s=0;if(Math.abs(t.x)>Math.abs(t.z)){this._x=-t.y;this._y=t.x;this._z=0;this._w=s}else{this._x=0;this._y=-t.z;this._z=t.y;this._w=s}}else{this._x=t.y*e.z-t.z*e.y;this._y=t.z*e.x-t.x*e.z;this._z=t.x*e.y-t.y*e.x;this._w=s}return this.normalize()}\n/**\n\t * Returns the angle between this quaternion and the given one in radians.\n\t *\n\t * @param {Quaternion} q - The quaternion to compute the angle with.\n\t * @return {number} The angle in radians.\n\t */angleTo(t){return 2*Math.acos(Math.abs(clamp(this.dot(t),-1,1)))}\n/**\n\t * Rotates this quaternion by a given angular step to the given quaternion.\n\t * The method ensures that the final quaternion will not overshoot `q`.\n\t *\n\t * @param {Quaternion} q - The target quaternion.\n\t * @param {number} step - The angular step in radians.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */rotateTowards(t,e){const s=this.angleTo(t);if(s===0)return this;const i=Math.min(1,e/s);this.slerp(t,i);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}\n/**\n\t * Calculates the dot product of this quaternion and the given one.\n\t *\n\t * @param {Quaternion} v - The quaternion to compute the dot product with.\n\t * @return {number} The result of the dot product.\n\t */dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._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 t=this.length();if(t===0){this._x=0;this._y=0;this._z=0;this._w=1}else{t=1/t;this._x=this._x*t;this._y=this._y*t;this._z=this._z*t;this._w=this._w*t}this._onChangeCallback();return this}\n/**\n\t * Multiplies this quaternion by the given one.\n\t *\n\t * @param {Quaternion} q - The quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */multiply(t){return this.multiplyQuaternions(this,t)}\n/**\n\t * Pre-multiplies this quaternion by the given one.\n\t *\n\t * @param {Quaternion} q - The quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */premultiply(t){return this.multiplyQuaternions(t,this)}\n/**\n\t * Multiplies the given quaternions and stores the result in this instance.\n\t *\n\t * @param {Quaternion} a - The first quaternion.\n\t * @param {Quaternion} b - The second quaternion.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */multiplyQuaternions(t,e){const s=t._x,i=t._y,r=t._z,n=t._w;const o=e._x,a=e._y,h=e._z,c=e._w;this._x=s*c+n*o+i*h-r*a;this._y=i*c+n*a+r*o-s*h;this._z=r*c+n*h+s*a-i*o;this._w=n*c-s*o-i*a-r*h;this._onChangeCallback();return this}\n/**\n\t * Performs a spherical linear interpolation between quaternions.\n\t *\n\t * @param {Quaternion} qb - The target quaternion.\n\t * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */slerp(t,e){if(e===0)return this;if(e===1)return this.copy(t);const s=this._x,i=this._y,r=this._z,n=this._w;let o=n*t._w+s*t._x+i*t._y+r*t._z;if(o<0){this._w=-t._w;this._x=-t._x;this._y=-t._y;this._z=-t._z;o=-o}else this.copy(t);if(o>=1){this._w=n;this._x=s;this._y=i;this._z=r;return this}const a=1-o*o;if(a<=Number.EPSILON){const t=1-e;this._w=t*n+e*this._w;this._x=t*s+e*this._x;this._y=t*i+e*this._y;this._z=t*r+e*this._z;this.normalize();return this}const h=Math.sqrt(a);const c=Math.atan2(h,o);const l=Math.sin((1-e)*c)/h,u=Math.sin(e*c)/h;this._w=n*l+this._w*u;this._x=s*l+this._x*u;this._y=i*l+this._y*u;this._z=r*l+this._z*u;this._onChangeCallback();return this}\n/**\n\t * Performs a spherical linear interpolation between the given quaternions\n\t * and stores the result in this quaternion.\n\t *\n\t * @param {Quaternion} qa - The source quaternion.\n\t * @param {Quaternion} qb - The target quaternion.\n\t * @param {number} t - The interpolation factor in the closed interval `[0, 1]`.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */slerpQuaternions(t,e,s){return this.copy(t).slerp(e,s)}random(){const t=2*Math.PI*Math.random();const e=2*Math.PI*Math.random();const s=Math.random();const i=Math.sqrt(1-s);const r=Math.sqrt(s);return this.set(i*Math.sin(t),i*Math.cos(t),r*Math.sin(e),r*Math.cos(e))}\n/**\n\t * Returns `true` if this quaternion is equal with the given one.\n\t *\n\t * @param {Quaternion} quaternion - The quaternion to test for equality.\n\t * @return {boolean} Whether this quaternion is equal with the given one.\n\t */equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}\n/**\n\t * Sets this quaternion's components from the given array.\n\t *\n\t * @param {Array<number>} array - An array holding the quaternion component values.\n\t * @param {number} [offset=0] - The offset into the array.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */fromArray(t,e=0){this._x=t[e];this._y=t[e+1];this._z=t[e+2];this._w=t[e+3];this._onChangeCallback();return this}\n/**\n\t * Writes the components of this quaternion to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the quaternion components.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The quaternion components.\n\t */toArray(t=[],e=0){t[e]=this._x;t[e+1]=this._y;t[e+2]=this._z;t[e+3]=this._w;return t}\n/**\n\t * Sets the components of this quaternion from the given buffer attribute.\n\t *\n\t * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.\n\t * @param {number} index - The index into the attribute.\n\t * @return {Quaternion} A reference to this quaternion.\n\t */fromBufferAttribute(t,e){this._x=t.getX(e);this._y=t.getY(e);this._z=t.getZ(e);this._w=t.getW(e);this._onChangeCallback();return this}toJSON(){return this.toArray()}_onChange(t){this._onChangeCallback=t;return this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x;yield this._y;yield this._z;yield this._w}}class Vector3{\n/**\n\t * Constructs a new 3D vector.\n\t *\n\t * @param {number} [x=0] - The x value of this vector.\n\t * @param {number} [y=0] - The y value of this vector.\n\t * @param {number} [z=0] - The z value of this vector.\n\t */\nconstructor(t=0,e=0,s=0){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nVector3.prototype.isVector3=true;\n/**\n\t\t * The x value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */this.x=t;\n/**\n\t\t * The y value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */this.y=e;\n/**\n\t\t * The z value of this vector.\n\t\t *\n\t\t * @type {number}\n\t\t */this.z=s}\n/**\n\t * Sets the vector components.\n\t *\n\t * @param {number} x - The value of the x component.\n\t * @param {number} y - The value of the y component.\n\t * @param {number} z - The value of the z component.\n\t * @return {Vector3} A reference to this vector.\n\t */set(t,e,s){s===void 0&&(s=this.z);this.x=t;this.y=e;this.z=s;return this}\n/**\n\t * Sets the vector components to the same value.\n\t *\n\t * @param {number} scalar - The value to set for all vector components.\n\t * @return {Vector3} A reference to this vector.\n\t */setScalar(t){this.x=t;this.y=t;this.z=t;return this}\n/**\n\t * Sets the vector's x component to the given value\n\t *\n\t * @param {number} x - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */setX(t){this.x=t;return this}\n/**\n\t * Sets the vector's y component to the given value\n\t *\n\t * @param {number} y - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */setY(t){this.y=t;return this}\n/**\n\t * Sets the vector's z component to the given value\n\t *\n\t * @param {number} z - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */setZ(t){this.z=t;return this}\n/**\n\t * Allows to set a vector component with an index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.\n\t * @param {number} value - The value to set.\n\t * @return {Vector3} A reference to this vector.\n\t */setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error(\"index is out of range: \"+t)}return this}\n/**\n\t * Returns the value of the vector component which matches the given index.\n\t *\n\t * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.\n\t * @return {number} A vector component value.\n\t */getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error(\"index is out of range: \"+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}\n/**\n\t * Copies the values of the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to copy.\n\t * @return {Vector3} A reference to this vector.\n\t */copy(t){this.x=t.x;this.y=t.y;this.z=t.z;return this}\n/**\n\t * Adds the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to add.\n\t * @return {Vector3} A reference to this vector.\n\t */add(t){this.x+=t.x;this.y+=t.y;this.z+=t.z;return this}\n/**\n\t * Adds the given scalar value to all components of this instance.\n\t *\n\t * @param {number} s - The scalar to add.\n\t * @return {Vector3} A reference to this vector.\n\t */addScalar(t){this.x+=t;this.y+=t;this.z+=t;return this}\n/**\n\t * Adds the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */addVectors(t,e){this.x=t.x+e.x;this.y=t.y+e.y;this.z=t.z+e.z;return this}\n/**\n\t * Adds the given vector scaled by the given factor to this instance.\n\t *\n\t * @param {Vector3|Vector4} v - The vector.\n\t * @param {number} s - The factor that scales `v`.\n\t * @return {Vector3} A reference to this vector.\n\t */addScaledVector(t,e){this.x+=t.x*e;this.y+=t.y*e;this.z+=t.z*e;return this}\n/**\n\t * Subtracts the given vector from this instance.\n\t *\n\t * @param {Vector3} v - The vector to subtract.\n\t * @return {Vector3} A reference to this vector.\n\t */sub(t){this.x-=t.x;this.y-=t.y;this.z-=t.z;return this}\n/**\n\t * Subtracts the given scalar value from all components of this instance.\n\t *\n\t * @param {number} s - The scalar to subtract.\n\t * @return {Vector3} A reference to this vector.\n\t */subScalar(t){this.x-=t;this.y-=t;this.z-=t;return this}\n/**\n\t * Subtracts the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */subVectors(t,e){this.x=t.x-e.x;this.y=t.y-e.y;this.z=t.z-e.z;return this}\n/**\n\t * Multiplies the given vector with this instance.\n\t *\n\t * @param {Vector3} v - The vector to multiply.\n\t * @return {Vector3} A reference to this vector.\n\t */multiply(t){this.x*=t.x;this.y*=t.y;this.z*=t.z;return this}\n/**\n\t * Multiplies the given scalar value with all components of this instance.\n\t *\n\t * @param {number} scalar - The scalar to multiply.\n\t * @return {Vector3} A reference to this vector.\n\t */multiplyScalar(t){this.x*=t;this.y*=t;this.z*=t;return this}\n/**\n\t * Multiplies the given vectors and stores the result in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */multiplyVectors(t,e){this.x=t.x*e.x;this.y=t.y*e.y;this.z=t.z*e.z;return this}\n/**\n\t * Applies the given Euler rotation to this vector.\n\t *\n\t * @param {Euler} euler - The Euler angles.\n\t * @return {Vector3} A reference to this vector.\n\t */applyEuler(t){return this.applyQuaternion(ti.setFromEuler(t))}\n/**\n\t * Applies a rotation specified by an axis and an angle to this vector.\n\t *\n\t * @param {Vector3} axis - A normalized vector representing the rotation axis.\n\t * @param {number} angle - The angle in radians.\n\t * @return {Vector3} A reference to this vector.\n\t */applyAxisAngle(t,e){return this.applyQuaternion(ti.setFromAxisAngle(t,e))}\n/**\n\t * Multiplies this vector with the given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The 3x3 matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */applyMatrix3(t){const e=this.x,s=this.y,i=this.z;const r=t.elements;this.x=r[0]*e+r[3]*s+r[6]*i;this.y=r[1]*e+r[4]*s+r[7]*i;this.z=r[2]*e+r[5]*s+r[8]*i;return this}\n/**\n\t * Multiplies this vector by the given normal matrix and normalizes\n\t * the result.\n\t *\n\t * @param {Matrix3} m - The normal matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}\n/**\n\t * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and\n\t * divides by perspective.\n\t *\n\t * @param {Matrix4} m - The matrix to apply.\n\t * @return {Vector3} A reference to this vector.\n\t */applyMatrix4(t){const e=this.x,s=this.y,i=this.z;const r=t.elements;const n=1/(r[3]*e+r[7]*s+r[11]*i+r[15]);this.x=(r[0]*e+r[4]*s+r[8]*i+r[12])*n;this.y=(r[1]*e+r[5]*s+r[9]*i+r[13])*n;this.z=(r[2]*e+r[6]*s+r[10]*i+r[14])*n;return this}\n/**\n\t * Applies the given Quaternion to this vector.\n\t *\n\t * @param {Quaternion} q - The Quaternion.\n\t * @return {Vector3} A reference to this vector.\n\t */applyQuaternion(t){const e=this.x,s=this.y,i=this.z;const r=t.x,n=t.y,o=t.z,a=t.w;const h=2*(n*i-o*s);const c=2*(o*e-r*i);const l=2*(r*s-n*e);this.x=e+a*h+n*l-o*c;this.y=s+a*c+o*h-r*l;this.z=i+a*l+r*c-n*h;return this}\n/**\n\t * Projects this vector from world space into the camera's normalized\n\t * device coordinate (NDC) space.\n\t *\n\t * @param {Camera} camera - The camera.\n\t * @return {Vector3} A reference to this vector.\n\t */project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}\n/**\n\t * Unprojects this vector from the camera's normalized device coordinate (NDC)\n\t * space into world space.\n\t *\n\t * @param {Camera} camera - The camera.\n\t * @return {Vector3} A reference to this vector.\n\t */unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}\n/**\n\t * Transforms the direction of this vector by a matrix (the upper left 3 x 3\n\t * subset of the given 4x4 matrix and then normalizes the result.\n\t *\n\t * @param {Matrix4} m - The matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */transformDirection(t){const e=this.x,s=this.y,i=this.z;const r=t.elements;this.x=r[0]*e+r[4]*s+r[8]*i;this.y=r[1]*e+r[5]*s+r[9]*i;this.z=r[2]*e+r[6]*s+r[10]*i;return this.normalize()}\n/**\n\t * Divides this instance by the given vector.\n\t *\n\t * @param {Vector3} v - The vector to divide.\n\t * @return {Vector3} A reference to this vector.\n\t */divide(t){this.x/=t.x;this.y/=t.y;this.z/=t.z;return this}\n/**\n\t * Divides this vector by the given scalar.\n\t *\n\t * @param {number} scalar - The scalar to divide.\n\t * @return {Vector3} A reference to this vector.\n\t */divideScalar(t){return this.multiplyScalar(1/t)}\n/**\n\t * If this vector's x, y or z value is greater than the given vector's x, y or z\n\t * value, replace that value with the corresponding min value.\n\t *\n\t * @param {Vector3} v - The vector.\n\t * @return {Vector3} A reference to this vector.\n\t */min(t){this.x=Math.min(this.x,t.x);this.y=Math.min(this.y,t.y);this.z=Math.min(this.z,t.z);return this}\n/**\n\t * If this vector's x, y or z value is less than the given vector's x, y or z\n\t * value, replace that value with the corresponding max value.\n\t *\n\t * @param {Vector3} v - The vector.\n\t * @return {Vector3} A reference to this vector.\n\t */max(t){this.x=Math.max(this.x,t.x);this.y=Math.max(this.y,t.y);this.z=Math.max(this.z,t.z);return this}\n/**\n\t * If this vector's x, y or z value is greater than the max vector's x, y or z\n\t * value, it is replaced by the corresponding value.\n\t * If this vector's x, y or z value is less than the min vector's x, y or z value,\n\t * it is replaced by the corresponding value.\n\t *\n\t * @param {Vector3} min - The minimum x, y and z values.\n\t * @param {Vector3} max - The maximum x, y and z values in the desired range.\n\t * @return {Vector3} A reference to this vector.\n\t */clamp(t,e){this.x=clamp(this.x,t.x,e.x);this.y=clamp(this.y,t.y,e.y);this.z=clamp(this.z,t.z,e.z);return this}\n/**\n\t * If this vector's x, y or z values are greater than the max value, they are\n\t * replaced by the max value.\n\t * If this vector's x, y or z values are less than the min value, they are\n\t * replaced by the min value.\n\t *\n\t * @param {number} minVal - The minimum value the components will be clamped to.\n\t * @param {number} maxVal - The maximum value the components will be clamped to.\n\t * @return {Vector3} A reference to this vector.\n\t */clampScalar(t,e){this.x=clamp(this.x,t,e);this.y=clamp(this.y,t,e);this.z=clamp(this.z,t,e);return this}\n/**\n\t * If this vector's length is greater than the max value, it is replaced by\n\t * the max value.\n\t * If this vector's length is less than the min value, it is replaced by the\n\t * min value.\n\t *\n\t * @param {number} min - The minimum value the vector length will be clamped to.\n\t * @param {number} max - The maximum value the vector length will be clamped to.\n\t * @return {Vector3} A reference to this vector.\n\t */clampLength(t,e){const s=this.length();return this.divideScalar(s||1).multiplyScalar(clamp(s,t,e))}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=Math.trunc(this.x);this.y=Math.trunc(this.y);this.z=Math.trunc(this.z);return this}negate(){this.x=-this.x;this.y=-this.y;this.z=-this.z;return this}\n/**\n\t * Calculates the dot product of the given vector with this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the dot product with.\n\t * @return {number} The result of the dot product.\n\t */dot(t){return this.x*t.x+this.y*t.y+this.z*t.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)}\n/**\n\t * Sets this vector to a vector with the same direction as this one, but\n\t * with the specified length.\n\t *\n\t * @param {number} length - The new length of this vector.\n\t * @return {Vector3} A reference to this vector.\n\t */setLength(t){return this.normalize().multiplyScalar(t)}\n/**\n\t * Linearly interpolates between the given vector and this instance, where\n\t * alpha is the percent distance along the line - alpha = 0 will be this\n\t * vector, and alpha = 1 will be the given one.\n\t *\n\t * @param {Vector3} v - The vector to interpolate towards.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector3} A reference to this vector.\n\t */lerp(t,e){this.x+=(t.x-this.x)*e;this.y+=(t.y-this.y)*e;this.z+=(t.z-this.z)*e;return this}\n/**\n\t * Linearly interpolates between the given vectors, where alpha is the percent\n\t * distance along the line - alpha = 0 will be first vector, and alpha = 1 will\n\t * be the second one. The result is stored in this instance.\n\t *\n\t * @param {Vector3} v1 - The first vector.\n\t * @param {Vector3} v2 - The second vector.\n\t * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.\n\t * @return {Vector3} A reference to this vector.\n\t */lerpVectors(t,e,s){this.x=t.x+(e.x-t.x)*s;this.y=t.y+(e.y-t.y)*s;this.z=t.z+(e.z-t.z)*s;return this}\n/**\n\t * Calculates the cross product of the given vector with this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the cross product with.\n\t * @return {Vector3} The result of the cross product.\n\t */cross(t){return this.crossVectors(this,t)}\n/**\n\t * Calculates the cross product of the given vectors and stores the result\n\t * in this instance.\n\t *\n\t * @param {Vector3} a - The first vector.\n\t * @param {Vector3} b - The second vector.\n\t * @return {Vector3} A reference to this vector.\n\t */crossVectors(t,e){const s=t.x,i=t.y,r=t.z;const n=e.x,o=e.y,a=e.z;this.x=i*a-r*o;this.y=r*n-s*a;this.z=s*o-i*n;return this}\n/**\n\t * Projects this vector onto the given one.\n\t *\n\t * @param {Vector3} v - The vector to project to.\n\t * @return {Vector3} A reference to this vector.\n\t */projectOnVector(t){const e=t.lengthSq();if(e===0)return this.set(0,0,0);const s=t.dot(this)/e;return this.copy(t).multiplyScalar(s)}\n/**\n\t * Projects this vector onto a plane by subtracting this\n\t * vector projected onto the plane's normal from this vector.\n\t *\n\t * @param {Vector3} planeNormal - The plane normal.\n\t * @return {Vector3} A reference to this vector.\n\t */projectOnPlane(t){$s.copy(this).projectOnVector(t);return this.sub($s)}\n/**\n\t * Reflects this vector off a plane orthogonal to the given normal vector.\n\t *\n\t * @param {Vector3} normal - The (normalized) normal vector.\n\t * @return {Vector3} A reference to this vector.\n\t */reflect(t){return this.sub($s.copy(t).multiplyScalar(2*this.dot(t)))}\n/**\n\t * Returns the angle between the given vector and this instance in radians.\n\t *\n\t * @param {Vector3} v - The vector to compute the angle with.\n\t * @return {number} The angle in radians.\n\t */angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(e===0)return Math.PI/2;const s=this.dot(t)/e;return Math.acos(clamp(s,-1,1))}\n/**\n\t * Computes the distance from the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the distance to.\n\t * @return {number} The distance.\n\t */distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}\n/**\n\t * Computes the squared distance from the given vector to this instance.\n\t * If you are just comparing the distance with another distance, you should compare\n\t * the distance squared instead as it is slightly more efficient to calculate.\n\t *\n\t * @param {Vector3} v - The vector to compute the squared distance to.\n\t * @return {number} The squared distance.\n\t */distanceToSquared(t){const e=this.x-t.x,s=this.y-t.y,i=this.z-t.z;return e*e+s*s+i*i}\n/**\n\t * Computes the Manhattan distance from the given vector to this instance.\n\t *\n\t * @param {Vector3} v - The vector to compute the Manhattan distance to.\n\t * @return {number} The Manhattan distance.\n\t */manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}\n/**\n\t * Sets the vector components from the given spherical coordinates.\n\t *\n\t * @param {Spherical} s - The spherical coordinates.\n\t * @return {Vector3} A reference to this vector.\n\t */setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}\n/**\n\t * Sets the vector components from the given spherical coordinates.\n\t *\n\t * @param {number} radius - The radius.\n\t * @param {number} phi - The phi angle in radians.\n\t * @param {number} theta - The theta angle in radians.\n\t * @return {Vector3} A reference to this vector.\n\t */setFromSphericalCoords(t,e,s){const i=Math.sin(e)*t;this.x=i*Math.sin(s);this.y=Math.cos(e)*t;this.z=i*Math.cos(s);return this}\n/**\n\t * Sets the vector components from the given cylindrical coordinates.\n\t *\n\t * @param {Cylindrical} c - The cylindrical coordinates.\n\t * @return {Vector3} A reference to this vector.\n\t */setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}\n/**\n\t * Sets the vector components from the given cylindrical coordinates.\n\t *\n\t * @param {number} radius - The radius.\n\t * @param {number} theta - The theta angle in radians.\n\t * @param {number} y - The y value.\n\t * @return {Vector3} A reference to this vector.\n\t */setFromCylindricalCoords(t,e,s){this.x=t*Math.sin(e);this.y=s;this.z=t*Math.cos(e);return this}\n/**\n\t * Sets the vector components to the position elements of the\n\t * given transformation matrix.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */setFromMatrixPosition(t){const e=t.elements;this.x=e[12];this.y=e[13];this.z=e[14];return this}\n/**\n\t * Sets the vector components to the scale elements of the\n\t * given transformation matrix.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @return {Vector3} A reference to this vector.\n\t */setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length();const s=this.setFromMatrixColumn(t,1).length();const i=this.setFromMatrixColumn(t,2).length();this.x=e;this.y=s;this.z=i;return this}\n/**\n\t * Sets the vector components from the specified matrix column.\n\t *\n\t * @param {Matrix4} m - The 4x4 matrix.\n\t * @param {number} index - The column index.\n\t * @return {Vector3} A reference to this vector.\n\t */setFromMatrixColumn(t,e){return this.fromArray(t.elements,e*4)}\n/**\n\t * Sets the vector components from the specified matrix column.\n\t *\n\t * @param {Matrix3} m - The 3x3 matrix.\n\t * @param {number} index - The column index.\n\t * @return {Vector3} A reference to this vector.\n\t */setFromMatrix3Column(t,e){return this.fromArray(t.elements,e*3)}\n/**\n\t * Sets the vector components from the given Euler angles.\n\t *\n\t * @param {Euler} e - The Euler angles to set.\n\t * @return {Vector3} A reference to this vector.\n\t */setFromEuler(t){this.x=t._x;this.y=t._y;this.z=t._z;return this}\n/**\n\t * Sets the vector components from the RGB components of the\n\t * given color.\n\t *\n\t * @param {Color} c - The color to set.\n\t * @return {Vector3} A reference to this vector.\n\t */setFromColor(t){this.x=t.r;this.y=t.g;this.z=t.b;return this}\n/**\n\t * Returns `true` if this vector is equal with the given one.\n\t *\n\t * @param {Vector3} v - The vector to test for equality.\n\t * @return {boolean} Whether this vector is equal with the given one.\n\t */equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}\n/**\n\t * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`\n\t * and z value to be `array[ offset + 2 ]`.\n\t *\n\t * @param {Array<number>} array - An array holding the vector component values.\n\t * @param {number} [offset=0] - The offset into the array.\n\t * @return {Vector3} A reference to this vector.\n\t */fromArray(t,e=0){this.x=t[e];this.y=t[e+1];this.z=t[e+2];return this}\n/**\n\t * Writes the components of this vector to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the vector components.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The vector components.\n\t */toArray(t=[],e=0){t[e]=this.x;t[e+1]=this.y;t[e+2]=this.z;return t}\n/**\n\t * Sets the components of this vector from the given buffer attribute.\n\t *\n\t * @param {BufferAttribute} attribute - The buffer attribute holding vector data.\n\t * @param {number} index - The index into the attribute.\n\t * @return {Vector3} A reference to this vector.\n\t */fromBufferAttribute(t,e){this.x=t.getX(e);this.y=t.getY(e);this.z=t.getZ(e);return this}random(){this.x=Math.random();this.y=Math.random();this.z=Math.random();return this}randomDirection(){const t=Math.random()*Math.PI*2;const e=Math.random()*2-1;const s=Math.sqrt(1-e*e);this.x=s*Math.cos(t);this.y=e;this.z=s*Math.sin(t);return this}*[Symbol.iterator](){yield this.x;yield this.y;yield this.z}}const $s=new Vector3;const ti=new Quaternion;class Box3{\n/**\n\t * Constructs a new bounding box.\n\t *\n\t * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.\n\t * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.\n\t */\nconstructor(t=new Vector3(Infinity,Infinity,Infinity),e=new Vector3(-Infinity,-Infinity,-Infinity)){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nthis.isBox3=true;\n/**\n\t\t * The lower boundary of the box.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.min=t;\n/**\n\t\t * The upper boundary of the box.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.max=e}\n/**\n\t * Sets the lower and upper boundaries of this box.\n\t * Please note that this method only copies the values from the given objects.\n\t *\n\t * @param {Vector3} min - The lower boundary of the box.\n\t * @param {Vector3} max - The upper boundary of the box.\n\t * @return {Box3} A reference to this bounding box.\n\t */set(t,e){this.min.copy(t);this.max.copy(e);return this}\n/**\n\t * Sets the upper and lower bounds of this box so it encloses the position data\n\t * in the given array.\n\t *\n\t * @param {Array<number>} array - An array holding 3D position data.\n\t * @return {Box3} A reference to this bounding box.\n\t */setFromArray(t){this.makeEmpty();for(let e=0,s=t.length;e<s;e+=3)this.expandByPoint(si.fromArray(t,e));return this}\n/**\n\t * Sets the upper and lower bounds of this box so it encloses the position data\n\t * in the given buffer attribute.\n\t *\n\t * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.\n\t * @return {Box3} A reference to this bounding box.\n\t */setFromBufferAttribute(t){this.makeEmpty();for(let e=0,s=t.count;e<s;e++)this.expandByPoint(si.fromBufferAttribute(t,e));return this}\n/**\n\t * Sets the upper and lower bounds of this box so it encloses the position data\n\t * in the given array.\n\t *\n\t * @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.\n\t * @return {Box3} A reference to this bounding box.\n\t */setFromPoints(t){this.makeEmpty();for(let e=0,s=t.length;e<s;e++)this.expandByPoint(t[e]);return this}\n/**\n\t * Centers this box on the given center vector and sets this box's width, height and\n\t * depth to the given size values.\n\t *\n\t * @param {Vector3} center - The center of the box.\n\t * @param {Vector3} size - The x, y and z dimensions of the box.\n\t * @return {Box3} A reference to this bounding box.\n\t */setFromCenterAndSize(t,e){const s=si.copy(e).multiplyScalar(.5);this.min.copy(t).sub(s);this.max.copy(t).add(s);return this}\n/**\n\t * Computes the world-axis-aligned bounding box for the given 3D object\n\t * (including its children), accounting for the object's, and children's,\n\t * world transforms. The function may result in a larger box than strictly necessary.\n\t *\n\t * @param {Object3D} object - The 3D object to compute the bounding box for.\n\t * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest\n\t * world-axis-aligned bounding box at the expense of more computation.\n\t * @return {Box3} A reference to this bounding box.\n\t */setFromObject(t,e=false){this.makeEmpty();return this.expandByObject(t,e)}clone(){return(new this.constructor).copy(this)}\n/**\n\t * Copies the values of the given box to this instance.\n\t *\n\t * @param {Box3} box - The box to copy.\n\t * @return {Box3} A reference to this bounding box.\n\t */copy(t){this.min.copy(t.min);this.max.copy(t.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}\n/**\n\t * Returns the center point of this box.\n\t *\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The center point.\n\t */getCenter(t){return this.isEmpty()?t.set(0,0,0):t.addVectors(this.min,this.max).multiplyScalar(.5)}\n/**\n\t * Returns the dimensions of this box.\n\t *\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The size.\n\t */getSize(t){return this.isEmpty()?t.set(0,0,0):t.subVectors(this.max,this.min)}\n/**\n\t * Expands the boundaries of this box to include the given point.\n\t *\n\t * @param {Vector3} point - The point that should be included by the bounding box.\n\t * @return {Box3} A reference to this bounding box.\n\t */expandByPoint(t){this.min.min(t);this.max.max(t);return this}\n/**\n\t * Expands this box equilaterally by the given vector. The width of this\n\t * box will be expanded by the x component of the vector in both\n\t * directions. The height of this box will be expanded by the y component of\n\t * the vector in both directions. The depth of this box will be\n\t * expanded by the z component of the vector in both directions.\n\t *\n\t * @param {Vector3} vector - The vector that should expand the bounding box.\n\t * @return {Box3} A reference to this bounding box.\n\t */expandByVector(t){this.min.sub(t);this.max.add(t);return this}\n/**\n\t * Expands each dimension of the box by the given scalar. If negative, the\n\t * dimensions of the box will be contracted.\n\t *\n\t * @param {number} scalar - The scalar value that should expand the bounding box.\n\t * @return {Box3} A reference to this bounding box.\n\t */expandByScalar(t){this.min.addScalar(-t);this.max.addScalar(t);return this}\n/**\n\t * Expands the boundaries of this box to include the given 3D object and\n\t * its children, accounting for the object's, and children's, world\n\t * transforms. The function may result in a larger box than strictly\n\t * necessary (unless the precise parameter is set to true).\n\t *\n\t * @param {Object3D} object - The 3D object that should expand the bounding box.\n\t * @param {boolean} precise - If set to `true`, the method expands the bounding box\n\t * as little as necessary at the expense of more computation.\n\t * @return {Box3} A reference to this bounding box.\n\t */expandByObject(t,e=false){t.updateWorldMatrix(false,false);const s=t.geometry;if(s!==void 0){const i=s.getAttribute(\"position\");if(e===true&&i!==void 0&&t.isInstancedMesh!==true)for(let e=0,s=i.count;e<s;e++){t.isMesh===true?t.getVertexPosition(e,si):si.fromBufferAttribute(i,e);si.applyMatrix4(t.matrixWorld);this.expandByPoint(si)}else{if(t.boundingBox!==void 0){t.boundingBox===null&&t.computeBoundingBox();ii.copy(t.boundingBox)}else{s.boundingBox===null&&s.computeBoundingBox();ii.copy(s.boundingBox)}ii.applyMatrix4(t.matrixWorld);this.union(ii)}}const i=t.children;for(let t=0,s=i.length;t<s;t++)this.expandByObject(i[t],e);return this}\n/**\n\t * Returns `true` if the given point lies within or on the boundaries of this box.\n\t *\n\t * @param {Vector3} point - The point to test.\n\t * @return {boolean} Whether the bounding box contains the given point or not.\n\t */containsPoint(t){return t.x>=this.min.x&&t.x<=this.max.x&&t.y>=this.min.y&&t.y<=this.max.y&&t.z>=this.min.z&&t.z<=this.max.z}\n/**\n\t * Returns `true` if this bounding box includes the entirety of the given bounding box.\n\t * If this box and the given one are identical, this function also returns `true`.\n\t *\n\t * @param {Box3} box - The bounding box to test.\n\t * @return {boolean} Whether the bounding box contains the given bounding box or not.\n\t */containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}\n/**\n\t * Returns a point as a proportion of this box's width, height and depth.\n\t *\n\t * @param {Vector3} point - A point in 3D space.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} A point as a proportion of this box's width, height and depth.\n\t */getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}\n/**\n\t * Returns `true` if the given bounding box intersects with this bounding box.\n\t *\n\t * @param {Box3} box - The bounding box to test.\n\t * @return {boolean} Whether the given bounding box intersects with this bounding box.\n\t */intersectsBox(t){return t.max.x>=this.min.x&&t.min.x<=this.max.x&&t.max.y>=this.min.y&&t.min.y<=this.max.y&&t.max.z>=this.min.z&&t.min.z<=this.max.z}\n/**\n\t * Returns `true` if the given bounding sphere intersects with this bounding box.\n\t *\n\t * @param {Sphere} sphere - The bounding sphere to test.\n\t * @return {boolean} Whether the given bounding sphere intersects with this bounding box.\n\t */intersectsSphere(t){this.clampPoint(t.center,si);return si.distanceToSquared(t.center)<=t.radius*t.radius}\n/**\n\t * Returns `true` if the given plane intersects with this bounding box.\n\t *\n\t * @param {Plane} plane - The plane to test.\n\t * @return {boolean} Whether the given plane intersects with this bounding box.\n\t */intersectsPlane(t){let e,s;if(t.normal.x>0){e=t.normal.x*this.min.x;s=t.normal.x*this.max.x}else{e=t.normal.x*this.max.x;s=t.normal.x*this.min.x}if(t.normal.y>0){e+=t.normal.y*this.min.y;s+=t.normal.y*this.max.y}else{e+=t.normal.y*this.max.y;s+=t.normal.y*this.min.y}if(t.normal.z>0){e+=t.normal.z*this.min.z;s+=t.normal.z*this.max.z}else{e+=t.normal.z*this.max.z;s+=t.normal.z*this.min.z}return e<=-t.constant&&s>=-t.constant}\n/**\n\t * Returns `true` if the given triangle intersects with this bounding box.\n\t *\n\t * @param {Triangle} triangle - The triangle to test.\n\t * @return {boolean} Whether the given triangle intersects with this bounding box.\n\t */intersectsTriangle(t){if(this.isEmpty())return false;this.getCenter(li);ui.subVectors(this.max,li);ri.subVectors(t.a,li);ni.subVectors(t.b,li);oi.subVectors(t.c,li);ai.subVectors(ni,ri);hi.subVectors(oi,ni);ci.subVectors(ri,oi);let e=[0,-ai.z,ai.y,0,-hi.z,hi.y,0,-ci.z,ci.y,ai.z,0,-ai.x,hi.z,0,-hi.x,ci.z,0,-ci.x,-ai.y,ai.x,0,-hi.y,hi.x,0,-ci.y,ci.x,0];if(!satForAxes(e,ri,ni,oi,ui))return false;e=[1,0,0,0,1,0,0,0,1];if(!satForAxes(e,ri,ni,oi,ui))return false;di.crossVectors(ai,hi);e=[di.x,di.y,di.z];return satForAxes(e,ri,ni,oi,ui)}\n/**\n\t * Clamps the given point within the bounds of this box.\n\t *\n\t * @param {Vector3} point - The point to clamp.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The clamped point.\n\t */clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}\n/**\n\t * Returns the euclidean distance from any edge of this box to the specified point. If\n\t * the given point lies inside of this box, the distance will be `0`.\n\t *\n\t * @param {Vector3} point - The point to compute the distance to.\n\t * @return {number} The euclidean distance.\n\t */distanceToPoint(t){return this.clampPoint(t,si).distanceTo(t)}\n/**\n\t * Returns a bounding sphere that encloses this bounding box.\n\t *\n\t * @param {Sphere} target - The target sphere that is used to store the method's result.\n\t * @return {Sphere} The bounding sphere that encloses this bounding box.\n\t */getBoundingSphere(t){if(this.isEmpty())t.makeEmpty();else{this.getCenter(t.center);t.radius=this.getSize(si).length()*.5}return t}\n/**\n\t * Computes the intersection of this bounding box and the given one, setting the upper\n\t * bound of this box to the lesser of the two boxes' upper bounds and the\n\t * lower bound of this box to the greater of the two boxes' lower bounds. If\n\t * there's no overlap, makes this box empty.\n\t *\n\t * @param {Box3} box - The bounding box to intersect with.\n\t * @return {Box3} A reference to this bounding box.\n\t */intersect(t){this.min.max(t.min);this.max.min(t.max);this.isEmpty()&&this.makeEmpty();return this}\n/**\n\t * Computes the union of this box and another and the given one, setting the upper\n\t * bound of this box to the greater of the two boxes' upper bounds and the\n\t * lower bound of this box to the lesser of the two boxes' lower bounds.\n\t *\n\t * @param {Box3} box - The bounding box that will be unioned with this instance.\n\t * @return {Box3} A reference to this bounding box.\n\t */union(t){this.min.min(t.min);this.max.max(t.max);return this}\n/**\n\t * Transforms this bounding box by the given 4x4 transformation matrix.\n\t *\n\t * @param {Matrix4} matrix - The transformation matrix.\n\t * @return {Box3} A reference to this bounding box.\n\t */applyMatrix4(t){if(this.isEmpty())return this;ei[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t);ei[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t);ei[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t);ei[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t);ei[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t);ei[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t);ei[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t);ei[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t);this.setFromPoints(ei);return this}\n/**\n\t * Adds the given offset to both the upper and lower bounds of this bounding box,\n\t * effectively moving it in 3D space.\n\t *\n\t * @param {Vector3} offset - The offset that should be used to translate the bounding box.\n\t * @return {Box3} A reference to this bounding box.\n\t */translate(t){this.min.add(t);this.max.add(t);return this}\n/**\n\t * Returns `true` if this bounding box is equal with the given one.\n\t *\n\t * @param {Box3} box - The box to test for equality.\n\t * @return {boolean} Whether this bounding box is equal with the given one.\n\t */equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}const ei=[new Vector3,new Vector3,new Vector3,new Vector3,new Vector3,new Vector3,new Vector3,new Vector3];const si=new Vector3;const ii=new Box3;const ri=new Vector3;const ni=new Vector3;const oi=new Vector3;const ai=new Vector3;const hi=new Vector3;const ci=new Vector3;const li=new Vector3;const ui=new Vector3;const di=new Vector3;const pi=new Vector3;function satForAxes(t,e,s,i,r){for(let n=0,o=t.length-3;n<=o;n+=3){pi.fromArray(t,n);const o=r.x*Math.abs(pi.x)+r.y*Math.abs(pi.y)+r.z*Math.abs(pi.z);const a=e.dot(pi);const h=s.dot(pi);const c=i.dot(pi);if(Math.max(-Math.max(a,h,c),Math.min(a,h,c))>o)return false}return true}const mi=new Box3;const fi=new Vector3;const yi=new Vector3;class Sphere{\n/**\n\t * Constructs a new sphere.\n\t *\n\t * @param {Vector3} [center=(0,0,0)] - The center of the sphere\n\t * @param {number} [radius=-1] - The radius of the sphere.\n\t */\nconstructor(t=new Vector3,e=-1){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nthis.isSphere=true;\n/**\n\t\t * The center of the sphere\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.center=t;\n/**\n\t\t * The radius of the sphere.\n\t\t *\n\t\t * @type {number}\n\t\t */this.radius=e}\n/**\n\t * Sets the sphere's components by copying the given values.\n\t *\n\t * @param {Vector3} center - The center.\n\t * @param {number} radius - The radius.\n\t * @return {Sphere} A reference to this sphere.\n\t */set(t,e){this.center.copy(t);this.radius=e;return this}\n/**\n\t * Computes the minimum bounding sphere for list of points.\n\t * If the optional center point is given, it is used as the sphere's\n\t * center. Otherwise, the center of the axis-aligned bounding box\n\t * encompassing the points is calculated.\n\t *\n\t * @param {Array<Vector3>} points - A list of points in 3D space.\n\t * @param {Vector3} [optionalCenter] - The center of the sphere.\n\t * @return {Sphere} A reference to this sphere.\n\t */setFromPoints(t,e){const s=this.center;e!==void 0?s.copy(e):mi.setFromPoints(t).getCenter(s);let i=0;for(let e=0,r=t.length;e<r;e++)i=Math.max(i,s.distanceToSquared(t[e]));this.radius=Math.sqrt(i);return this}\n/**\n\t * Copies the values of the given sphere to this instance.\n\t *\n\t * @param {Sphere} sphere - The sphere to copy.\n\t * @return {Sphere} A reference to this sphere.\n\t */copy(t){this.center.copy(t.center);this.radius=t.radius;return this}isEmpty(){return this.radius<0}makeEmpty(){this.center.set(0,0,0);this.radius=-1;return this}\n/**\n\t * Returns `true` if this sphere contains the given point inclusive of\n\t * the surface of the sphere.\n\t *\n\t * @param {Vector3} point - The point to check.\n\t * @return {boolean} Whether this sphere contains the given point or not.\n\t */containsPoint(t){return t.distanceToSquared(this.center)<=this.radius*this.radius}\n/**\n\t * Returns the closest distance from the boundary of the sphere to the\n\t * given point. If the sphere contains the point, the distance will\n\t * be negative.\n\t *\n\t * @param {Vector3} point - The point to compute the distance to.\n\t * @return {number} The distance to the point.\n\t */distanceToPoint(t){return t.distanceTo(this.center)-this.radius}\n/**\n\t * Returns `true` if this sphere intersects with the given one.\n\t *\n\t * @param {Sphere} sphere - The sphere to test.\n\t * @return {boolean} Whether this sphere intersects with the given one or not.\n\t */intersectsSphere(t){const e=this.radius+t.radius;return t.center.distanceToSquared(this.center)<=e*e}\n/**\n\t * Returns `true` if this sphere intersects with the given box.\n\t *\n\t * @param {Box3} box - The box to test.\n\t * @return {boolean} Whether this sphere intersects with the given box or not.\n\t */intersectsBox(t){return t.intersectsSphere(this)}\n/**\n\t * Returns `true` if this sphere intersects with the given plane.\n\t *\n\t * @param {Plane} plane - The plane to test.\n\t * @return {boolean} Whether this sphere intersects with the given plane or not.\n\t */intersectsPlane(t){return Math.abs(t.distanceToPoint(this.center))<=this.radius}\n/**\n\t * Clamps a point within the sphere. If the point is outside the sphere, it\n\t * will clamp it to the closest point on the edge of the sphere. Points\n\t * already inside the sphere will not be affected.\n\t *\n\t * @param {Vector3} point - The plane to clamp.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The clamped point.\n\t */clampPoint(t,e){const s=this.center.distanceToSquared(t);e.copy(t);if(s>this.radius*this.radius){e.sub(this.center).normalize();e.multiplyScalar(this.radius).add(this.center)}return e}\n/**\n\t * Returns a bounding box that encloses this sphere.\n\t *\n\t * @param {Box3} target - The target box that is used to store the method's result.\n\t * @return {Box3} The bounding box that encloses this sphere.\n\t */getBoundingBox(t){if(this.isEmpty()){t.makeEmpty();return t}t.set(this.center,this.center);t.expandByScalar(this.radius);return t}\n/**\n\t * Transforms this sphere with the given 4x4 transformation matrix.\n\t *\n\t * @param {Matrix4} matrix - The transformation matrix.\n\t * @return {Sphere} A reference to this sphere.\n\t */applyMatrix4(t){this.center.applyMatrix4(t);this.radius=this.radius*t.getMaxScaleOnAxis();return this}\n/**\n\t * Translates the sphere's center by the given offset.\n\t *\n\t * @param {Vector3} offset - The offset.\n\t * @return {Sphere} A reference to this sphere.\n\t */translate(t){this.center.add(t);return this}\n/**\n\t * Expands the boundaries of this sphere to include the given point.\n\t *\n\t * @param {Vector3} point - The point to include.\n\t * @return {Sphere} A reference to this sphere.\n\t */expandByPoint(t){if(this.isEmpty()){this.center.copy(t);this.radius=0;return this}fi.subVectors(t,this.center);const e=fi.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e);const s=.5*(t-this.radius);this.center.addScaledVector(fi,s/t);this.radius+=s}return this}\n/**\n\t * Expands this sphere to enclose both the original sphere and the given sphere.\n\t *\n\t * @param {Sphere} sphere - The sphere to include.\n\t * @return {Sphere} A reference to this sphere.\n\t */union(t){if(t.isEmpty())return this;if(this.isEmpty()){this.copy(t);return this}if(this.center.equals(t.center)===true)this.radius=Math.max(this.radius,t.radius);else{yi.subVectors(t.center,this.center).setLength(t.radius);this.expandByPoint(fi.copy(t.center).add(yi));this.expandByPoint(fi.copy(t.center).sub(yi))}return this}\n/**\n\t * Returns `true` if this sphere is equal with the given one.\n\t *\n\t * @param {Sphere} sphere - The sphere to test for equality.\n\t * @return {boolean} Whether this bounding sphere is equal with the given one.\n\t */equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const gi=new Vector3;const xi=new Vector3;const bi=new Vector3;const vi=new Vector3;const Mi=new Vector3;const wi=new Vector3;const Si=new Vector3;class Ray{\n/**\n\t * Constructs a new ray.\n\t *\n\t * @param {Vector3} [origin=(0,0,0)] - The origin of the ray.\n\t * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.\n\t */\nconstructor(t=new Vector3,e=new Vector3(0,0,-1)){\n/**\n\t\t * The origin of the ray.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */\nthis.origin=t;\n/**\n\t\t * The (normalized) direction of the ray.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.direction=e}\n/**\n\t * Sets the ray's components by copying the given values.\n\t *\n\t * @param {Vector3} origin - The origin.\n\t * @param {Vector3} direction - The direction.\n\t * @return {Ray} A reference to this ray.\n\t */set(t,e){this.origin.copy(t);this.direction.copy(e);return this}\n/**\n\t * Copies the values of the given ray to this instance.\n\t *\n\t * @param {Ray} ray - The ray to copy.\n\t * @return {Ray} A reference to this ray.\n\t */copy(t){this.origin.copy(t.origin);this.direction.copy(t.direction);return this}\n/**\n\t * Returns a vector that is located at a given distance along this ray.\n\t *\n\t * @param {number} t - The distance along the ray to retrieve a position for.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} A position on the ray.\n\t */at(t,e){return e.copy(this.origin).addScaledVector(this.direction,t)}\n/**\n\t * Adjusts the direction of the ray to point at the given vector in world space.\n\t *\n\t * @param {Vector3} v - The target position.\n\t * @return {Ray} A reference to this ray.\n\t */lookAt(t){this.direction.copy(t).sub(this.origin).normalize();return this}\n/**\n\t * Shift the origin of this ray along its direction by the given distance.\n\t *\n\t * @param {number} t - The distance along the ray to interpolate.\n\t * @return {Ray} A reference to this ray.\n\t */recast(t){this.origin.copy(this.at(t,gi));return this}\n/**\n\t * Returns the point along this ray that is closest to the given point.\n\t *\n\t * @param {Vector3} point - A point in 3D space to get the closet location on the ray for.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The closest point on this ray.\n\t */closestPointToPoint(t,e){e.subVectors(t,this.origin);const s=e.dot(this.direction);return s<0?e.copy(this.origin):e.copy(this.origin).addScaledVector(this.direction,s)}\n/**\n\t * Returns the distance of the closest approach between this ray and the given point.\n\t *\n\t * @param {Vector3} point - A point in 3D space to compute the distance to.\n\t * @return {number} The distance.\n\t */distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}\n/**\n\t * Returns the squared distance of the closest approach between this ray and the given point.\n\t *\n\t * @param {Vector3} point - A point in 3D space to compute the distance to.\n\t * @return {number} The squared distance.\n\t */distanceSqToPoint(t){const e=gi.subVectors(t,this.origin).dot(this.direction);if(e<0)return this.origin.distanceToSquared(t);gi.copy(this.origin).addScaledVector(this.direction,e);return gi.distanceToSquared(t)}\n/**\n\t * Returns the squared distance between this ray and the given line segment.\n\t *\n\t * @param {Vector3} v0 - The start point of the line segment.\n\t * @param {Vector3} v1 - The end point of the line segment.\n\t * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.\n\t * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.\n\t * @return {number} The squared distance.\n\t */distanceSqToSegment(t,e,s,i){xi.copy(t).add(e).multiplyScalar(.5);bi.copy(e).sub(t).normalize();vi.copy(this.origin).sub(xi);const r=t.distanceTo(e)*.5;const n=-this.direction.dot(bi);const o=vi.dot(this.direction);const a=-vi.dot(bi);const h=vi.lengthSq();const c=Math.abs(1-n*n);let l,u,d,p;if(c>0){l=n*a-o;u=n*o-a;p=r*c;if(l>=0)if(u>=-p)if(u<=p){const t=1/c;l*=t;u*=t;d=l*(l+n*u+2*o)+u*(n*l+u+2*a)+h}else{u=r;l=Math.max(0,-(n*u+o));d=-l*l+u*(u+2*a)+h}else{u=-r;l=Math.max(0,-(n*u+o));d=-l*l+u*(u+2*a)+h}else if(u<=-p){l=Math.max(0,-(-n*r+o));u=l>0?-r:Math.min(Math.max(-r,-a),r);d=-l*l+u*(u+2*a)+h}else if(u<=p){l=0;u=Math.min(Math.max(-r,-a),r);d=u*(u+2*a)+h}else{l=Math.max(0,-(n*r+o));u=l>0?r:Math.min(Math.max(-r,-a),r);d=-l*l+u*(u+2*a)+h}}else{u=n>0?-r:r;l=Math.max(0,-(n*u+o));d=-l*l+u*(u+2*a)+h}s&&s.copy(this.origin).addScaledVector(this.direction,l);i&&i.copy(xi).addScaledVector(bi,u);return d}\n/**\n\t * Intersects this ray with the given sphere, returning the intersection\n\t * point or `null` if there is no intersection.\n\t *\n\t * @param {Sphere} sphere - The sphere to intersect.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {?Vector3} The intersection point.\n\t */intersectSphere(t,e){gi.subVectors(t.center,this.origin);const s=gi.dot(this.direction);const i=gi.dot(gi)-s*s;const r=t.radius*t.radius;if(i>r)return null;const n=Math.sqrt(r-i);const o=s-n;const a=s+n;return a<0?null:o<0?this.at(a,e):this.at(o,e)}\n/**\n\t * Returns `true` if this ray intersects with the given sphere.\n\t *\n\t * @param {Sphere} sphere - The sphere to intersect.\n\t * @return {boolean} Whether this ray intersects with the given sphere or not.\n\t */intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}\n/**\n\t * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray\n\t * does not intersect with the plane.\n\t *\n\t * @param {Plane} plane - The plane to compute the distance to.\n\t * @return {?number} Whether this ray intersects with the given sphere or not.\n\t */distanceToPlane(t){const e=t.normal.dot(this.direction);if(e===0)return t.distanceToPoint(this.origin)===0?0:null;const s=-(this.origin.dot(t.normal)+t.constant)/e;return s>=0?s:null}\n/**\n\t * Intersects this ray with the given plane, returning the intersection\n\t * point or `null` if there is no intersection.\n\t *\n\t * @param {Plane} plane - The plane to intersect.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {?Vector3} The intersection point.\n\t */intersectPlane(t,e){const s=this.distanceToPlane(t);return s===null?null:this.at(s,e)}\n/**\n\t * Returns `true` if this ray intersects with the given plane.\n\t *\n\t * @param {Plane} plane - The plane to intersect.\n\t * @return {boolean} Whether this ray intersects with the given plane or not.\n\t */intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(e===0)return true;const s=t.normal.dot(this.direction);return s*e<0}\n/**\n\t * Intersects this ray with the given bounding box, returning the intersection\n\t * point or `null` if there is no intersection.\n\t *\n\t * @param {Box3} box - The box to intersect.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {?Vector3} The intersection point.\n\t */intersectBox(t,e){let s,i,r,n,o,a;const h=1/this.direction.x,c=1/this.direction.y,l=1/this.direction.z;const u=this.origin;if(h>=0){s=(t.min.x-u.x)*h;i=(t.max.x-u.x)*h}else{s=(t.max.x-u.x)*h;i=(t.min.x-u.x)*h}if(c>=0){r=(t.min.y-u.y)*c;n=(t.max.y-u.y)*c}else{r=(t.max.y-u.y)*c;n=(t.min.y-u.y)*c}if(s>n||r>i)return null;(r>s||isNaN(s))&&(s=r);(n<i||isNaN(i))&&(i=n);if(l>=0){o=(t.min.z-u.z)*l;a=(t.max.z-u.z)*l}else{o=(t.max.z-u.z)*l;a=(t.min.z-u.z)*l}if(s>a||o>i)return null;(o>s||s!==s)&&(s=o);(a<i||i!==i)&&(i=a);return i<0?null:this.at(s>=0?s:i,e)}\n/**\n\t * Returns `true` if this ray intersects with the given box.\n\t *\n\t * @param {Box3} box - The box to intersect.\n\t * @return {boolean} Whether this ray intersects with the given box or not.\n\t */intersectsBox(t){return this.intersectBox(t,gi)!==null}\n/**\n\t * Intersects this ray with the given triangle, returning the intersection\n\t * point or `null` if there is no intersection.\n\t *\n\t * @param {Vector3} a - The first vertex of the triangle.\n\t * @param {Vector3} b - The second vertex of the triangle.\n\t * @param {Vector3} c - The third vertex of the triangle.\n\t * @param {boolean} backfaceCulling - Whether to use backface culling or not.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {?Vector3} The intersection point.\n\t */intersectTriangle(t,e,s,i,r){Mi.subVectors(e,t);wi.subVectors(s,t);Si.crossVectors(Mi,wi);let n=this.direction.dot(Si);let o;if(n>0){if(i)return null;o=1}else{if(!(n<0))return null;o=-1;n=-n}vi.subVectors(this.origin,t);const a=o*this.direction.dot(wi.crossVectors(vi,wi));if(a<0)return null;const h=o*this.direction.dot(Mi.cross(vi));if(h<0)return null;if(a+h>n)return null;const c=-o*vi.dot(Si);return c<0?null:this.at(c/n,r)}\n/**\n\t * Transforms this ray with the given 4x4 transformation matrix.\n\t *\n\t * @param {Matrix4} matrix4 - The transformation matrix.\n\t * @return {Ray} A reference to this ray.\n\t */applyMatrix4(t){this.origin.applyMatrix4(t);this.direction.transformDirection(t);return this}\n/**\n\t * Returns `true` if this ray is equal with the given one.\n\t *\n\t * @param {Ray} ray - The ray to test for equality.\n\t * @return {boolean} Whether this ray is equal with the given one.\n\t */equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class Matrix4{\n/**\n\t * Constructs a new 4x4 matrix. The arguments are supposed to be\n\t * in row-major order. If no arguments are provided, the constructor\n\t * initializes the matrix as an identity matrix.\n\t *\n\t * @param {number} [n11] - 1-1 matrix element.\n\t * @param {number} [n12] - 1-2 matrix element.\n\t * @param {number} [n13] - 1-3 matrix element.\n\t * @param {number} [n14] - 1-4 matrix element.\n\t * @param {number} [n21] - 2-1 matrix element.\n\t * @param {number} [n22] - 2-2 matrix element.\n\t * @param {number} [n23] - 2-3 matrix element.\n\t * @param {number} [n24] - 2-4 matrix element.\n\t * @param {number} [n31] - 3-1 matrix element.\n\t * @param {number} [n32] - 3-2 matrix element.\n\t * @param {number} [n33] - 3-3 matrix element.\n\t * @param {number} [n34] - 3-4 matrix element.\n\t * @param {number} [n41] - 4-1 matrix element.\n\t * @param {number} [n42] - 4-2 matrix element.\n\t * @param {number} [n43] - 4-3 matrix element.\n\t * @param {number} [n44] - 4-4 matrix element.\n\t */\nconstructor(t,e,s,i,r,n,o,a,h,c,l,u,d,p,m,f){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nMatrix4.prototype.isMatrix4=true;\n/**\n\t\t * A column-major list of matrix values.\n\t\t *\n\t\t * @type {Array<number>}\n\t\t */this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1];t!==void 0&&this.set(t,e,s,i,r,n,o,a,h,c,l,u,d,p,m,f)}\n/**\n\t * Sets the elements of the matrix.The arguments are supposed to be\n\t * in row-major order.\n\t *\n\t * @param {number} [n11] - 1-1 matrix element.\n\t * @param {number} [n12] - 1-2 matrix element.\n\t * @param {number} [n13] - 1-3 matrix element.\n\t * @param {number} [n14] - 1-4 matrix element.\n\t * @param {number} [n21] - 2-1 matrix element.\n\t * @param {number} [n22] - 2-2 matrix element.\n\t * @param {number} [n23] - 2-3 matrix element.\n\t * @param {number} [n24] - 2-4 matrix element.\n\t * @param {number} [n31] - 3-1 matrix element.\n\t * @param {number} [n32] - 3-2 matrix element.\n\t * @param {number} [n33] - 3-3 matrix element.\n\t * @param {number} [n34] - 3-4 matrix element.\n\t * @param {number} [n41] - 4-1 matrix element.\n\t * @param {number} [n42] - 4-2 matrix element.\n\t * @param {number} [n43] - 4-3 matrix element.\n\t * @param {number} [n44] - 4-4 matrix element.\n\t * @return {Matrix4} A reference to this matrix.\n\t */set(t,e,s,i,r,n,o,a,h,c,l,u,d,p,m,f){const y=this.elements;y[0]=t;y[4]=e;y[8]=s;y[12]=i;y[1]=r;y[5]=n;y[9]=o;y[13]=a;y[2]=h;y[6]=c;y[10]=l;y[14]=u;y[3]=d;y[7]=p;y[11]=m;y[15]=f;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)}\n/**\n\t * Copies the values of the given matrix to this instance.\n\t *\n\t * @param {Matrix4} m - The matrix to copy.\n\t * @return {Matrix4} A reference to this matrix.\n\t */copy(t){const e=this.elements;const s=t.elements;e[0]=s[0];e[1]=s[1];e[2]=s[2];e[3]=s[3];e[4]=s[4];e[5]=s[5];e[6]=s[6];e[7]=s[7];e[8]=s[8];e[9]=s[9];e[10]=s[10];e[11]=s[11];e[12]=s[12];e[13]=s[13];e[14]=s[14];e[15]=s[15];return this}\n/**\n\t * Copies the translation component of the given matrix\n\t * into this matrix's translation component.\n\t *\n\t * @param {Matrix4} m - The matrix to copy the translation component.\n\t * @return {Matrix4} A reference to this matrix.\n\t */copyPosition(t){const e=this.elements,s=t.elements;e[12]=s[12];e[13]=s[13];e[14]=s[14];return this}\n/**\n\t * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The 3x3 matrix.\n\t * @return {Matrix4} A reference to this matrix.\n\t */setFromMatrix3(t){const e=t.elements;this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1);return this}\n/**\n\t * Extracts the basis of this matrix into the three axis vectors provided.\n\t *\n\t * @param {Vector3} xAxis - The basis's x axis.\n\t * @param {Vector3} yAxis - The basis's y axis.\n\t * @param {Vector3} zAxis - The basis's z axis.\n\t * @return {Matrix4} A reference to this matrix.\n\t */extractBasis(t,e,s){t.setFromMatrixColumn(this,0);e.setFromMatrixColumn(this,1);s.setFromMatrixColumn(this,2);return this}\n/**\n\t * Sets the given basis vectors to this matrix.\n\t *\n\t * @param {Vector3} xAxis - The basis's x axis.\n\t * @param {Vector3} yAxis - The basis's y axis.\n\t * @param {Vector3} zAxis - The basis's z axis.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeBasis(t,e,s){this.set(t.x,e.x,s.x,0,t.y,e.y,s.y,0,t.z,e.z,s.z,0,0,0,0,1);return this}\n/**\n\t * Extracts the rotation component of the given matrix\n\t * into this matrix's rotation component.\n\t *\n\t * Note: This method does not support reflection matrices.\n\t *\n\t * @param {Matrix4} m - The matrix.\n\t * @return {Matrix4} A reference to this matrix.\n\t */extractRotation(t){const e=this.elements;const s=t.elements;const i=1/Ai.setFromMatrixColumn(t,0).length();const r=1/Ai.setFromMatrixColumn(t,1).length();const n=1/Ai.setFromMatrixColumn(t,2).length();e[0]=s[0]*i;e[1]=s[1]*i;e[2]=s[2]*i;e[3]=0;e[4]=s[4]*r;e[5]=s[5]*r;e[6]=s[6]*r;e[7]=0;e[8]=s[8]*n;e[9]=s[9]*n;e[10]=s[10]*n;e[11]=0;e[12]=0;e[13]=0;e[14]=0;e[15]=1;return this}\n/**\n\t * Sets the rotation component (the upper left 3x3 matrix) of this matrix to\n\t * the rotation specified by the given Euler angles. The rest of\n\t * the matrix is set to the identity. Depending on the {@link Euler#order},\n\t * there are six possible outcomes. See [this page]{@link https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix}\n\t * for a complete list.\n\t *\n\t * @param {Euler} euler - The Euler angles.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeRotationFromEuler(t){const e=this.elements;const s=t.x,i=t.y,r=t.z;const n=Math.cos(s),o=Math.sin(s);const a=Math.cos(i),h=Math.sin(i);const c=Math.cos(r),l=Math.sin(r);if(t.order===\"XYZ\"){const t=n*c,s=n*l,i=o*c,r=o*l;e[0]=a*c;e[4]=-a*l;e[8]=h;e[1]=s+i*h;e[5]=t-r*h;e[9]=-o*a;e[2]=r-t*h;e[6]=i+s*h;e[10]=n*a}else if(t.order===\"YXZ\"){const t=a*c,s=a*l,i=h*c,r=h*l;e[0]=t+r*o;e[4]=i*o-s;e[8]=n*h;e[1]=n*l;e[5]=n*c;e[9]=-o;e[2]=s*o-i;e[6]=r+t*o;e[10]=n*a}else if(t.order===\"ZXY\"){const t=a*c,s=a*l,i=h*c,r=h*l;e[0]=t-r*o;e[4]=-n*l;e[8]=i+s*o;e[1]=s+i*o;e[5]=n*c;e[9]=r-t*o;e[2]=-n*h;e[6]=o;e[10]=n*a}else if(t.order===\"ZYX\"){const t=n*c,s=n*l,i=o*c,r=o*l;e[0]=a*c;e[4]=i*h-s;e[8]=t*h+r;e[1]=a*l;e[5]=r*h+t;e[9]=s*h-i;e[2]=-h;e[6]=o*a;e[10]=n*a}else if(t.order===\"YZX\"){const t=n*a,s=n*h,i=o*a,r=o*h;e[0]=a*c;e[4]=r-t*l;e[8]=i*l+s;e[1]=l;e[5]=n*c;e[9]=-o*c;e[2]=-h*c;e[6]=s*l+i;e[10]=t-r*l}else if(t.order===\"XZY\"){const t=n*a,s=n*h,i=o*a,r=o*h;e[0]=a*c;e[4]=-l;e[8]=h*c;e[1]=t*l+r;e[5]=n*c;e[9]=s*l-i;e[2]=i*l-s;e[6]=o*c;e[10]=r*l+t}e[3]=0;e[7]=0;e[11]=0;e[12]=0;e[13]=0;e[14]=0;e[15]=1;return this}\n/**\n\t * Sets the rotation component of this matrix to the rotation specified by\n\t * the given Quaternion as outlined [here]{@link https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion}\n\t * The rest of the matrix is set to the identity.\n\t *\n\t * @param {Quaternion} q - The Quaternion.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeRotationFromQuaternion(t){return this.compose(Ti,t,Ci)}\n/**\n\t * Sets the rotation component of the transformation matrix, looking from `eye` towards\n\t * `target`, and oriented by the up-direction.\n\t *\n\t * @param {Vector3} eye - The eye vector.\n\t * @param {Vector3} target - The target vector.\n\t * @param {Vector3} up - The up vector.\n\t * @return {Matrix4} A reference to this matrix.\n\t */lookAt(t,e,s){const i=this.elements;Ii.subVectors(t,e);Ii.lengthSq()===0&&(Ii.z=1);Ii.normalize();zi.crossVectors(s,Ii);if(zi.lengthSq()===0){Math.abs(s.z)===1?Ii.x+=1e-4:Ii.z+=1e-4;Ii.normalize();zi.crossVectors(s,Ii)}zi.normalize();Bi.crossVectors(Ii,zi);i[0]=zi.x;i[4]=Bi.x;i[8]=Ii.x;i[1]=zi.y;i[5]=Bi.y;i[9]=Ii.y;i[2]=zi.z;i[6]=Bi.z;i[10]=Ii.z;return this}\n/**\n\t * Post-multiplies this matrix by the given 4x4 matrix.\n\t *\n\t * @param {Matrix4} m - The matrix to multiply with.\n\t * @return {Matrix4} A reference to this matrix.\n\t */multiply(t){return this.multiplyMatrices(this,t)}\n/**\n\t * Pre-multiplies this matrix by the given 4x4 matrix.\n\t *\n\t * @param {Matrix4} m - The matrix to multiply with.\n\t * @return {Matrix4} A reference to this matrix.\n\t */premultiply(t){return this.multiplyMatrices(t,this)}\n/**\n\t * Multiples the given 4x4 matrices and stores the result\n\t * in this matrix.\n\t *\n\t * @param {Matrix4} a - The first matrix.\n\t * @param {Matrix4} b - The second matrix.\n\t * @return {Matrix4} A reference to this matrix.\n\t */multiplyMatrices(t,e){const s=t.elements;const i=e.elements;const r=this.elements;const n=s[0],o=s[4],a=s[8],h=s[12];const c=s[1],l=s[5],u=s[9],d=s[13];const p=s[2],m=s[6],f=s[10],y=s[14];const g=s[3],x=s[7],b=s[11],M=s[15];const w=i[0],S=i[4],A=i[8],_=i[12];const T=i[1],C=i[5],z=i[9],B=i[13];const I=i[2],V=i[6],P=i[10],L=i[14];const k=i[3],R=i[7],E=i[11],O=i[15];r[0]=n*w+o*T+a*I+h*k;r[4]=n*S+o*C+a*V+h*R;r[8]=n*A+o*z+a*P+h*E;r[12]=n*_+o*B+a*L+h*O;r[1]=c*w+l*T+u*I+d*k;r[5]=c*S+l*C+u*V+d*R;r[9]=c*A+l*z+u*P+d*E;r[13]=c*_+l*B+u*L+d*O;r[2]=p*w+m*T+f*I+y*k;r[6]=p*S+m*C+f*V+y*R;r[10]=p*A+m*z+f*P+y*E;r[14]=p*_+m*B+f*L+y*O;r[3]=g*w+x*T+b*I+M*k;r[7]=g*S+x*C+b*V+M*R;r[11]=g*A+x*z+b*P+M*E;r[15]=g*_+x*B+b*L+M*O;return this}\n/**\n\t * Multiplies every component of the matrix by the given scalar.\n\t *\n\t * @param {number} s - The scalar.\n\t * @return {Matrix4} A reference to this matrix.\n\t */multiplyScalar(t){const e=this.elements;e[0]*=t;e[4]*=t;e[8]*=t;e[12]*=t;e[1]*=t;e[5]*=t;e[9]*=t;e[13]*=t;e[2]*=t;e[6]*=t;e[10]*=t;e[14]*=t;e[3]*=t;e[7]*=t;e[11]*=t;e[15]*=t;return this}determinant(){const t=this.elements;const e=t[0],s=t[4],i=t[8],r=t[12];const n=t[1],o=t[5],a=t[9],h=t[13];const c=t[2],l=t[6],u=t[10],d=t[14];const p=t[3],m=t[7],f=t[11],y=t[15];return p*(+r*a*l-i*h*l-r*o*u+s*h*u+i*o*d-s*a*d)+m*(+e*a*d-e*h*u+r*n*u-i*n*d+i*h*c-r*a*c)+f*(+e*h*l-e*o*d-r*n*l+s*n*d+r*o*c-s*h*c)+y*(-i*o*c-e*a*l+e*o*u+i*n*l-s*n*u+s*a*c)}transpose(){const t=this.elements;let e;e=t[1];t[1]=t[4];t[4]=e;e=t[2];t[2]=t[8];t[8]=e;e=t[6];t[6]=t[9];t[9]=e;e=t[3];t[3]=t[12];t[12]=e;e=t[7];t[7]=t[13];t[13]=e;e=t[11];t[11]=t[14];t[14]=e;return this}\n/**\n\t * Sets the position component for this matrix from the given vector,\n\t * without affecting the rest of the matrix.\n\t *\n\t * @param {number|Vector3} x - The x component of the vector or alternatively the vector object.\n\t * @param {number} y - The y component of the vector.\n\t * @param {number} z - The z component of the vector.\n\t * @return {Matrix4} A reference to this matrix.\n\t */setPosition(t,e,s){const i=this.elements;if(t.isVector3){i[12]=t.x;i[13]=t.y;i[14]=t.z}else{i[12]=t;i[13]=e;i[14]=s}return this}invert(){const t=this.elements,e=t[0],s=t[1],i=t[2],r=t[3],n=t[4],o=t[5],a=t[6],h=t[7],c=t[8],l=t[9],u=t[10],d=t[11],p=t[12],m=t[13],f=t[14],y=t[15],g=l*f*h-m*u*h+m*a*d-o*f*d-l*a*y+o*u*y,x=p*u*h-c*f*h-p*a*d+n*f*d+c*a*y-n*u*y,b=c*m*h-p*l*h+p*o*d-n*m*d-c*o*y+n*l*y,M=p*l*a-c*m*a-p*o*u+n*m*u+c*o*f-n*l*f;const w=e*g+s*x+i*b+r*M;if(w===0)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const S=1/w;t[0]=g*S;t[1]=(m*u*r-l*f*r-m*i*d+s*f*d+l*i*y-s*u*y)*S;t[2]=(o*f*r-m*a*r+m*i*h-s*f*h-o*i*y+s*a*y)*S;t[3]=(l*a*r-o*u*r-l*i*h+s*u*h+o*i*d-s*a*d)*S;t[4]=x*S;t[5]=(c*f*r-p*u*r+p*i*d-e*f*d-c*i*y+e*u*y)*S;t[6]=(p*a*r-n*f*r-p*i*h+e*f*h+n*i*y-e*a*y)*S;t[7]=(n*u*r-c*a*r+c*i*h-e*u*h-n*i*d+e*a*d)*S;t[8]=b*S;t[9]=(p*l*r-c*m*r-p*s*d+e*m*d+c*s*y-e*l*y)*S;t[10]=(n*m*r-p*o*r+p*s*h-e*m*h-n*s*y+e*o*y)*S;t[11]=(c*o*r-n*l*r-c*s*h+e*l*h+n*s*d-e*o*d)*S;t[12]=M*S;t[13]=(c*m*i-p*l*i+p*s*u-e*m*u-c*s*f+e*l*f)*S;t[14]=(p*o*i-n*m*i-p*s*a+e*m*a+n*s*f-e*o*f)*S;t[15]=(n*l*i-c*o*i+c*s*a-e*l*a-n*s*u+e*o*u)*S;return this}\n/**\n\t * Multiplies the columns of this matrix by the given vector.\n\t *\n\t * @param {Vector3} v - The scale vector.\n\t * @return {Matrix4} A reference to this matrix.\n\t */scale(t){const e=this.elements;const s=t.x,i=t.y,r=t.z;e[0]*=s;e[4]*=i;e[8]*=r;e[1]*=s;e[5]*=i;e[9]*=r;e[2]*=s;e[6]*=i;e[10]*=r;e[3]*=s;e[7]*=i;e[11]*=r;return this}getMaxScaleOnAxis(){const t=this.elements;const e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2];const s=t[4]*t[4]+t[5]*t[5]+t[6]*t[6];const i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,s,i))}\n/**\n\t * Sets this matrix as a translation transform from the given vector.\n\t *\n\t * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.\n\t * @param {number} y - The amount to translate in the Y axis.\n\t * @param {number} z - The amount to translate in the z axis.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeTranslation(t,e,s){t.isVector3?this.set(1,0,0,t.x,0,1,0,t.y,0,0,1,t.z,0,0,0,1):this.set(1,0,0,t,0,1,0,e,0,0,1,s,0,0,0,1);return this}\n/**\n\t * Sets this matrix as a rotational transformation around the X axis by\n\t * the given angle.\n\t *\n\t * @param {number} theta - The rotation in radians.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeRotationX(t){const e=Math.cos(t),s=Math.sin(t);this.set(1,0,0,0,0,e,-s,0,0,s,e,0,0,0,0,1);return this}\n/**\n\t * Sets this matrix as a rotational transformation around the Y axis by\n\t * the given angle.\n\t *\n\t * @param {number} theta - The rotation in radians.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeRotationY(t){const e=Math.cos(t),s=Math.sin(t);this.set(e,0,s,0,0,1,0,0,-s,0,e,0,0,0,0,1);return this}\n/**\n\t * Sets this matrix as a rotational transformation around the Z axis by\n\t * the given angle.\n\t *\n\t * @param {number} theta - The rotation in radians.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeRotationZ(t){const e=Math.cos(t),s=Math.sin(t);this.set(e,-s,0,0,s,e,0,0,0,0,1,0,0,0,0,1);return this}\n/**\n\t * Sets this matrix as a rotational transformation around the given axis by\n\t * the given angle.\n\t *\n\t * This is a somewhat controversial but mathematically sound alternative to\n\t * rotating via Quaternions. See the discussion [here]{@link https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199}.\n\t *\n\t * @param {Vector3} axis - The normalized rotation axis.\n\t * @param {number} angle - The rotation in radians.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeRotationAxis(t,e){const s=Math.cos(e);const i=Math.sin(e);const r=1-s;const n=t.x,o=t.y,a=t.z;const h=r*n,c=r*o;this.set(h*n+s,h*o-i*a,h*a+i*o,0,h*o+i*a,c*o+s,c*a-i*n,0,h*a-i*o,c*a+i*n,r*a*a+s,0,0,0,0,1);return this}\n/**\n\t * Sets this matrix as a scale transformation.\n\t *\n\t * @param {number} x - The amount to scale in the X axis.\n\t * @param {number} y - The amount to scale in the Y axis.\n\t * @param {number} z - The amount to scale in the Z axis.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeScale(t,e,s){this.set(t,0,0,0,0,e,0,0,0,0,s,0,0,0,0,1);return this}\n/**\n\t * Sets this matrix as a shear transformation.\n\t *\n\t * @param {number} xy - The amount to shear X by Y.\n\t * @param {number} xz - The amount to shear X by Z.\n\t * @param {number} yx - The amount to shear Y by X.\n\t * @param {number} yz - The amount to shear Y by Z.\n\t * @param {number} zx - The amount to shear Z by X.\n\t * @param {number} zy - The amount to shear Z by Y.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeShear(t,e,s,i,r,n){this.set(1,s,r,0,t,1,n,0,e,i,1,0,0,0,0,1);return this}\n/**\n\t * Sets this matrix to the transformation composed of the given position,\n\t * rotation (Quaternion) and scale.\n\t *\n\t * @param {Vector3} position - The position vector.\n\t * @param {Quaternion} quaternion - The rotation as a Quaternion.\n\t * @param {Vector3} scale - The scale vector.\n\t * @return {Matrix4} A reference to this matrix.\n\t */compose(t,e,s){const i=this.elements;const r=e._x,n=e._y,o=e._z,a=e._w;const h=r+r,c=n+n,l=o+o;const u=r*h,d=r*c,p=r*l;const m=n*c,f=n*l,y=o*l;const g=a*h,x=a*c,b=a*l;const M=s.x,w=s.y,S=s.z;i[0]=(1-(m+y))*M;i[1]=(d+b)*M;i[2]=(p-x)*M;i[3]=0;i[4]=(d-b)*w;i[5]=(1-(u+y))*w;i[6]=(f+g)*w;i[7]=0;i[8]=(p+x)*S;i[9]=(f-g)*S;i[10]=(1-(u+m))*S;i[11]=0;i[12]=t.x;i[13]=t.y;i[14]=t.z;i[15]=1;return this}\n/**\n\t * Decomposes this matrix into its position, rotation and scale components\n\t * and provides the result in the given objects.\n\t *\n\t * Note: Not all matrices are decomposable in this way. For example, if an\n\t * object has a non-uniformly scaled parent, then the object's world matrix\n\t * may not be decomposable, and this method may not be appropriate.\n\t *\n\t * @param {Vector3} position - The position vector.\n\t * @param {Quaternion} quaternion - The rotation as a Quaternion.\n\t * @param {Vector3} scale - The scale vector.\n\t * @return {Matrix4} A reference to this matrix.\n\t */decompose(t,e,s){const i=this.elements;let r=Ai.set(i[0],i[1],i[2]).length();const n=Ai.set(i[4],i[5],i[6]).length();const o=Ai.set(i[8],i[9],i[10]).length();const a=this.determinant();a<0&&(r=-r);t.x=i[12];t.y=i[13];t.z=i[14];_i.copy(this);const h=1/r;const c=1/n;const l=1/o;_i.elements[0]*=h;_i.elements[1]*=h;_i.elements[2]*=h;_i.elements[4]*=c;_i.elements[5]*=c;_i.elements[6]*=c;_i.elements[8]*=l;_i.elements[9]*=l;_i.elements[10]*=l;e.setFromRotationMatrix(_i);s.x=r;s.y=n;s.z=o;return this}\n/**\n\t * Creates a perspective projection matrix. This is used internally by\n\t * {@link PerspectiveCamera#updateProjectionMatrix}.\n\n\t * @param {number} left - Left boundary of the viewing frustum at the near plane.\n\t * @param {number} right - Right boundary of the viewing frustum at the near plane.\n\t * @param {number} top - Top boundary of the viewing frustum at the near plane.\n\t * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.\n\t * @param {number} near - The distance from the camera to the near plane.\n\t * @param {number} far - The distance from the camera to the far plane.\n\t * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makePerspective(t,e,s,i,r,n,o=Es){const a=this.elements;const h=2*r/(e-t);const c=2*r/(s-i);const l=(e+t)/(e-t);const u=(s+i)/(s-i);let d,p;if(o===Es){d=-(n+r)/(n-r);p=-2*n*r/(n-r)}else{if(o!==Os)throw new Error(\"THREE.Matrix4.makePerspective(): Invalid coordinate system: \"+o);d=-n/(n-r);p=-n*r/(n-r)}a[0]=h;a[4]=0;a[8]=l;a[12]=0;a[1]=0;a[5]=c;a[9]=u;a[13]=0;a[2]=0;a[6]=0;a[10]=d;a[14]=p;a[3]=0;a[7]=0;a[11]=-1;a[15]=0;return this}\n/**\n\t * Creates a orthographic projection matrix. This is used internally by\n\t * {@link OrthographicCamera#updateProjectionMatrix}.\n\n\t * @param {number} left - Left boundary of the viewing frustum at the near plane.\n\t * @param {number} right - Right boundary of the viewing frustum at the near plane.\n\t * @param {number} top - Top boundary of the viewing frustum at the near plane.\n\t * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.\n\t * @param {number} near - The distance from the camera to the near plane.\n\t * @param {number} far - The distance from the camera to the far plane.\n\t * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.\n\t * @return {Matrix4} A reference to this matrix.\n\t */makeOrthographic(t,e,s,i,r,n,o=Es){const a=this.elements;const h=1/(e-t);const c=1/(s-i);const l=1/(n-r);const u=(e+t)*h;const d=(s+i)*c;let p,m;if(o===Es){p=(n+r)*l;m=-2*l}else{if(o!==Os)throw new Error(\"THREE.Matrix4.makeOrthographic(): Invalid coordinate system: \"+o);p=r*l;m=-1*l}a[0]=2*h;a[4]=0;a[8]=0;a[12]=-u;a[1]=0;a[5]=2*c;a[9]=0;a[13]=-d;a[2]=0;a[6]=0;a[10]=m;a[14]=-p;a[3]=0;a[7]=0;a[11]=0;a[15]=1;return this}\n/**\n\t * Returns `true` if this matrix is equal with the given one.\n\t *\n\t * @param {Matrix4} matrix - The matrix to test for equality.\n\t * @return {boolean} Whether this matrix is equal with the given one.\n\t */equals(t){const e=this.elements;const s=t.elements;for(let t=0;t<16;t++)if(e[t]!==s[t])return false;return true}\n/**\n\t * Sets the elements of the matrix from the given array.\n\t *\n\t * @param {Array<number>} array - The matrix elements in column-major order.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Matrix4} A reference to this matrix.\n\t */fromArray(t,e=0){for(let s=0;s<16;s++)this.elements[s]=t[s+e];return this}\n/**\n\t * Writes the elements of this matrix to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The matrix elements in column-major order.\n\t */toArray(t=[],e=0){const s=this.elements;t[e]=s[0];t[e+1]=s[1];t[e+2]=s[2];t[e+3]=s[3];t[e+4]=s[4];t[e+5]=s[5];t[e+6]=s[6];t[e+7]=s[7];t[e+8]=s[8];t[e+9]=s[9];t[e+10]=s[10];t[e+11]=s[11];t[e+12]=s[12];t[e+13]=s[13];t[e+14]=s[14];t[e+15]=s[15];return t}}const Ai=new Vector3;const _i=new Matrix4;const Ti=new Vector3(0,0,0);const Ci=new Vector3(1,1,1);const zi=new Vector3;const Bi=new Vector3;const Ii=new Vector3;const Vi=new Matrix4;const Pi=new Quaternion;class Euler{\n/**\n\t * Constructs a new euler instance.\n\t *\n\t * @param {number} [x=0] - The angle of the x axis in radians.\n\t * @param {number} [y=0] - The angle of the y axis in radians.\n\t * @param {number} [z=0] - The angle of the z axis in radians.\n\t * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.\n\t */\nconstructor(t=0,e=0,s=0,i=Euler.DEFAULT_ORDER){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nthis.isEuler=true;this._x=t;this._y=e;this._z=s;this._order=i}\n/**\n\t * The angle of the x axis in radians.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */get x(){return this._x}set x(t){this._x=t;this._onChangeCallback()}\n/**\n\t * The angle of the y axis in radians.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */get y(){return this._y}set y(t){this._y=t;this._onChangeCallback()}\n/**\n\t * The angle of the z axis in radians.\n\t *\n\t * @type {number}\n\t * @default 0\n\t */get z(){return this._z}set z(t){this._z=t;this._onChangeCallback()}\n/**\n\t * A string representing the order that the rotations are applied.\n\t *\n\t * @type {string}\n\t * @default 'XYZ'\n\t */get order(){return this._order}set order(t){this._order=t;this._onChangeCallback()}\n/**\n\t * Sets the Euler components.\n\t *\n\t * @param {number} x - The angle of the x axis in radians.\n\t * @param {number} y - The angle of the y axis in radians.\n\t * @param {number} z - The angle of the z axis in radians.\n\t * @param {string} [order] - A string representing the order that the rotations are applied.\n\t * @return {Euler} A reference to this Euler instance.\n\t */set(t,e,s,i=this._order){this._x=t;this._y=e;this._z=s;this._order=i;this._onChangeCallback();return this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}\n/**\n\t * Copies the values of the given Euler instance to this instance.\n\t *\n\t * @param {Euler} euler - The Euler instance to copy.\n\t * @return {Euler} A reference to this Euler instance.\n\t */copy(t){this._x=t._x;this._y=t._y;this._z=t._z;this._order=t._order;this._onChangeCallback();return this}\n/**\n\t * Sets the angles of this Euler instance from a pure rotation matrix.\n\t *\n\t * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).\n\t * @param {string} [order] - A string representing the order that the rotations are applied.\n\t * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n\t * @return {Euler} A reference to this Euler instance.\n\t */setFromRotationMatrix(t,e=this._order,s=true){const i=t.elements;const r=i[0],n=i[4],o=i[8];const a=i[1],h=i[5],c=i[9];const l=i[2],u=i[6],d=i[10];switch(e){case\"XYZ\":this._y=Math.asin(clamp(o,-1,1));if(Math.abs(o)<.9999999){this._x=Math.atan2(-c,d);this._z=Math.atan2(-n,r)}else{this._x=Math.atan2(u,h);this._z=0}break;case\"YXZ\":this._x=Math.asin(-clamp(c,-1,1));if(Math.abs(c)<.9999999){this._y=Math.atan2(o,d);this._z=Math.atan2(a,h)}else{this._y=Math.atan2(-l,r);this._z=0}break;case\"ZXY\":this._x=Math.asin(clamp(u,-1,1));if(Math.abs(u)<.9999999){this._y=Math.atan2(-l,d);this._z=Math.atan2(-n,h)}else{this._y=0;this._z=Math.atan2(a,r)}break;case\"ZYX\":this._y=Math.asin(-clamp(l,-1,1));if(Math.abs(l)<.9999999){this._x=Math.atan2(u,d);this._z=Math.atan2(a,r)}else{this._x=0;this._z=Math.atan2(-n,h)}break;case\"YZX\":this._z=Math.asin(clamp(a,-1,1));if(Math.abs(a)<.9999999){this._x=Math.atan2(-c,h);this._y=Math.atan2(-l,r)}else{this._x=0;this._y=Math.atan2(o,d)}break;case\"XZY\":this._z=Math.asin(-clamp(n,-1,1));if(Math.abs(n)<.9999999){this._x=Math.atan2(u,h);this._y=Math.atan2(o,r)}else{this._x=Math.atan2(-c,d);this._y=0}break;default:console.warn(\"THREE.Euler: .setFromRotationMatrix() encountered an unknown order: \"+e)}this._order=e;s===true&&this._onChangeCallback();return this}\n/**\n\t * Sets the angles of this Euler instance from a normalized quaternion.\n\t *\n\t * @param {Quaternion} q - A normalized Quaternion.\n\t * @param {string} [order] - A string representing the order that the rotations are applied.\n\t * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.\n\t * @return {Euler} A reference to this Euler instance.\n\t */setFromQuaternion(t,e,s){Vi.makeRotationFromQuaternion(t);return this.setFromRotationMatrix(Vi,e,s)}\n/**\n\t * Sets the angles of this Euler instance from the given vector.\n\t *\n\t * @param {Vector3} v - The vector.\n\t * @param {string} [order] - A string representing the order that the rotations are applied.\n\t * @return {Euler} A reference to this Euler instance.\n\t */setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}\n/**\n\t * Resets the euler angle with a new order by creating a quaternion from this\n\t * euler angle and then setting this euler angle with the quaternion and the\n\t * new order.\n\t *\n\t * Warning: This discards revolution information.\n\t *\n\t * @param {string} [newOrder] - A string representing the new order that the rotations are applied.\n\t * @return {Euler} A reference to this Euler instance.\n\t */reorder(t){Pi.setFromEuler(this);return this.setFromQuaternion(Pi,t)}\n/**\n\t * Returns `true` if this Euler instance is equal with the given one.\n\t *\n\t * @param {Euler} euler - The Euler instance to test for equality.\n\t * @return {boolean} Whether this Euler instance is equal with the given one.\n\t */equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}\n/**\n\t * Sets this Euler instance's components to values from the given array. The first three\n\t * entries of the array are assign to the x,y and z components. An optional fourth entry\n\t * defines the Euler order.\n\t *\n\t * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.\n\t * @return {Euler} A reference to this Euler instance.\n\t */fromArray(t){this._x=t[0];this._y=t[1];this._z=t[2];t[3]!==void 0&&(this._order=t[3]);this._onChangeCallback();return this}\n/**\n\t * Writes the components of this Euler instance to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number,number,number,string>} The Euler components.\n\t */toArray(t=[],e=0){t[e]=this._x;t[e+1]=this._y;t[e+2]=this._z;t[e+3]=this._order;return t}_onChange(t){this._onChangeCallback=t;return this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x;yield this._y;yield this._z;yield this._order}}\n/**\n * The default Euler angle order.\n *\n * @static\n * @type {string}\n * @default 'XYZ'\n */Euler.DEFAULT_ORDER=\"XYZ\";class Layers{constructor(){this.mask=1}set(t){this.mask=1<<t>>>0}enable(t){this.mask|=1<<t}enableAll(){this.mask=-1}toggle(t){this.mask^=1<<t}disable(t){this.mask&=~(1<<t)}disableAll(){this.mask=0}test(t){return(this.mask&t.mask)!==0}isEnabled(t){return(this.mask&1<<t)!==0}}let Li=0;const ki=new Vector3;const Ri=new Quaternion;const Ei=new Matrix4;const Oi=new Vector3;const Fi=new Vector3;const Ni=new Vector3;const Di=new Quaternion;const Ui=new Vector3(1,0,0);const ji=new Vector3(0,1,0);const Gi=new Vector3(0,0,1);\n/**\n * Fires when the object has been added to its parent object.\n *\n * @event Object3D#added\n * @type {Object}\n */const Wi={type:\"added\"};\n/**\n * Fires when the object has been removed from its parent object.\n *\n * @event Object3D#removed\n * @type {Object}\n */const Hi={type:\"removed\"};\n/**\n * Fires when a new child object has been added.\n *\n * @event Object3D#childadded\n * @type {Object}\n */const qi={type:\"childadded\",child:null};\n/**\n * Fires when a new child object has been added.\n *\n * @event Object3D#childremoved\n * @type {Object}\n */const Ji={type:\"childremoved\",child:null};class Object3D extends EventDispatcher{constructor(){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isObject3D=true;\n/**\n\t\t * The ID of the 3D object.\n\t\t *\n\t\t * @name Object3D#id\n\t\t * @type {number}\n\t\t * @readonly\n\t\t */Object.defineProperty(this,\"id\",{value:Li++});\n/**\n\t\t * The UUID of the 3D object.\n\t\t *\n\t\t * @type {string}\n\t\t * @readonly\n\t\t */this.uuid=generateUUID();\n/**\n\t\t * The name of the 3D object.\n\t\t *\n\t\t * @type {string}\n\t\t */this.name=\"\";\n/**\n\t\t * The type property is used for detecting the object type\n\t\t * in context of serialization/deserialization.\n\t\t *\n\t\t * @type {string}\n\t\t * @readonly\n\t\t */this.type=\"Object3D\";\n/**\n\t\t * A reference to the parent object.\n\t\t *\n\t\t * @type {?Object3D}\n\t\t * @default null\n\t\t */this.parent=null;\n/**\n\t\t * An array holding the child 3D objects of this instance.\n\t\t *\n\t\t * @type {Array<Object3D>}\n\t\t */this.children=[];\n/**\n\t\t * Defines the `up` direction of the 3D object which influences\n\t\t * the orientation via methods like {@link Object3D#lookAt}.\n\t\t *\n\t\t * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.up=Object3D.DEFAULT_UP.clone();const t=new Vector3;const e=new Euler;const s=new Quaternion;const i=new Vector3(1,1,1);function onRotationChange(){s.setFromEuler(e,false)}function onQuaternionChange(){e.setFromQuaternion(s,void 0,false)}e._onChange(onRotationChange);s._onChange(onQuaternionChange);Object.defineProperties(this,{\n/**\n\t\t\t * Represents the object's local position.\n\t\t\t *\n\t\t\t * @name Object3D#position\n\t\t\t * @type {Vector3}\n\t\t\t * @default (0,0,0)\n\t\t\t */\nposition:{configurable:true,enumerable:true,value:t},\n/**\n\t\t\t * Represents the object's local rotation as Euler angles, in radians.\n\t\t\t *\n\t\t\t * @name Object3D#rotation\n\t\t\t * @type {Euler}\n\t\t\t * @default (0,0,0)\n\t\t\t */\nrotation:{configurable:true,enumerable:true,value:e},\n/**\n\t\t\t * Represents the object's local rotation as Quaternions.\n\t\t\t *\n\t\t\t * @name Object3D#quaternion\n\t\t\t * @type {Quaternion}\n\t\t\t */\nquaternion:{configurable:true,enumerable:true,value:s},\n/**\n\t\t\t * Represents the object's local scale.\n\t\t\t *\n\t\t\t * @name Object3D#scale\n\t\t\t * @type {Vector3}\n\t\t\t * @default (1,1,1)\n\t\t\t */\nscale:{configurable:true,enumerable:true,value:i},\n/**\n\t\t\t * Represents the object's model-view matrix.\n\t\t\t *\n\t\t\t * @name Object3D#modelViewMatrix\n\t\t\t * @type {Matrix4}\n\t\t\t */\nmodelViewMatrix:{value:new Matrix4},\n/**\n\t\t\t * Represents the object's normal matrix.\n\t\t\t *\n\t\t\t * @name Object3D#normalMatrix\n\t\t\t * @type {Matrix3}\n\t\t\t */\nnormalMatrix:{value:new Matrix3}});\n/**\n\t\t * Represents the object's transformation matrix in local space.\n\t\t *\n\t\t * @type {Matrix4}\n\t\t */this.matrix=new Matrix4;\n/**\n\t\t * Represents the object's transformation matrix in world space.\n\t\t * If the 3D object has no parent, then it's identical to the local transformation matrix\n\t\t *\n\t\t * @type {Matrix4}\n\t\t */this.matrixWorld=new Matrix4;\n/**\n\t\t * When set to `true`, the engine automatically computes the local matrix from position,\n\t\t * rotation and scale every frame.\n\t\t *\n\t\t * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.matrixAutoUpdate=Object3D.DEFAULT_MATRIX_AUTO_UPDATE;\n/**\n\t\t * When set to `true`, the engine automatically computes the world matrix from the current local\n\t\t * matrix and the object's transformation hierarchy.\n\t\t *\n\t\t * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.matrixWorldAutoUpdate=Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE;\n/**\n\t\t * When set to `true`, it calculates the world matrix in that frame and resets this property\n\t\t * to `false`.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.matrixWorldNeedsUpdate=false;\n/**\n\t\t * The layer membership of the 3D object. The 3D object is only visible if it has\n\t\t * at least one layer in common with the camera in use. This property can also be\n\t\t * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.\n\t\t *\n\t\t * @type {Layers}\n\t\t */this.layers=new Layers;\n/**\n\t\t * When set to `true`, the 3D object gets rendered.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.visible=true;\n/**\n\t\t * When set to `true`, the 3D object gets rendered into shadow maps.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.castShadow=false;\n/**\n\t\t * When set to `true`, the 3D object is affected by shadows in the scene.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.receiveShadow=false;\n/**\n\t\t * When set to `true`, the 3D object is honored by view frustum culling.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.frustumCulled=true;\n/**\n\t\t * This value allows the default rendering order of scene graph objects to be\n\t\t * overridden although opaque and transparent objects remain sorted independently.\n\t\t * When this property is set for an instance of {@link Group},all descendants\n\t\t * objects will be sorted and rendered together. Sorting is from lowest to highest\n\t\t * render order.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.renderOrder=0;\n/**\n\t\t * An array holding the animation clips of the 3D object.\n\t\t *\n\t\t * @type {Array<AnimationClip>}\n\t\t */this.animations=[];\n/**\n\t\t * An object that can be used to store custom data about the 3D object. It\n\t\t * should not hold references to functions as these will not be cloned.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.userData={}}\n/**\n\t * A callback that is executed immediately before a 3D object is rendered to a shadow map.\n\t *\n\t * @param {Renderer|WebGLRenderer} renderer - The renderer.\n\t * @param {Object3D} object - The 3D object.\n\t * @param {Camera} camera - The camera that is used to render the scene.\n\t * @param {Camera} shadowCamera - The shadow camera.\n\t * @param {BufferGeometry} geometry - The 3D object's geometry.\n\t * @param {Material} depthMaterial - The depth material.\n\t * @param {Object} group - The geometry group data.\n\t */onBeforeShadow(){}\n/**\n\t * A callback that is executed immediately after a 3D object is rendered to a shadow map.\n\t *\n\t * @param {Renderer|WebGLRenderer} renderer - The renderer.\n\t * @param {Object3D} object - The 3D object.\n\t * @param {Camera} camera - The camera that is used to render the scene.\n\t * @param {Camera} shadowCamera - The shadow camera.\n\t * @param {BufferGeometry} geometry - The 3D object's geometry.\n\t * @param {Material} depthMaterial - The depth material.\n\t * @param {Object} group - The geometry group data.\n\t */onAfterShadow(){}\n/**\n\t * A callback that is executed immediately before a 3D object is rendered.\n\t *\n\t * @param {Renderer|WebGLRenderer} renderer - The renderer.\n\t * @param {Object3D} object - The 3D object.\n\t * @param {Camera} camera - The camera that is used to render the scene.\n\t * @param {BufferGeometry} geometry - The 3D object's geometry.\n\t * @param {Material} material - The 3D object's material.\n\t * @param {Object} group - The geometry group data.\n\t */onBeforeRender(){}\n/**\n\t * A callback that is executed immediately after a 3D object is rendered.\n\t *\n\t * @param {Renderer|WebGLRenderer} renderer - The renderer.\n\t * @param {Object3D} object - The 3D object.\n\t * @param {Camera} camera - The camera that is used to render the scene.\n\t * @param {BufferGeometry} geometry - The 3D object's geometry.\n\t * @param {Material} material - The 3D object's material.\n\t * @param {Object} group - The geometry group data.\n\t */onAfterRender(){}\n/**\n\t * Applies the given transformation matrix to the object and updates the object's position,\n\t * rotation and scale.\n\t *\n\t * @param {Matrix4} matrix - The transformation matrix.\n\t */applyMatrix4(t){this.matrixAutoUpdate&&this.updateMatrix();this.matrix.premultiply(t);this.matrix.decompose(this.position,this.quaternion,this.scale)}\n/**\n\t * Applies a rotation represented by given the quaternion to the 3D object.\n\t *\n\t * @param {Quaternion} q - The quaternion.\n\t * @return {Object3D} A reference to this instance.\n\t */applyQuaternion(t){this.quaternion.premultiply(t);return this}\n/**\n\t * Sets the given rotation represented as an axis/angle couple to the 3D object.\n\t *\n\t * @param {Vector3} axis - The (normalized) axis vector.\n\t * @param {number} angle - The angle in radians.\n\t */setRotationFromAxisAngle(t,e){this.quaternion.setFromAxisAngle(t,e)}\n/**\n\t * Sets the given rotation represented as Euler angles to the 3D object.\n\t *\n\t * @param {Euler} euler - The Euler angles.\n\t */setRotationFromEuler(t){this.quaternion.setFromEuler(t,true)}\n/**\n\t * Sets the given rotation represented as rotation matrix to the 3D object.\n\t *\n\t * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be\n\t * a pure rotation matrix (i.e, unscaled).\n\t */setRotationFromMatrix(t){this.quaternion.setFromRotationMatrix(t)}\n/**\n\t * Sets the given rotation represented as a Quaternion to the 3D object.\n\t *\n\t * @param {Quaternion} q - The Quaternion\n\t */setRotationFromQuaternion(t){this.quaternion.copy(t)}\n/**\n\t * Rotates the 3D object along an axis in local space.\n\t *\n\t * @param {Vector3} axis - The (normalized) axis vector.\n\t * @param {number} angle - The angle in radians.\n\t * @return {Object3D} A reference to this instance.\n\t */rotateOnAxis(t,e){Ri.setFromAxisAngle(t,e);this.quaternion.multiply(Ri);return this}\n/**\n\t * Rotates the 3D object along an axis in world space.\n\t *\n\t * @param {Vector3} axis - The (normalized) axis vector.\n\t * @param {number} angle - The angle in radians.\n\t * @return {Object3D} A reference to this instance.\n\t */rotateOnWorldAxis(t,e){Ri.setFromAxisAngle(t,e);this.quaternion.premultiply(Ri);return this}\n/**\n\t * Rotates the 3D object around its X axis in local space.\n\t *\n\t * @param {number} angle - The angle in radians.\n\t * @return {Object3D} A reference to this instance.\n\t */rotateX(t){return this.rotateOnAxis(Ui,t)}\n/**\n\t * Rotates the 3D object around its Y axis in local space.\n\t *\n\t * @param {number} angle - The angle in radians.\n\t * @return {Object3D} A reference to this instance.\n\t */rotateY(t){return this.rotateOnAxis(ji,t)}\n/**\n\t * Rotates the 3D object around its Z axis in local space.\n\t *\n\t * @param {number} angle - The angle in radians.\n\t * @return {Object3D} A reference to this instance.\n\t */rotateZ(t){return this.rotateOnAxis(Gi,t)}\n/**\n\t * Translate the 3D object by a distance along the given axis in local space.\n\t *\n\t * @param {Vector3} axis - The (normalized) axis vector.\n\t * @param {number} distance - The distance in world units.\n\t * @return {Object3D} A reference to this instance.\n\t */translateOnAxis(t,e){ki.copy(t).applyQuaternion(this.quaternion);this.position.add(ki.multiplyScalar(e));return this}\n/**\n\t * Translate the 3D object by a distance along its X-axis in local space.\n\t *\n\t * @param {number} distance - The distance in world units.\n\t * @return {Object3D} A reference to this instance.\n\t */translateX(t){return this.translateOnAxis(Ui,t)}\n/**\n\t * Translate the 3D object by a distance along its Y-axis in local space.\n\t *\n\t * @param {number} distance - The distance in world units.\n\t * @return {Object3D} A reference to this instance.\n\t */translateY(t){return this.translateOnAxis(ji,t)}\n/**\n\t * Translate the 3D object by a distance along its Z-axis in local space.\n\t *\n\t * @param {number} distance - The distance in world units.\n\t * @return {Object3D} A reference to this instance.\n\t */translateZ(t){return this.translateOnAxis(Gi,t)}\n/**\n\t * Converts the given vector from this 3D object's local space to world space.\n\t *\n\t * @param {Vector3} vector - The vector to convert.\n\t * @return {Vector3} The converted vector.\n\t */localToWorld(t){this.updateWorldMatrix(true,false);return t.applyMatrix4(this.matrixWorld)}\n/**\n\t * Converts the given vector from this 3D object's word space to local space.\n\t *\n\t * @param {Vector3} vector - The vector to convert.\n\t * @return {Vector3} The converted vector.\n\t */worldToLocal(t){this.updateWorldMatrix(true,false);return t.applyMatrix4(Ei.copy(this.matrixWorld).invert())}\n/**\n\t * Rotates the object to face a point in world space.\n\t *\n\t * This method does not support objects having non-uniformly-scaled parent(s).\n\t *\n\t * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space\n\t * @param {number} [y] - The y coordinate in world space.\n\t * @param {number} [z] - The z coordinate in world space.\n\t */lookAt(t,e,s){t.isVector3?Oi.copy(t):Oi.set(t,e,s);const i=this.parent;this.updateWorldMatrix(true,false);Fi.setFromMatrixPosition(this.matrixWorld);this.isCamera||this.isLight?Ei.lookAt(Fi,Oi,this.up):Ei.lookAt(Oi,Fi,this.up);this.quaternion.setFromRotationMatrix(Ei);if(i){Ei.extractRotation(i.matrixWorld);Ri.setFromRotationMatrix(Ei);this.quaternion.premultiply(Ri.invert())}}\n/**\n\t * Adds the given 3D object as a child to this 3D object. An arbitrary number of\n\t * objects may be added. Any current parent on an object passed in here will be\n\t * removed, since an object can have at most one parent.\n\t *\n\t * @fires Object3D#added\n\t * @fires Object3D#childadded\n\t * @param {Object3D} object - The 3D object to add.\n\t * @return {Object3D} A reference to this instance.\n\t */add(t){if(arguments.length>1){for(let t=0;t<arguments.length;t++)this.add(arguments[t]);return this}if(t===this){console.error(\"THREE.Object3D.add: object can't be added as a child of itself.\",t);return this}if(t&&t.isObject3D){t.removeFromParent();t.parent=this;this.children.push(t);t.dispatchEvent(Wi);qi.child=t;this.dispatchEvent(qi);qi.child=null}else console.error(\"THREE.Object3D.add: object not an instance of THREE.Object3D.\",t);return this}\n/**\n\t * Removes the given 3D object as child from this 3D object.\n\t * An arbitrary number of objects may be removed.\n\t *\n\t * @fires Object3D#removed\n\t * @fires Object3D#childremoved\n\t * @param {Object3D} object - The 3D object to remove.\n\t * @return {Object3D} A reference to this instance.\n\t */remove(t){if(arguments.length>1){for(let t=0;t<arguments.length;t++)this.remove(arguments[t]);return this}const e=this.children.indexOf(t);if(e!==-1){t.parent=null;this.children.splice(e,1);t.dispatchEvent(Hi);Ji.child=t;this.dispatchEvent(Ji);Ji.child=null}return this}removeFromParent(){const t=this.parent;t!==null&&t.remove(this);return this}clear(){return this.remove(...this.children)}\n/**\n\t * Adds the given 3D object as a child of this 3D object, while maintaining the object's world\n\t * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).\n\t *\n\t * @fires Object3D#added\n\t * @fires Object3D#childadded\n\t * @param {Object3D} object - The 3D object to attach.\n\t * @return {Object3D} A reference to this instance.\n\t */attach(t){this.updateWorldMatrix(true,false);Ei.copy(this.matrixWorld).invert();if(t.parent!==null){t.parent.updateWorldMatrix(true,false);Ei.multiply(t.parent.matrixWorld)}t.applyMatrix4(Ei);t.removeFromParent();t.parent=this;this.children.push(t);t.updateWorldMatrix(false,true);t.dispatchEvent(Wi);qi.child=t;this.dispatchEvent(qi);qi.child=null;return this}\n/**\n\t * Searches through the 3D object and its children, starting with the 3D object\n\t * itself, and returns the first with a matching ID.\n\t *\n\t * @param {number} id - The id.\n\t * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.\n\t */getObjectById(t){return this.getObjectByProperty(\"id\",t)}\n/**\n\t * Searches through the 3D object and its children, starting with the 3D object\n\t * itself, and returns the first with a matching name.\n\t *\n\t * @param {string} name - The name.\n\t * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.\n\t */getObjectByName(t){return this.getObjectByProperty(\"name\",t)}\n/**\n\t * Searches through the 3D object and its children, starting with the 3D object\n\t * itself, and returns the first with a matching property value.\n\t *\n\t * @param {string} name - The name of the property.\n\t * @param {any} value - The value.\n\t * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.\n\t */getObjectByProperty(t,e){if(this[t]===e)return this;for(let s=0,i=this.children.length;s<i;s++){const i=this.children[s];const r=i.getObjectByProperty(t,e);if(r!==void 0)return r}}\n/**\n\t * Searches through the 3D object and its children, starting with the 3D object\n\t * itself, and returns all 3D objects with a matching property value.\n\t *\n\t * @param {string} name - The name of the property.\n\t * @param {any} value - The value.\n\t * @param {Array<Object3D>} result - The method stores the result in this array.\n\t * @return {Array<Object3D>} The found 3D objects.\n\t */getObjectsByProperty(t,e,s=[]){this[t]===e&&s.push(this);const i=this.children;for(let r=0,n=i.length;r<n;r++)i[r].getObjectsByProperty(t,e,s);return s}\n/**\n\t * Returns a vector representing the position of the 3D object in world space.\n\t *\n\t * @param {Vector3} target - The target vector the result is stored to.\n\t * @return {Vector3} The 3D object's position in world space.\n\t */getWorldPosition(t){this.updateWorldMatrix(true,false);return t.setFromMatrixPosition(this.matrixWorld)}\n/**\n\t * Returns a Quaternion representing the position of the 3D object in world space.\n\t *\n\t * @param {Quaternion} target - The target Quaternion the result is stored to.\n\t * @return {Quaternion} The 3D object's rotation in world space.\n\t */getWorldQuaternion(t){this.updateWorldMatrix(true,false);this.matrixWorld.decompose(Fi,t,Ni);return t}\n/**\n\t * Returns a vector representing the scale of the 3D object in world space.\n\t *\n\t * @param {Vector3} target - The target vector the result is stored to.\n\t * @return {Vector3} The 3D object's scale in world space.\n\t */getWorldScale(t){this.updateWorldMatrix(true,false);this.matrixWorld.decompose(Fi,Di,t);return t}\n/**\n\t * Returns a vector representing the (\"look\") direction of the 3D object in world space.\n\t *\n\t * @param {Vector3} target - The target vector the result is stored to.\n\t * @return {Vector3} The 3D object's direction in world space.\n\t */getWorldDirection(t){this.updateWorldMatrix(true,false);const e=this.matrixWorld.elements;return t.set(e[8],e[9],e[10]).normalize()}\n/**\n\t * Abstract method to get intersections between a casted ray and this\n\t * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}\n\t * implement this method in order to use raycasting.\n\t *\n\t * @abstract\n\t * @param {Raycaster} raycaster - The raycaster.\n\t * @param {Array<Object>} intersects - An array holding the result of the method.\n\t */raycast(){}\n/**\n\t * Executes the callback on this 3D object and all descendants.\n\t *\n\t * Note: Modifying the scene graph inside the callback is discouraged.\n\t *\n\t * @param {Function} callback - A callback function that allows to process the current 3D object.\n\t */traverse(t){t(this);const e=this.children;for(let s=0,i=e.length;s<i;s++)e[s].traverse(t)}\n/**\n\t * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.\n\t * Descendants of invisible 3D objects are not traversed.\n\t *\n\t * Note: Modifying the scene graph inside the callback is discouraged.\n\t *\n\t * @param {Function} callback - A callback function that allows to process the current 3D object.\n\t */traverseVisible(t){if(this.visible===false)return;t(this);const e=this.children;for(let s=0,i=e.length;s<i;s++)e[s].traverseVisible(t)}\n/**\n\t * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.\n\t *\n\t * Note: Modifying the scene graph inside the callback is discouraged.\n\t *\n\t * @param {Function} callback - A callback function that allows to process the current 3D object.\n\t */traverseAncestors(t){const e=this.parent;if(e!==null){t(e);e.traverseAncestors(t)}}updateMatrix(){this.matrix.compose(this.position,this.quaternion,this.scale);this.matrixWorldNeedsUpdate=true}\n/**\n\t * Updates the transformation matrix in world space of this 3D objects and its descendants.\n\t *\n\t * To ensure correct results, this method also recomputes the 3D object's transformation matrix in\n\t * local space. The computation of the local and world matrix can be controlled with the\n\t * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both\n\t * `true` by default.  Set these flags to `false` if you need more control over the update matrix process.\n\t *\n\t * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even\n\t * when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.\n\t */updateMatrixWorld(t){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||t){this.matrixWorldAutoUpdate===true&&(this.parent===null?this.matrixWorld.copy(this.matrix):this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix));this.matrixWorldNeedsUpdate=false;t=true}const e=this.children;for(let s=0,i=e.length;s<i;s++){const i=e[s];i.updateMatrixWorld(t)}}\n/**\n\t * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the\n\t * update of ancestor and descendant nodes.\n\t *\n\t * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.\n\t * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.\n\t */updateWorldMatrix(t,e){const s=this.parent;t===true&&s!==null&&s.updateWorldMatrix(true,false);this.matrixAutoUpdate&&this.updateMatrix();this.matrixWorldAutoUpdate===true&&(this.parent===null?this.matrixWorld.copy(this.matrix):this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,this.matrix));if(e===true){const t=this.children;for(let e=0,s=t.length;e<s;e++){const s=t[e];s.updateWorldMatrix(false,true)}}}\n/**\n\t * Serializes the 3D object into JSON.\n\t *\n\t * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n\t * @return {Object} A JSON object representing the serialized 3D object.\n\t * @see {@link ObjectLoader#parse}\n\t */toJSON(t){const e=t===void 0||typeof t===\"string\";const s={};if(e){t={geometries:{},materials:{},textures:{},images:{},shapes:{},skeletons:{},animations:{},nodes:{}};s.metadata={version:4.6,type:\"Object\",generator:\"Object3D.toJSON\"}}const i={};i.uuid=this.uuid;i.type=this.type;this.name!==\"\"&&(i.name=this.name);this.castShadow===true&&(i.castShadow=true);this.receiveShadow===true&&(i.receiveShadow=true);this.visible===false&&(i.visible=false);this.frustumCulled===false&&(i.frustumCulled=false);this.renderOrder!==0&&(i.renderOrder=this.renderOrder);Object.keys(this.userData).length>0&&(i.userData=this.userData);i.layers=this.layers.mask;i.matrix=this.matrix.toArray();i.up=this.up.toArray();this.matrixAutoUpdate===false&&(i.matrixAutoUpdate=false);if(this.isInstancedMesh){i.type=\"InstancedMesh\";i.count=this.count;i.instanceMatrix=this.instanceMatrix.toJSON();this.instanceColor!==null&&(i.instanceColor=this.instanceColor.toJSON())}if(this.isBatchedMesh){i.type=\"BatchedMesh\";i.perObjectFrustumCulled=this.perObjectFrustumCulled;i.sortObjects=this.sortObjects;i.drawRanges=this._drawRanges;i.reservedRanges=this._reservedRanges;i.visibility=this._visibility;i.active=this._active;i.bounds=this._bounds.map((t=>({boxInitialized:t.boxInitialized,boxMin:t.box.min.toArray(),boxMax:t.box.max.toArray(),sphereInitialized:t.sphereInitialized,sphereRadius:t.sphere.radius,sphereCenter:t.sphere.center.toArray()})));i.maxInstanceCount=this._maxInstanceCount;i.maxVertexCount=this._maxVertexCount;i.maxIndexCount=this._maxIndexCount;i.geometryInitialized=this._geometryInitialized;i.geometryCount=this._geometryCount;i.matricesTexture=this._matricesTexture.toJSON(t);this._colorsTexture!==null&&(i.colorsTexture=this._colorsTexture.toJSON(t));this.boundingSphere!==null&&(i.boundingSphere={center:i.boundingSphere.center.toArray(),radius:i.boundingSphere.radius});this.boundingBox!==null&&(i.boundingBox={min:i.boundingBox.min.toArray(),max:i.boundingBox.max.toArray()})}function serialize(e,s){e[s.uuid]===void 0&&(e[s.uuid]=s.toJSON(t));return s.uuid}if(this.isScene){this.background&&(this.background.isColor?i.background=this.background.toJSON():this.background.isTexture&&(i.background=this.background.toJSON(t).uuid));this.environment&&this.environment.isTexture&&this.environment.isRenderTargetTexture!==true&&(i.environment=this.environment.toJSON(t).uuid)}else if(this.isMesh||this.isLine||this.isPoints){i.geometry=serialize(t.geometries,this.geometry);const e=this.geometry.parameters;if(e!==void 0&&e.shapes!==void 0){const s=e.shapes;if(Array.isArray(s))for(let e=0,i=s.length;e<i;e++){const i=s[e];serialize(t.shapes,i)}else serialize(t.shapes,s)}}if(this.isSkinnedMesh){i.bindMode=this.bindMode;i.bindMatrix=this.bindMatrix.toArray();if(this.skeleton!==void 0){serialize(t.skeletons,this.skeleton);i.skeleton=this.skeleton.uuid}}if(this.material!==void 0)if(Array.isArray(this.material)){const e=[];for(let s=0,i=this.material.length;s<i;s++)e.push(serialize(t.materials,this.material[s]));i.material=e}else i.material=serialize(t.materials,this.material);if(this.children.length>0){i.children=[];for(let e=0;e<this.children.length;e++)i.children.push(this.children[e].toJSON(t).object)}if(this.animations.length>0){i.animations=[];for(let e=0;e<this.animations.length;e++){const s=this.animations[e];i.animations.push(serialize(t.animations,s))}}if(e){const e=extractFromCache(t.geometries);const i=extractFromCache(t.materials);const r=extractFromCache(t.textures);const n=extractFromCache(t.images);const o=extractFromCache(t.shapes);const a=extractFromCache(t.skeletons);const h=extractFromCache(t.animations);const c=extractFromCache(t.nodes);e.length>0&&(s.geometries=e);i.length>0&&(s.materials=i);r.length>0&&(s.textures=r);n.length>0&&(s.images=n);o.length>0&&(s.shapes=o);a.length>0&&(s.skeletons=a);h.length>0&&(s.animations=h);c.length>0&&(s.nodes=c)}s.object=i;return s;function extractFromCache(t){const e=[];for(const s in t){const i=t[s];delete i.metadata;e.push(i)}return e}}\n/**\n\t * Returns a new 3D object with copied values from this instance.\n\t *\n\t * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.\n\t * @return {Object3D} A clone of this instance.\n\t */clone(t){return(new this.constructor).copy(this,t)}\n/**\n\t * Copies the values of the given 3D object to this instance.\n\t *\n\t * @param {Object3D} source - The 3D object to copy.\n\t * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.\n\t * @return {Object3D} A reference to this instance.\n\t */copy(t,e=true){this.name=t.name;this.up.copy(t.up);this.position.copy(t.position);this.rotation.order=t.rotation.order;this.quaternion.copy(t.quaternion);this.scale.copy(t.scale);this.matrix.copy(t.matrix);this.matrixWorld.copy(t.matrixWorld);this.matrixAutoUpdate=t.matrixAutoUpdate;this.matrixWorldAutoUpdate=t.matrixWorldAutoUpdate;this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate;this.layers.mask=t.layers.mask;this.visible=t.visible;this.castShadow=t.castShadow;this.receiveShadow=t.receiveShadow;this.frustumCulled=t.frustumCulled;this.renderOrder=t.renderOrder;this.animations=t.animations.slice();this.userData=JSON.parse(JSON.stringify(t.userData));if(e===true)for(let e=0;e<t.children.length;e++){const s=t.children[e];this.add(s.clone())}return this}}\n/**\n * The default up direction for objects, also used as the default\n * position for {@link DirectionalLight} and {@link HemisphereLight}.\n *\n * @static\n * @type {Vector3}\n * @default (0,1,0)\n */Object3D.DEFAULT_UP=new Vector3(0,1,0);\n/**\n * The default setting for {@link Object3D#matrixAutoUpdate} for\n * newly created 3D objects.\n *\n * @static\n * @type {boolean}\n * @default true\n */Object3D.DEFAULT_MATRIX_AUTO_UPDATE=true;\n/**\n * The default setting for {@link Object3D#matrixWorldAutoUpdate} for\n * newly created 3D objects.\n *\n * @static\n * @type {boolean}\n * @default true\n */Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE=true;const Xi=new Vector3;const Yi=new Vector3;const Zi=new Vector3;const Qi=new Vector3;const Ki=new Vector3;const $i=new Vector3;const tr=new Vector3;const er=new Vector3;const sr=new Vector3;const ir=new Vector3;const rr=new Vector4;const nr=new Vector4;const or=new Vector4;class Triangle{\n/**\n\t * Constructs a new triangle.\n\t *\n\t * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.\n\t * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.\n\t * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.\n\t */\nconstructor(t=new Vector3,e=new Vector3,s=new Vector3){\n/**\n\t\t * The first corner of the triangle.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */\nthis.a=t;\n/**\n\t\t * The second corner of the triangle.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.b=e;\n/**\n\t\t * The third corner of the triangle.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.c=s}\n/**\n\t * Computes the normal vector of a triangle.\n\t *\n\t * @param {Vector3} a - The first corner of the triangle.\n\t * @param {Vector3} b - The second corner of the triangle.\n\t * @param {Vector3} c - The third corner of the triangle.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The triangle's normal.\n\t */static getNormal(t,e,s,i){i.subVectors(s,e);Xi.subVectors(t,e);i.cross(Xi);const r=i.lengthSq();return r>0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}\n/**\n\t * Computes a barycentric coordinates from the given vector.\n\t * Returns `null` if the triangle is degenerate.\n\t *\n\t * @param {Vector3} point - A point in 3D space.\n\t * @param {Vector3} a - The first corner of the triangle.\n\t * @param {Vector3} b - The second corner of the triangle.\n\t * @param {Vector3} c - The third corner of the triangle.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {?Vector3} The barycentric coordinates for the given point\n\t */static getBarycoord(t,e,s,i,r){Xi.subVectors(i,e);Yi.subVectors(s,e);Zi.subVectors(t,e);const n=Xi.dot(Xi);const o=Xi.dot(Yi);const a=Xi.dot(Zi);const h=Yi.dot(Yi);const c=Yi.dot(Zi);const l=n*h-o*o;if(l===0){r.set(0,0,0);return null}const u=1/l;const d=(h*a-o*c)*u;const p=(n*c-o*a)*u;return r.set(1-d-p,p,d)}\n/**\n\t * Returns `true` if the given point, when projected onto the plane of the\n\t * triangle, lies within the triangle.\n\t *\n\t * @param {Vector3} point - The point in 3D space to test.\n\t * @param {Vector3} a - The first corner of the triangle.\n\t * @param {Vector3} b - The second corner of the triangle.\n\t * @param {Vector3} c - The third corner of the triangle.\n\t * @return {boolean} Whether the given point, when projected onto the plane of the\n\t * triangle, lies within the triangle or not.\n\t */static containsPoint(t,e,s,i){return this.getBarycoord(t,e,s,i,Qi)!==null&&(Qi.x>=0&&Qi.y>=0&&Qi.x+Qi.y<=1)}\n/**\n\t * Computes the value barycentrically interpolated for the given point on the\n\t * triangle. Returns `null` if the triangle is degenerate.\n\t *\n\t * @param {Vector3} point - Position of interpolated point.\n\t * @param {Vector3} p1 - The first corner of the triangle.\n\t * @param {Vector3} p2 - The second corner of the triangle.\n\t * @param {Vector3} p3 - The third corner of the triangle.\n\t * @param {Vector3} v1 - Value to interpolate of first vertex.\n\t * @param {Vector3} v2 - Value to interpolate of second vertex.\n\t * @param {Vector3} v3 - Value to interpolate of third vertex.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {?Vector3} The interpolated value.\n\t */static getInterpolation(t,e,s,i,r,n,o,a){if(this.getBarycoord(t,e,s,i,Qi)===null){a.x=0;a.y=0;\"z\"in a&&(a.z=0);\"w\"in a&&(a.w=0);return null}a.setScalar(0);a.addScaledVector(r,Qi.x);a.addScaledVector(n,Qi.y);a.addScaledVector(o,Qi.z);return a}\n/**\n\t * Computes the value barycentrically interpolated for the given attribute and indices.\n\t *\n\t * @param {BufferAttribute} attr - The attribute to interpolate.\n\t * @param {number} i1 - Index of first vertex.\n\t * @param {number} i2 - Index of second vertex.\n\t * @param {number} i3 - Index of third vertex.\n\t * @param {Vector3} barycoord - The barycoordinate value to use to interpolate.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The interpolated attribute value.\n\t */static getInterpolatedAttribute(t,e,s,i,r,n){rr.setScalar(0);nr.setScalar(0);or.setScalar(0);rr.fromBufferAttribute(t,e);nr.fromBufferAttribute(t,s);or.fromBufferAttribute(t,i);n.setScalar(0);n.addScaledVector(rr,r.x);n.addScaledVector(nr,r.y);n.addScaledVector(or,r.z);return n}\n/**\n\t * Returns `true` if the triangle is oriented towards the given direction.\n\t *\n\t * @param {Vector3} a - The first corner of the triangle.\n\t * @param {Vector3} b - The second corner of the triangle.\n\t * @param {Vector3} c - The third corner of the triangle.\n\t * @param {Vector3} direction - The (normalized) direction vector.\n\t * @return {boolean} Whether the triangle is oriented towards the given direction or not.\n\t */static isFrontFacing(t,e,s,i){Xi.subVectors(s,e);Yi.subVectors(t,e);return Xi.cross(Yi).dot(i)<0}\n/**\n\t * Sets the triangle's vertices by copying the given values.\n\t *\n\t * @param {Vector3} a - The first corner of the triangle.\n\t * @param {Vector3} b - The second corner of the triangle.\n\t * @param {Vector3} c - The third corner of the triangle.\n\t * @return {Triangle} A reference to this triangle.\n\t */set(t,e,s){this.a.copy(t);this.b.copy(e);this.c.copy(s);return this}\n/**\n\t * Sets the triangle's vertices by copying the given array values.\n\t *\n\t * @param {Array<Vector3>} points - An array with 3D points.\n\t * @param {number} i0 - The array index representing the first corner of the triangle.\n\t * @param {number} i1 - The array index representing the second corner of the triangle.\n\t * @param {number} i2 - The array index representing the third corner of the triangle.\n\t * @return {Triangle} A reference to this triangle.\n\t */setFromPointsAndIndices(t,e,s,i){this.a.copy(t[e]);this.b.copy(t[s]);this.c.copy(t[i]);return this}\n/**\n\t * Sets the triangle's vertices by copying the given attribute values.\n\t *\n\t * @param {BufferAttribute} attribute - A buffer attribute with 3D points data.\n\t * @param {number} i0 - The attribute index representing the first corner of the triangle.\n\t * @param {number} i1 - The attribute index representing the second corner of the triangle.\n\t * @param {number} i2 - The attribute index representing the third corner of the triangle.\n\t * @return {Triangle} A reference to this triangle.\n\t */setFromAttributeAndIndices(t,e,s,i){this.a.fromBufferAttribute(t,e);this.b.fromBufferAttribute(t,s);this.c.fromBufferAttribute(t,i);return this}clone(){return(new this.constructor).copy(this)}\n/**\n\t * Copies the values of the given triangle to this instance.\n\t *\n\t * @param {Triangle} triangle - The triangle to copy.\n\t * @return {Triangle} A reference to this triangle.\n\t */copy(t){this.a.copy(t.a);this.b.copy(t.b);this.c.copy(t.c);return this}getArea(){Xi.subVectors(this.c,this.b);Yi.subVectors(this.a,this.b);return Xi.cross(Yi).length()*.5}\n/**\n\t * Computes the midpoint of the triangle.\n\t *\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The triangle's midpoint.\n\t */getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}\n/**\n\t * Computes the normal of the triangle.\n\t *\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The triangle's normal.\n\t */getNormal(t){return Triangle.getNormal(this.a,this.b,this.c,t)}\n/**\n\t * Computes a plane the triangle lies within.\n\t *\n\t * @param {Plane} target - The target vector that is used to store the method's result.\n\t * @return {Plane} The plane the triangle lies within.\n\t */getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}\n/**\n\t * Computes a barycentric coordinates from the given vector.\n\t * Returns `null` if the triangle is degenerate.\n\t *\n\t * @param {Vector3} point - A point in 3D space.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {?Vector3} The barycentric coordinates for the given point\n\t */getBarycoord(t,e){return Triangle.getBarycoord(t,this.a,this.b,this.c,e)}\n/**\n\t * Computes the value barycentrically interpolated for the given point on the\n\t * triangle. Returns `null` if the triangle is degenerate.\n\t *\n\t * @param {Vector3} point - Position of interpolated point.\n\t * @param {Vector3} v1 - Value to interpolate of first vertex.\n\t * @param {Vector3} v2 - Value to interpolate of second vertex.\n\t * @param {Vector3} v3 - Value to interpolate of third vertex.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {?Vector3} The interpolated value.\n\t */getInterpolation(t,e,s,i,r){return Triangle.getInterpolation(t,this.a,this.b,this.c,e,s,i,r)}\n/**\n\t * Returns `true` if the given point, when projected onto the plane of the\n\t * triangle, lies within the triangle.\n\t *\n\t * @param {Vector3} point - The point in 3D space to test.\n\t * @return {boolean} Whether the given point, when projected onto the plane of the\n\t * triangle, lies within the triangle or not.\n\t */containsPoint(t){return Triangle.containsPoint(t,this.a,this.b,this.c)}\n/**\n\t * Returns `true` if the triangle is oriented towards the given direction.\n\t *\n\t * @param {Vector3} direction - The (normalized) direction vector.\n\t * @return {boolean} Whether the triangle is oriented towards the given direction or not.\n\t */isFrontFacing(t){return Triangle.isFrontFacing(this.a,this.b,this.c,t)}\n/**\n\t * Returns `true` if this triangle intersects with the given box.\n\t *\n\t * @param {Box3} box - The box to intersect.\n\t * @return {boolean} Whether this triangle intersects with the given box or not.\n\t */intersectsBox(t){return t.intersectsTriangle(this)}\n/**\n\t * Returns the closest point on the triangle to the given point.\n\t *\n\t * @param {Vector3} p - The point to compute the closest point for.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The closest point on the triangle.\n\t */closestPointToPoint(t,e){const s=this.a,i=this.b,r=this.c;let n,o;Ki.subVectors(i,s);$i.subVectors(r,s);er.subVectors(t,s);const a=Ki.dot(er);const h=$i.dot(er);if(a<=0&&h<=0)return e.copy(s);sr.subVectors(t,i);const c=Ki.dot(sr);const l=$i.dot(sr);if(c>=0&&l<=c)return e.copy(i);const u=a*l-c*h;if(u<=0&&a>=0&&c<=0){n=a/(a-c);return e.copy(s).addScaledVector(Ki,n)}ir.subVectors(t,r);const d=Ki.dot(ir);const p=$i.dot(ir);if(p>=0&&d<=p)return e.copy(r);const m=d*h-a*p;if(m<=0&&h>=0&&p<=0){o=h/(h-p);return e.copy(s).addScaledVector($i,o)}const f=c*p-d*l;if(f<=0&&l-c>=0&&d-p>=0){tr.subVectors(r,i);o=(l-c)/(l-c+(d-p));return e.copy(i).addScaledVector(tr,o)}const y=1/(f+m+u);n=m*y;o=u*y;return e.copy(s).addScaledVector(Ki,n).addScaledVector($i,o)}\n/**\n\t * Returns `true` if this triangle is equal with the given one.\n\t *\n\t * @param {Triangle} triangle - The triangle to test for equality.\n\t * @return {boolean} Whether this triangle is equal with the given one.\n\t */equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}const ar={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 hr={h:0,s:0,l:0};const cr={h:0,s:0,l:0};function hue2rgb(t,e,s){s<0&&(s+=1);s>1&&(s-=1);return s<1/6?t+6*(e-t)*s:s<.5?e:s<2/3?t+6*(e-t)*(2/3-s):t}class Color{\n/**\n\t * Constructs a new color.\n\t *\n\t * Note that standard method of specifying color in three.js is with a hexadecimal triplet,\n\t * and that method is used throughout the rest of the documentation.\n\t *\n\t * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are\n\t * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.\n\t * @param {number} [g] - The green component.\n\t * @param {number} [b] - The blue component.\n\t */\nconstructor(t,e,s){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nthis.isColor=true;\n/**\n\t\t * The red component.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.r=1;\n/**\n\t\t * The green component.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.g=1;\n/**\n\t\t * The blue component.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.b=1;return this.set(t,e,s)}\n/**\n\t * Sets the colors's components from the given values.\n\t *\n\t * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are\n\t * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.\n\t * @param {number} [g] - The green component.\n\t * @param {number} [b] - The blue component.\n\t * @return {Color} A reference to this color.\n\t */set(t,e,s){if(e===void 0&&s===void 0){const e=t;e&&e.isColor?this.copy(e):typeof e===\"number\"?this.setHex(e):typeof e===\"string\"&&this.setStyle(e)}else this.setRGB(t,e,s);return this}\n/**\n\t * Sets the colors's components to the given scalar value.\n\t *\n\t * @param {number} scalar - The scalar value.\n\t * @return {Color} A reference to this color.\n\t */setScalar(t){this.r=t;this.g=t;this.b=t;return this}\n/**\n\t * Sets this color from a hexadecimal value.\n\t *\n\t * @param {number} hex - The hexadecimal value.\n\t * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n\t * @return {Color} A reference to this color.\n\t */setHex(t,e=Qe){t=Math.floor(t);this.r=(t>>16&255)/255;this.g=(t>>8&255)/255;this.b=(t&255)/255;Ys.toWorkingColorSpace(this,e);return this}\n/**\n\t * Sets this color from RGB values.\n\t *\n\t * @param {number} r - Red channel value between `0.0` and `1.0`.\n\t * @param {number} g - Green channel value between `0.0` and `1.0`.\n\t * @param {number} b - Blue channel value between `0.0` and `1.0`.\n\t * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n\t * @return {Color} A reference to this color.\n\t */setRGB(t,e,s,i=Ys.workingColorSpace){this.r=t;this.g=e;this.b=s;Ys.toWorkingColorSpace(this,i);return this}\n/**\n\t * Sets this color from RGB values.\n\t *\n\t * @param {number} h - Hue value between `0.0` and `1.0`.\n\t * @param {number} s - Saturation value between `0.0` and `1.0`.\n\t * @param {number} l - Lightness value between `0.0` and `1.0`.\n\t * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n\t * @return {Color} A reference to this color.\n\t */setHSL(t,e,s,i=Ys.workingColorSpace){t=euclideanModulo(t,1);e=clamp(e,0,1);s=clamp(s,0,1);if(e===0)this.r=this.g=this.b=s;else{const i=s<=.5?s*(1+e):s+e-s*e;const r=2*s-i;this.r=hue2rgb(r,i,t+1/3);this.g=hue2rgb(r,i,t);this.b=hue2rgb(r,i,t-1/3)}Ys.toWorkingColorSpace(this,i);return this}\n/**\n\t * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,\n\t * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or\n\t * any [X11 color name]{@link https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart} -\n\t * all 140 color names are supported).\n\t *\n\t * @param {string} style - Color as a CSS-style string.\n\t * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n\t * @return {Color} A reference to this color.\n\t */setStyle(t,e=Qe){function handleAlpha(e){e!==void 0&&parseFloat(e)<1&&console.warn(\"THREE.Color: Alpha component of \"+t+\" will be ignored.\")}let s;if(s=/^(\\w+)\\(([^\\)]*)\\)/.exec(t)){let i;const r=s[1];const n=s[2];switch(r){case\"rgb\":case\"rgba\":if(i=/^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(n)){handleAlpha(i[4]);return this.setRGB(Math.min(255,parseInt(i[1],10))/255,Math.min(255,parseInt(i[2],10))/255,Math.min(255,parseInt(i[3],10))/255,e)}if(i=/^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(n)){handleAlpha(i[4]);return this.setRGB(Math.min(100,parseInt(i[1],10))/100,Math.min(100,parseInt(i[2],10))/100,Math.min(100,parseInt(i[3],10))/100,e)}break;case\"hsl\":case\"hsla\":if(i=/^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*,\\s*(\\d*\\.?\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(n)){handleAlpha(i[4]);return this.setHSL(parseFloat(i[1])/360,parseFloat(i[2])/100,parseFloat(i[3])/100,e)}break;default:console.warn(\"THREE.Color: Unknown color model \"+t)}}else if(s=/^\\#([A-Fa-f\\d]+)$/.exec(t)){const i=s[1];const r=i.length;if(r===3)return this.setRGB(parseInt(i.charAt(0),16)/15,parseInt(i.charAt(1),16)/15,parseInt(i.charAt(2),16)/15,e);if(r===6)return this.setHex(parseInt(i,16),e);console.warn(\"THREE.Color: Invalid hex color \"+t)}else if(t&&t.length>0)return this.setColorName(t,e);return this}\n/**\n\t * Sets this color from a color name. Faster than {@link Color#setStyle} if\n\t * you don't need the other CSS-style formats.\n\t *\n\t * For convenience, the list of names is exposed in `Color.NAMES` as a hash.\n\t * ```js\n\t * Color.NAMES.aliceblue // returns 0xF0F8FF\n\t * ```\n\t *\n\t * @param {string} style - The color name.\n\t * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n\t * @return {Color} A reference to this color.\n\t */setColorName(t,e=Qe){const s=ar[t.toLowerCase()];s!==void 0?this.setHex(s,e):console.warn(\"THREE.Color: Unknown color \"+t);return this}clone(){return new this.constructor(this.r,this.g,this.b)}\n/**\n\t * Copies the values of the given color to this instance.\n\t *\n\t * @param {Color} color - The color to copy.\n\t * @return {Color} A reference to this color.\n\t */copy(t){this.r=t.r;this.g=t.g;this.b=t.b;return this}\n/**\n\t * Copies the given color into this color, and then converts this color from\n\t * `SRGBColorSpace` to `LinearSRGBColorSpace`.\n\t *\n\t * @param {Color} color - The color to copy/convert.\n\t * @return {Color} A reference to this color.\n\t */copySRGBToLinear(t){this.r=SRGBToLinear(t.r);this.g=SRGBToLinear(t.g);this.b=SRGBToLinear(t.b);return this}\n/**\n\t * Copies the given color into this color, and then converts this color from\n\t * `LinearSRGBColorSpace` to `SRGBColorSpace`.\n\t *\n\t * @param {Color} color - The color to copy/convert.\n\t * @return {Color} A reference to this color.\n\t */copyLinearToSRGB(t){this.r=LinearToSRGB(t.r);this.g=LinearToSRGB(t.g);this.b=LinearToSRGB(t.b);return this}convertSRGBToLinear(){this.copySRGBToLinear(this);return this}convertLinearToSRGB(){this.copyLinearToSRGB(this);return this}\n/**\n\t * Returns the hexadecimal value of this color.\n\t *\n\t * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n\t * @return {number} The hexadecimal value.\n\t */getHex(t=Qe){Ys.fromWorkingColorSpace(lr.copy(this),t);return Math.round(clamp(lr.r*255,0,255))*65536+Math.round(clamp(lr.g*255,0,255))*256+Math.round(clamp(lr.b*255,0,255))}\n/**\n\t * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').\n\t *\n\t * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n\t * @return {string} The hexadecimal value as a string.\n\t */getHexString(t=Qe){return(\"000000\"+this.getHex(t).toString(16)).slice(-6)}\n/**\n\t * Converts the colors RGB values into the HSL format and stores them into the\n\t * given target object.\n\t *\n\t * @param {{h:0,s:0,l:0}} target - The target object that is used to store the method's result.\n\t * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n\t * @return {{h:number,s:number,l:number}} The HSL representation of this color.\n\t */getHSL(t,e=Ys.workingColorSpace){Ys.fromWorkingColorSpace(lr.copy(this),e);const s=lr.r,i=lr.g,r=lr.b;const n=Math.max(s,i,r);const o=Math.min(s,i,r);let a,h;const c=(o+n)/2;if(o===n){a=0;h=0}else{const t=n-o;h=c<=.5?t/(n+o):t/(2-n-o);switch(n){case s:a=(i-r)/t+(i<r?6:0);break;case i:a=(r-s)/t+2;break;case r:a=(s-i)/t+4;break}a/=6}t.h=a;t.s=h;t.l=c;return t}\n/**\n\t * Returns the RGB values of this color and stores them into the given target object.\n\t *\n\t * @param {Color} target - The target color that is used to store the method's result.\n\t * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.\n\t * @return {Color} The RGB representation of this color.\n\t */getRGB(t,e=Ys.workingColorSpace){Ys.fromWorkingColorSpace(lr.copy(this),e);t.r=lr.r;t.g=lr.g;t.b=lr.b;return t}\n/**\n\t * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.\n\t *\n\t * @param {string} [colorSpace=SRGBColorSpace] - The color space.\n\t * @return {string} The CSS representation of this color.\n\t */getStyle(t=Qe){Ys.fromWorkingColorSpace(lr.copy(this),t);const e=lr.r,s=lr.g,i=lr.b;return t!==Qe?`color(${t} ${e.toFixed(3)} ${s.toFixed(3)} ${i.toFixed(3)})`:`rgb(${Math.round(e*255)},${Math.round(s*255)},${Math.round(i*255)})`}\n/**\n\t * Adds the given HSL values to this color's values.\n\t * Internally, this converts the color's RGB values to HSL, adds HSL\n\t * and then converts the color back to RGB.\n\t *\n\t * @param {number} h - Hue value between `0.0` and `1.0`.\n\t * @param {number} s - Saturation value between `0.0` and `1.0`.\n\t * @param {number} l - Lightness value between `0.0` and `1.0`.\n\t * @return {Color} A reference to this color.\n\t */offsetHSL(t,e,s){this.getHSL(hr);return this.setHSL(hr.h+t,hr.s+e,hr.l+s)}\n/**\n\t * Adds the RGB values of the given color to the RGB values of this color.\n\t *\n\t * @param {Color} color - The color to add.\n\t * @return {Color} A reference to this color.\n\t */add(t){this.r+=t.r;this.g+=t.g;this.b+=t.b;return this}\n/**\n\t * Adds the RGB values of the given colors and stores the result in this instance.\n\t *\n\t * @param {Color} color1 - The first color.\n\t * @param {Color} color2 - The second color.\n\t * @return {Color} A reference to this color.\n\t */addColors(t,e){this.r=t.r+e.r;this.g=t.g+e.g;this.b=t.b+e.b;return this}\n/**\n\t * Adds the given scalar value to the RGB values of this color.\n\t *\n\t * @param {number} s - The scalar to add.\n\t * @return {Color} A reference to this color.\n\t */addScalar(t){this.r+=t;this.g+=t;this.b+=t;return this}\n/**\n\t * Subtracts the RGB values of the given color from the RGB values of this color.\n\t *\n\t * @param {Color} color - The color to subtract.\n\t * @return {Color} A reference to this color.\n\t */sub(t){this.r=Math.max(0,this.r-t.r);this.g=Math.max(0,this.g-t.g);this.b=Math.max(0,this.b-t.b);return this}\n/**\n\t * Multiplies the RGB values of the given color with the RGB values of this color.\n\t *\n\t * @param {Color} color - The color to multiply.\n\t * @return {Color} A reference to this color.\n\t */multiply(t){this.r*=t.r;this.g*=t.g;this.b*=t.b;return this}\n/**\n\t * Multiplies the given scalar value with the RGB values of this color.\n\t *\n\t * @param {number} s - The scalar to multiply.\n\t * @return {Color} A reference to this color.\n\t */multiplyScalar(t){this.r*=t;this.g*=t;this.b*=t;return this}\n/**\n\t * Linearly interpolates this color's RGB values toward the RGB values of the\n\t * given color. The alpha argument can be thought of as the ratio between\n\t * the two colors, where `0.0` is this color and `1.0` is the first argument.\n\t *\n\t * @param {Color} color - The color to converge on.\n\t * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.\n\t * @return {Color} A reference to this color.\n\t */lerp(t,e){this.r+=(t.r-this.r)*e;this.g+=(t.g-this.g)*e;this.b+=(t.b-this.b)*e;return this}\n/**\n\t * Linearly interpolates between the given colors and stores the result in this instance.\n\t * The alpha argument can be thought of as the ratio between the two colors, where `0.0`\n\t * is the first and `1.0` is the second color.\n\t *\n\t * @param {Color} color1 - The first color.\n\t * @param {Color} color2 - The second color.\n\t * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.\n\t * @return {Color} A reference to this color.\n\t */lerpColors(t,e,s){this.r=t.r+(e.r-t.r)*s;this.g=t.g+(e.g-t.g)*s;this.b=t.b+(e.b-t.b)*s;return this}\n/**\n\t * Linearly interpolates this color's HSL values toward the HSL values of the\n\t * given color. It differs from {@link Color#lerp} by not interpolating straight\n\t * from one color to the other, but instead going through all the hues in between\n\t * those two colors. The alpha argument can be thought of as the ratio between\n\t * the two colors, where 0.0 is this color and 1.0 is the first argument.\n\t *\n\t * @param {Color} color - The color to converge on.\n\t * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.\n\t * @return {Color} A reference to this color.\n\t */lerpHSL(t,e){this.getHSL(hr);t.getHSL(cr);const s=lerp(hr.h,cr.h,e);const i=lerp(hr.s,cr.s,e);const r=lerp(hr.l,cr.l,e);this.setHSL(s,i,r);return this}\n/**\n\t * Sets the color's RGB components from the given 3D vector.\n\t *\n\t * @param {Vector3} v - The vector to set.\n\t * @return {Color} A reference to this color.\n\t */setFromVector3(t){this.r=t.x;this.g=t.y;this.b=t.z;return this}\n/**\n\t * Transforms this color with the given 3x3 matrix.\n\t *\n\t * @param {Matrix3} m - The matrix.\n\t * @return {Color} A reference to this color.\n\t */applyMatrix3(t){const e=this.r,s=this.g,i=this.b;const r=t.elements;this.r=r[0]*e+r[3]*s+r[6]*i;this.g=r[1]*e+r[4]*s+r[7]*i;this.b=r[2]*e+r[5]*s+r[8]*i;return this}\n/**\n\t * Returns `true` if this color is equal with the given one.\n\t *\n\t * @param {Color} c - The color to test for equality.\n\t * @return {boolean} Whether this bounding color is equal with the given one.\n\t */equals(t){return t.r===this.r&&t.g===this.g&&t.b===this.b}\n/**\n\t * Sets this color's RGB components from the given array.\n\t *\n\t * @param {Array<number>} array - An array holding the RGB values.\n\t * @param {number} [offset=0] - The offset into the array.\n\t * @return {Color} A reference to this color.\n\t */fromArray(t,e=0){this.r=t[e];this.g=t[e+1];this.b=t[e+2];return this}\n/**\n\t * Writes the RGB components of this color to the given array. If no array is provided,\n\t * the method returns a new instance.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array holding the color components.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Array<number>} The color components.\n\t */toArray(t=[],e=0){t[e]=this.r;t[e+1]=this.g;t[e+2]=this.b;return t}\n/**\n\t * Sets the components of this color from the given buffer attribute.\n\t *\n\t * @param {BufferAttribute} attribute - The buffer attribute holding color data.\n\t * @param {number} index - The index into the attribute.\n\t * @return {Color} A reference to this color.\n\t */fromBufferAttribute(t,e){this.r=t.getX(e);this.g=t.getY(e);this.b=t.getZ(e);return this}toJSON(){return this.getHex()}*[Symbol.iterator](){yield this.r;yield this.g;yield this.b}}const lr=new Color;\n/**\n * A dictionary with X11 color names.\n *\n * Note that multiple words such as Dark Orange become the string 'darkorange'.\n *\n * @static\n * @type {Object}\n */Color.NAMES=ar;let ur=0;class Material extends EventDispatcher{constructor(){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isMaterial=true;\n/**\n\t\t * The ID of the material.\n\t\t *\n\t\t * @name Material#id\n\t\t * @type {number}\n\t\t * @readonly\n\t\t */Object.defineProperty(this,\"id\",{value:ur++});\n/**\n\t\t * The UUID of the material.\n\t\t *\n\t\t * @type {string}\n\t\t * @readonly\n\t\t */this.uuid=generateUUID();\n/**\n\t\t * The name of the material.\n\t\t *\n\t\t * @type {string}\n\t\t */this.name=\"\";\n/**\n\t\t * The type property is used for detecting the object type\n\t\t * in context of serialization/deserialization.\n\t\t *\n\t\t * @type {string}\n\t\t * @readonly\n\t\t */this.type=\"Material\";\n/**\n\t\t * Defines the blending type of the material.\n\t\t *\n\t\t * It must be set to `CustomBlending` if custom blending properties like\n\t\t * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}\n\t\t * should have any effect.\n\t\t *\n\t\t * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}\n\t\t * @default NormalBlending\n\t\t */this.blending=f;\n/**\n\t\t * Defines which side of faces will be rendered - front, back or both.\n\t\t *\n\t\t * @type {(FrontSide|BackSide|DoubleSide)}\n\t\t * @default FrontSide\n\t\t */this.side=u;\n/**\n\t\t * If set to `true`, vertex colors should be used.\n\t\t *\n\t\t * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or\n\t\t * four (RGBA) component color buffer attribute is used.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.vertexColors=false;\n/**\n\t\t * Defines how transparent the material is.\n\t\t * A value of `0.0` indicates fully transparent, `1.0` is fully opaque.\n\t\t *\n\t\t * If the {@link Material#transparent} is not set to `true`,\n\t\t * the material will remain fully opaque and this value will only affect its color.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.opacity=1;\n/**\n\t\t * Defines whether this material is transparent. This has an effect on\n\t\t * rendering as transparent objects need special treatment and are rendered\n\t\t * after non-transparent objects.\n\t\t *\n\t\t * When set to true, the extent to which the material is transparent is\n\t\t * controlled by {@link Material#opacity}.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.transparent=false;\n/**\n\t\t * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or\n\t\t * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than\n\t\t * a random threshold. Randomization introduces some grain or noise, but approximates alpha\n\t\t * blending without the associated problems of sorting. Using TAA can reduce the resulting noise.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.alphaHash=false;\n/**\n\t\t * Defines the blending source factor.\n\t\t *\n\t\t * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}\n\t\t * @default SrcAlphaFactor\n\t\t */this.blendSrc=I;\n/**\n\t\t * Defines the blending destination factor.\n\t\t *\n\t\t * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}\n\t\t * @default OneMinusSrcAlphaFactor\n\t\t */this.blendDst=V;\n/**\n\t\t * Defines the blending equation.\n\t\t *\n\t\t * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}\n\t\t * @default OneMinusSrcAlphaFactor\n\t\t */this.blendEquation=M;\n/**\n\t\t * Defines the blending source alpha factor.\n\t\t *\n\t\t * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}\n\t\t * @default null\n\t\t */this.blendSrcAlpha=null;\n/**\n\t\t * Defines the blending destination alpha factor.\n\t\t *\n\t\t * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}\n\t\t * @default null\n\t\t */this.blendDstAlpha=null;\n/**\n\t\t * Defines the blending equation of the alpha channel.\n\t\t *\n\t\t * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}\n\t\t * @default OneMinusSrcAlphaFactor\n\t\t */this.blendEquationAlpha=null;\n/**\n\t\t * Represents the RGB values of the constant blend color.\n\t\t *\n\t\t * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.\n\t\t *\n\t\t * @type {Color}\n\t\t * @default (0,0,0)\n\t\t */this.blendColor=new Color(0,0,0);\n/**\n\t\t * Represents the alpha value of the constant blend color.\n\t\t *\n\t\t * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.blendAlpha=0;\n/**\n\t\t * Defines the depth function.\n\t\t *\n\t\t * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}\n\t\t * @default LessEqualDepth\n\t\t */this.depthFunc=W;\n/**\n\t\t * Whether to have depth test enabled when rendering this material.\n\t\t * When the depth test is disabled, the depth write will also be implicitly disabled.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.depthTest=true;\n/**\n\t\t * Whether rendering this material has any effect on the depth buffer.\n\t\t *\n\t\t * When drawing 2D overlays it can be useful to disable the depth writing in\n\t\t * order to layer several things together without creating z-index artifacts.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.depthWrite=true;\n/**\n\t\t * The bit mask to use when writing to the stencil buffer.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0xff\n\t\t */this.stencilWriteMask=255;\n/**\n\t\t * The stencil comparison function to use.\n\t\t *\n\t\t * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}\n\t\t * @default AlwaysStencilFunc\n\t\t */this.stencilFunc=ys;\n/**\n\t\t * The value to use when performing stencil comparisons or stencil operations.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.stencilRef=0;\n/**\n\t\t * The bit mask to use when comparing against the stencil buffer.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0xff\n\t\t */this.stencilFuncMask=255;\n/**\n\t\t * Which stencil operation to perform when the comparison function returns `false`.\n\t\t *\n\t\t * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}\n\t\t * @default KeepStencilOp\n\t\t */this.stencilFail=ss;\n/**\n\t\t * Which stencil operation to perform when the comparison function returns\n\t\t * `true` but the depth test fails.\n\t\t *\n\t\t * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}\n\t\t * @default KeepStencilOp\n\t\t */this.stencilZFail=ss;\n/**\n\t\t * Which stencil operation to perform when the comparison function returns\n\t\t * `true` and the depth test passes.\n\t\t *\n\t\t * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}\n\t\t * @default KeepStencilOp\n\t\t */this.stencilZPass=ss;\n/**\n\t\t * Whether stencil operations are performed against the stencil buffer. In\n\t\t * order to perform writes or comparisons against the stencil buffer this\n\t\t * value must be `true`.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.stencilWrite=false;\n/**\n\t\t * User-defined clipping planes specified as THREE.Plane objects in world\n\t\t * space. These planes apply to the objects this material is attached to.\n\t\t * Points in space whose signed distance to the plane is negative are clipped\n\t\t * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to\n\t\t * be `true`.\n\t\t *\n\t\t * @type {?Array<Plane>}\n\t\t * @default null\n\t\t */this.clippingPlanes=null;\n/**\n\t\t * Changes the behavior of clipping planes so that only their intersection is\n\t\t * clipped, rather than their union.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.clipIntersection=false;\n/**\n\t\t * Defines whether to clip shadows according to the clipping planes specified\n\t\t * on this material.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.clipShadows=false;\n/**\n\t\t * Defines which side of faces cast shadows. If `null`, the side casting shadows\n\t\t * is determined as follows:\n\t\t *\n\t\t * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.\n\t\t * - When {@link Material#side} is set to `BackSide`, the front side cast shadows.\n\t\t * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.\n\t\t *\n\t\t * @type {?(FrontSide|BackSide|DoubleSide)}\n\t\t * @default null\n\t\t */this.shadowSide=null;\n/**\n\t\t * Whether to render the material's color.\n\t\t *\n\t\t * This can be used in conjunction with {@link Object3D#renderOder} to create invisible\n\t\t * objects that occlude other objects.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.colorWrite=true;\n/**\n\t\t * Override the renderer's default precision for this material.\n\t\t *\n\t\t * @type {?('highp'|'mediump'|'lowp')}\n\t\t * @default null\n\t\t */this.precision=null;\n/**\n\t\t * Whether to use polygon offset or not. When enabled, each fragment's depth value will\n\t\t * be offset after it is interpolated from the depth values of the appropriate vertices.\n\t\t * The offset is added before the depth test is performed and before the value is written\n\t\t * into the depth buffer.\n\t\t *\n\t\t * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for\n\t\t * rendering solids with highlighted edges.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.polygonOffset=false;\n/**\n\t\t * Specifies a scale factor that is used to create a variable depth offset for each polygon.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.polygonOffsetFactor=0;\n/**\n\t\t * Is multiplied by an implementation-specific value to create a constant depth offset.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.polygonOffsetUnits=0;\n/**\n\t\t * Whether to apply dithering to the color to remove the appearance of banding.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.dithering=false;\n/**\n\t\t * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts\n\t\t * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this\n\t\t * will smooth aliasing on clip plane edges and alphaTest-clipped edges.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.alphaToCoverage=false;\n/**\n\t\t * Whether to premultiply the alpha (transparency) value.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.premultipliedAlpha=false;\n/**\n\t\t * Whether double-sided, transparent objects should be rendered with a single pass or not.\n\t\t *\n\t\t * The engine renders double-sided, transparent objects with two draw calls (back faces first,\n\t\t * then front faces) to mitigate transparency artifacts. There are scenarios however where this\n\t\t * approach produces no quality gains but still doubles draw calls e.g. when rendering flat\n\t\t * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to\n\t\t * disable the two pass rendering to avoid performance issues.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.forceSinglePass=false;\n/**\n\t\t * Defines whether 3D objects using this material are visible.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.visible=true;\n/**\n\t\t * Defines whether this material is tone mapped according to the renderer's tone mapping setting.\n\t\t *\n\t\t * It is ignored when rendering to a render target or using post processing or when using\n\t\t * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.toneMapped=true;\n/**\n\t\t * An object that can be used to store custom data about the Material. It\n\t\t * should not hold references to functions as these will not be cloned.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.userData={};\n/**\n\t\t * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.\n\t\t *\n\t\t * @type {number}\n\t\t * @readonly\n\t\t * @default 0\n\t\t */this.version=0;this._alphaTest=0}\n/**\n\t * Sets the alpha value to be used when running an alpha test. The material\n\t * will not be rendered if the opacity is lower than this value.\n\t *\n\t * @type {number}\n\t * @readonly\n\t * @default 0\n\t */get alphaTest(){return this._alphaTest}set alphaTest(t){this._alphaTest>0!==t>0&&this.version++;this._alphaTest=t}\n/**\n\t * An optional callback that is executed immediately before the material is used to render a 3D object.\n\t *\n\t * This method can only be used when rendering with {@link WebGLRenderer}.\n\t *\n\t * @param {WebGLRenderer} renderer - The renderer.\n\t * @param {Scene} scene - The scene.\n\t * @param {Camera} camera - The camera that is used to render the scene.\n\t * @param {BufferGeometry} geometry - The 3D object's geometry.\n\t * @param {Object3D} object - The 3D object.\n\t * @param {Object} group - The geometry group data.\n\t */onBeforeRender(){}\n/**\n\t * An optional callback that is executed immediately before the shader\n\t * program is compiled. This function is called with the shader source code\n\t * as a parameter. Useful for the modification of built-in materials.\n\t *\n\t * This method can only be used when rendering with {@link WebGLRenderer}. The\n\t * recommended approach when customizing materials is to use `WebGPURenderer` with the new\n\t * Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.\n\t *\n\t * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.\n\t * @param {WebGLRenderer} renderer - A reference to the renderer.\n\t */onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(t!==void 0)for(const e in t){const s=t[e];if(s===void 0){console.warn(`THREE.Material: parameter '${e}' has value of undefined.`);continue}const i=this[e];i!==void 0?i&&i.isColor?i.set(s):i&&i.isVector3&&s&&s.isVector3?i.copy(s):this[e]=s:console.warn(`THREE.Material: '${e}' is not a property of THREE.${this.type}.`)}}\n/**\n\t * Serializes the material into JSON.\n\t *\n\t * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n\t * @return {Object} A JSON object representing the serialized material.\n\t * @see {@link ObjectLoader#parse}\n\t */toJSON(t){const e=t===void 0||typeof t===\"string\";e&&(t={textures:{},images:{}});const s={metadata:{version:4.6,type:\"Material\",generator:\"Material.toJSON\"}};s.uuid=this.uuid;s.type=this.type;this.name!==\"\"&&(s.name=this.name);this.color&&this.color.isColor&&(s.color=this.color.getHex());this.roughness!==void 0&&(s.roughness=this.roughness);this.metalness!==void 0&&(s.metalness=this.metalness);this.sheen!==void 0&&(s.sheen=this.sheen);this.sheenColor&&this.sheenColor.isColor&&(s.sheenColor=this.sheenColor.getHex());this.sheenRoughness!==void 0&&(s.sheenRoughness=this.sheenRoughness);this.emissive&&this.emissive.isColor&&(s.emissive=this.emissive.getHex());this.emissiveIntensity!==void 0&&this.emissiveIntensity!==1&&(s.emissiveIntensity=this.emissiveIntensity);this.specular&&this.specular.isColor&&(s.specular=this.specular.getHex());this.specularIntensity!==void 0&&(s.specularIntensity=this.specularIntensity);this.specularColor&&this.specularColor.isColor&&(s.specularColor=this.specularColor.getHex());this.shininess!==void 0&&(s.shininess=this.shininess);this.clearcoat!==void 0&&(s.clearcoat=this.clearcoat);this.clearcoatRoughness!==void 0&&(s.clearcoatRoughness=this.clearcoatRoughness);this.clearcoatMap&&this.clearcoatMap.isTexture&&(s.clearcoatMap=this.clearcoatMap.toJSON(t).uuid);this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(s.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid);if(this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture){s.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid;s.clearcoatNormalScale=this.clearcoatNormalScale.toArray()}this.dispersion!==void 0&&(s.dispersion=this.dispersion);this.iridescence!==void 0&&(s.iridescence=this.iridescence);this.iridescenceIOR!==void 0&&(s.iridescenceIOR=this.iridescenceIOR);this.iridescenceThicknessRange!==void 0&&(s.iridescenceThicknessRange=this.iridescenceThicknessRange);this.iridescenceMap&&this.iridescenceMap.isTexture&&(s.iridescenceMap=this.iridescenceMap.toJSON(t).uuid);this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(s.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid);this.anisotropy!==void 0&&(s.anisotropy=this.anisotropy);this.anisotropyRotation!==void 0&&(s.anisotropyRotation=this.anisotropyRotation);this.anisotropyMap&&this.anisotropyMap.isTexture&&(s.anisotropyMap=this.anisotropyMap.toJSON(t).uuid);this.map&&this.map.isTexture&&(s.map=this.map.toJSON(t).uuid);this.matcap&&this.matcap.isTexture&&(s.matcap=this.matcap.toJSON(t).uuid);this.alphaMap&&this.alphaMap.isTexture&&(s.alphaMap=this.alphaMap.toJSON(t).uuid);if(this.lightMap&&this.lightMap.isTexture){s.lightMap=this.lightMap.toJSON(t).uuid;s.lightMapIntensity=this.lightMapIntensity}if(this.aoMap&&this.aoMap.isTexture){s.aoMap=this.aoMap.toJSON(t).uuid;s.aoMapIntensity=this.aoMapIntensity}if(this.bumpMap&&this.bumpMap.isTexture){s.bumpMap=this.bumpMap.toJSON(t).uuid;s.bumpScale=this.bumpScale}if(this.normalMap&&this.normalMap.isTexture){s.normalMap=this.normalMap.toJSON(t).uuid;s.normalMapType=this.normalMapType;s.normalScale=this.normalScale.toArray()}if(this.displacementMap&&this.displacementMap.isTexture){s.displacementMap=this.displacementMap.toJSON(t).uuid;s.displacementScale=this.displacementScale;s.displacementBias=this.displacementBias}this.roughnessMap&&this.roughnessMap.isTexture&&(s.roughnessMap=this.roughnessMap.toJSON(t).uuid);this.metalnessMap&&this.metalnessMap.isTexture&&(s.metalnessMap=this.metalnessMap.toJSON(t).uuid);this.emissiveMap&&this.emissiveMap.isTexture&&(s.emissiveMap=this.emissiveMap.toJSON(t).uuid);this.specularMap&&this.specularMap.isTexture&&(s.specularMap=this.specularMap.toJSON(t).uuid);this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(s.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid);this.specularColorMap&&this.specularColorMap.isTexture&&(s.specularColorMap=this.specularColorMap.toJSON(t).uuid);if(this.envMap&&this.envMap.isTexture){s.envMap=this.envMap.toJSON(t).uuid;this.combine!==void 0&&(s.combine=this.combine)}this.envMapRotation!==void 0&&(s.envMapRotation=this.envMapRotation.toArray());this.envMapIntensity!==void 0&&(s.envMapIntensity=this.envMapIntensity);this.reflectivity!==void 0&&(s.reflectivity=this.reflectivity);this.refractionRatio!==void 0&&(s.refractionRatio=this.refractionRatio);this.gradientMap&&this.gradientMap.isTexture&&(s.gradientMap=this.gradientMap.toJSON(t).uuid);this.transmission!==void 0&&(s.transmission=this.transmission);this.transmissionMap&&this.transmissionMap.isTexture&&(s.transmissionMap=this.transmissionMap.toJSON(t).uuid);this.thickness!==void 0&&(s.thickness=this.thickness);this.thicknessMap&&this.thicknessMap.isTexture&&(s.thicknessMap=this.thicknessMap.toJSON(t).uuid);this.attenuationDistance!==void 0&&this.attenuationDistance!==Infinity&&(s.attenuationDistance=this.attenuationDistance);this.attenuationColor!==void 0&&(s.attenuationColor=this.attenuationColor.getHex());this.size!==void 0&&(s.size=this.size);this.shadowSide!==null&&(s.shadowSide=this.shadowSide);this.sizeAttenuation!==void 0&&(s.sizeAttenuation=this.sizeAttenuation);this.blending!==f&&(s.blending=this.blending);this.side!==u&&(s.side=this.side);this.vertexColors===true&&(s.vertexColors=true);this.opacity<1&&(s.opacity=this.opacity);this.transparent===true&&(s.transparent=true);this.blendSrc!==I&&(s.blendSrc=this.blendSrc);this.blendDst!==V&&(s.blendDst=this.blendDst);this.blendEquation!==M&&(s.blendEquation=this.blendEquation);this.blendSrcAlpha!==null&&(s.blendSrcAlpha=this.blendSrcAlpha);this.blendDstAlpha!==null&&(s.blendDstAlpha=this.blendDstAlpha);this.blendEquationAlpha!==null&&(s.blendEquationAlpha=this.blendEquationAlpha);this.blendColor&&this.blendColor.isColor&&(s.blendColor=this.blendColor.getHex());this.blendAlpha!==0&&(s.blendAlpha=this.blendAlpha);this.depthFunc!==W&&(s.depthFunc=this.depthFunc);this.depthTest===false&&(s.depthTest=this.depthTest);this.depthWrite===false&&(s.depthWrite=this.depthWrite);this.colorWrite===false&&(s.colorWrite=this.colorWrite);this.stencilWriteMask!==255&&(s.stencilWriteMask=this.stencilWriteMask);this.stencilFunc!==ys&&(s.stencilFunc=this.stencilFunc);this.stencilRef!==0&&(s.stencilRef=this.stencilRef);this.stencilFuncMask!==255&&(s.stencilFuncMask=this.stencilFuncMask);this.stencilFail!==ss&&(s.stencilFail=this.stencilFail);this.stencilZFail!==ss&&(s.stencilZFail=this.stencilZFail);this.stencilZPass!==ss&&(s.stencilZPass=this.stencilZPass);this.stencilWrite===true&&(s.stencilWrite=this.stencilWrite);this.rotation!==void 0&&this.rotation!==0&&(s.rotation=this.rotation);this.polygonOffset===true&&(s.polygonOffset=true);this.polygonOffsetFactor!==0&&(s.polygonOffsetFactor=this.polygonOffsetFactor);this.polygonOffsetUnits!==0&&(s.polygonOffsetUnits=this.polygonOffsetUnits);this.linewidth!==void 0&&this.linewidth!==1&&(s.linewidth=this.linewidth);this.dashSize!==void 0&&(s.dashSize=this.dashSize);this.gapSize!==void 0&&(s.gapSize=this.gapSize);this.scale!==void 0&&(s.scale=this.scale);this.dithering===true&&(s.dithering=true);this.alphaTest>0&&(s.alphaTest=this.alphaTest);this.alphaHash===true&&(s.alphaHash=true);this.alphaToCoverage===true&&(s.alphaToCoverage=true);this.premultipliedAlpha===true&&(s.premultipliedAlpha=true);this.forceSinglePass===true&&(s.forceSinglePass=true);this.wireframe===true&&(s.wireframe=true);this.wireframeLinewidth>1&&(s.wireframeLinewidth=this.wireframeLinewidth);this.wireframeLinecap!==\"round\"&&(s.wireframeLinecap=this.wireframeLinecap);this.wireframeLinejoin!==\"round\"&&(s.wireframeLinejoin=this.wireframeLinejoin);this.flatShading===true&&(s.flatShading=true);this.visible===false&&(s.visible=false);this.toneMapped===false&&(s.toneMapped=false);this.fog===false&&(s.fog=false);Object.keys(this.userData).length>0&&(s.userData=this.userData);function extractFromCache(t){const e=[];for(const s in t){const i=t[s];delete i.metadata;e.push(i)}return e}if(e){const e=extractFromCache(t.textures);const i=extractFromCache(t.images);e.length>0&&(s.textures=e);i.length>0&&(s.images=i)}return s}clone(){return(new this.constructor).copy(this)}\n/**\n\t * Copies the values of the given material to this instance.\n\t *\n\t * @param {Material} source - The material to copy.\n\t * @return {Material} A reference to this instance.\n\t */copy(t){this.name=t.name;this.blending=t.blending;this.side=t.side;this.vertexColors=t.vertexColors;this.opacity=t.opacity;this.transparent=t.transparent;this.blendSrc=t.blendSrc;this.blendDst=t.blendDst;this.blendEquation=t.blendEquation;this.blendSrcAlpha=t.blendSrcAlpha;this.blendDstAlpha=t.blendDstAlpha;this.blendEquationAlpha=t.blendEquationAlpha;this.blendColor.copy(t.blendColor);this.blendAlpha=t.blendAlpha;this.depthFunc=t.depthFunc;this.depthTest=t.depthTest;this.depthWrite=t.depthWrite;this.stencilWriteMask=t.stencilWriteMask;this.stencilFunc=t.stencilFunc;this.stencilRef=t.stencilRef;this.stencilFuncMask=t.stencilFuncMask;this.stencilFail=t.stencilFail;this.stencilZFail=t.stencilZFail;this.stencilZPass=t.stencilZPass;this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let s=null;if(e!==null){const t=e.length;s=new Array(t);for(let i=0;i!==t;++i)s[i]=e[i].clone()}this.clippingPlanes=s;this.clipIntersection=t.clipIntersection;this.clipShadows=t.clipShadows;this.shadowSide=t.shadowSide;this.colorWrite=t.colorWrite;this.precision=t.precision;this.polygonOffset=t.polygonOffset;this.polygonOffsetFactor=t.polygonOffsetFactor;this.polygonOffsetUnits=t.polygonOffsetUnits;this.dithering=t.dithering;this.alphaTest=t.alphaTest;this.alphaHash=t.alphaHash;this.alphaToCoverage=t.alphaToCoverage;this.premultipliedAlpha=t.premultipliedAlpha;this.forceSinglePass=t.forceSinglePass;this.visible=t.visible;this.toneMapped=t.toneMapped;this.userData=JSON.parse(JSON.stringify(t.userData));return this}dispose(){\n/**\n\t\t * Fires when the material has been disposed of.\n\t\t *\n\t\t * @event Material#dispose\n\t\t * @type {Object}\n\t\t */\nthis.dispatchEvent({type:\"dispose\"})}\n/**\n\t * Setting this property to `true` indicates the engine the material\n\t * needs to be recompiled.\n\t *\n\t * @type {boolean}\n\t * @default false\n\t * @param {boolean} value\n\t */set needsUpdate(t){t===true&&this.version++}onBuild(){console.warn(\"Material: onBuild() has been removed.\")}}class MeshBasicMaterial extends Material{constructor(t){super();this.isMeshBasicMaterial=true;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.envMapRotation=new Euler;this.combine=Y;this.reflectivity=1;this.refractionRatio=.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap=\"round\";this.wireframeLinejoin=\"round\";this.fog=true;this.setValues(t)}copy(t){super.copy(t);this.color.copy(t.color);this.map=t.map;this.lightMap=t.lightMap;this.lightMapIntensity=t.lightMapIntensity;this.aoMap=t.aoMap;this.aoMapIntensity=t.aoMapIntensity;this.specularMap=t.specularMap;this.alphaMap=t.alphaMap;this.envMap=t.envMap;this.envMapRotation.copy(t.envMapRotation);this.combine=t.combine;this.reflectivity=t.reflectivity;this.refractionRatio=t.refractionRatio;this.wireframe=t.wireframe;this.wireframeLinewidth=t.wireframeLinewidth;this.wireframeLinecap=t.wireframeLinecap;this.wireframeLinejoin=t.wireframeLinejoin;this.fog=t.fog;return this}}const dr=_generateTables();function _generateTables(){const t=new ArrayBuffer(4);const e=new Float32Array(t);const s=new Uint32Array(t);const i=new Uint32Array(512);const r=new Uint32Array(512);for(let t=0;t<256;++t){const e=t-127;if(e<-27){i[t]=0;i[t|256]=32768;r[t]=24;r[t|256]=24}else if(e<-14){i[t]=1024>>-e-14;i[t|256]=1024>>-e-14|32768;r[t]=-e-1;r[t|256]=-e-1}else if(e<=15){i[t]=e+15<<10;i[t|256]=e+15<<10|32768;r[t]=13;r[t|256]=13}else if(e<128){i[t]=31744;i[t|256]=64512;r[t]=24;r[t|256]=24}else{i[t]=31744;i[t|256]=64512;r[t]=13;r[t|256]=13}}const n=new Uint32Array(2048);const o=new Uint32Array(64);const a=new Uint32Array(64);for(let t=1;t<1024;++t){let e=t<<13;let s=0;while((e&8388608)===0){e<<=1;s-=8388608}e&=-8388609;s+=947912704;n[t]=e|s}for(let t=1024;t<2048;++t)n[t]=939524096+(t-1024<<13);for(let t=1;t<31;++t)o[t]=t<<23;o[31]=1199570944;o[32]=2147483648;for(let t=33;t<63;++t)o[t]=2147483648+(t-32<<23);o[63]=3347054592;for(let t=1;t<64;++t)t!==32&&(a[t]=1024);return{floatView:e,uint32View:s,baseTable:i,shiftTable:r,mantissaTable:n,exponentTable:o,offsetTable:a}}\n/**\n * Returns a half precision floating point value (FP16) from the given single\n * precision floating point value (FP32).\n *\n * @param {number} val - A single precision floating point value.\n * @return {number} The FP16 value.\n */function toHalfFloat(t){Math.abs(t)>65504&&console.warn(\"THREE.DataUtils.toHalfFloat(): Value out of range.\");t=clamp(t,-65504,65504);dr.floatView[0]=t;const e=dr.uint32View[0];const s=e>>23&511;return dr.baseTable[s]+((e&8388607)>>dr.shiftTable[s])}\n/**\n * Returns a single precision floating point value (FP32) from the given half\n * precision floating point value (FP16).\n *\n * @param {number} val - A half precision floating point value.\n * @return {number} The FP32 value.\n */function fromHalfFloat(t){const e=t>>10;dr.uint32View[0]=dr.mantissaTable[dr.offsetTable[e]+(t&1023)]+dr.exponentTable[e];return dr.floatView[0]}class DataUtils{\n/**\n\t * Returns a half precision floating point value (FP16) from the given single\n\t * precision floating point value (FP32).\n\t *\n\t * @param {number} val - A single precision floating point value.\n\t * @return {number} The FP16 value.\n\t */\nstatic toHalfFloat(t){return toHalfFloat(t)}\n/**\n\t * Returns a single precision floating point value (FP32) from the given half\n\t * precision floating point value (FP16).\n\t *\n\t * @param {number} val - A half precision floating point value.\n\t * @return {number} The FP32 value.\n\t */static fromHalfFloat(t){return fromHalfFloat(t)}}const pr=new Vector3;const mr=new Vector2;let fr=0;class BufferAttribute{constructor(t,e,s=false){if(Array.isArray(t))throw new TypeError(\"THREE.BufferAttribute: array should be a Typed Array.\");this.isBufferAttribute=true;Object.defineProperty(this,\"id\",{value:fr++});this.name=\"\";this.array=t;this.itemSize=e;this.count=t!==void 0?t.length/e:0;this.normalized=s;this.usage=_s;this.updateRanges=[];this.gpuType=Lt;this.version=0}onUploadCallback(){}set needsUpdate(t){t===true&&this.version++}setUsage(t){this.usage=t;return this}addUpdateRange(t,e){this.updateRanges.push({start:t,count:e})}clearUpdateRanges(){this.updateRanges.length=0}copy(t){this.name=t.name;this.array=new t.array.constructor(t.array);this.itemSize=t.itemSize;this.count=t.count;this.normalized=t.normalized;this.usage=t.usage;this.gpuType=t.gpuType;return this}copyAt(t,e,s){t*=this.itemSize;s*=e.itemSize;for(let i=0,r=this.itemSize;i<r;i++)this.array[t+i]=e.array[s+i];return this}copyArray(t){this.array.set(t);return this}applyMatrix3(t){if(this.itemSize===2)for(let e=0,s=this.count;e<s;e++){mr.fromBufferAttribute(this,e);mr.applyMatrix3(t);this.setXY(e,mr.x,mr.y)}else if(this.itemSize===3)for(let e=0,s=this.count;e<s;e++){pr.fromBufferAttribute(this,e);pr.applyMatrix3(t);this.setXYZ(e,pr.x,pr.y,pr.z)}return this}applyMatrix4(t){for(let e=0,s=this.count;e<s;e++){pr.fromBufferAttribute(this,e);pr.applyMatrix4(t);this.setXYZ(e,pr.x,pr.y,pr.z)}return this}applyNormalMatrix(t){for(let e=0,s=this.count;e<s;e++){pr.fromBufferAttribute(this,e);pr.applyNormalMatrix(t);this.setXYZ(e,pr.x,pr.y,pr.z)}return this}transformDirection(t){for(let e=0,s=this.count;e<s;e++){pr.fromBufferAttribute(this,e);pr.transformDirection(t);this.setXYZ(e,pr.x,pr.y,pr.z)}return this}set(t,e=0){this.array.set(t,e);return this}getComponent(t,e){let s=this.array[t*this.itemSize+e];this.normalized&&(s=denormalize(s,this.array));return s}setComponent(t,e,s){this.normalized&&(s=normalize(s,this.array));this.array[t*this.itemSize+e]=s;return this}getX(t){let e=this.array[t*this.itemSize];this.normalized&&(e=denormalize(e,this.array));return e}setX(t,e){this.normalized&&(e=normalize(e,this.array));this.array[t*this.itemSize]=e;return this}getY(t){let e=this.array[t*this.itemSize+1];this.normalized&&(e=denormalize(e,this.array));return e}setY(t,e){this.normalized&&(e=normalize(e,this.array));this.array[t*this.itemSize+1]=e;return this}getZ(t){let e=this.array[t*this.itemSize+2];this.normalized&&(e=denormalize(e,this.array));return e}setZ(t,e){this.normalized&&(e=normalize(e,this.array));this.array[t*this.itemSize+2]=e;return this}getW(t){let e=this.array[t*this.itemSize+3];this.normalized&&(e=denormalize(e,this.array));return e}setW(t,e){this.normalized&&(e=normalize(e,this.array));this.array[t*this.itemSize+3]=e;return this}setXY(t,e,s){t*=this.itemSize;if(this.normalized){e=normalize(e,this.array);s=normalize(s,this.array)}this.array[t+0]=e;this.array[t+1]=s;return this}setXYZ(t,e,s,i){t*=this.itemSize;if(this.normalized){e=normalize(e,this.array);s=normalize(s,this.array);i=normalize(i,this.array)}this.array[t+0]=e;this.array[t+1]=s;this.array[t+2]=i;return this}setXYZW(t,e,s,i,r){t*=this.itemSize;if(this.normalized){e=normalize(e,this.array);s=normalize(s,this.array);i=normalize(i,this.array);r=normalize(r,this.array)}this.array[t+0]=e;this.array[t+1]=s;this.array[t+2]=i;this.array[t+3]=r;return this}onUpload(t){this.onUploadCallback=t;return this}clone(){return new this.constructor(this.array,this.itemSize).copy(this)}toJSON(){const t={itemSize:this.itemSize,type:this.array.constructor.name,array:Array.from(this.array),normalized:this.normalized};this.name!==\"\"&&(t.name=this.name);this.usage!==_s&&(t.usage=this.usage);return t}}class Int8BufferAttribute extends BufferAttribute{constructor(t,e,s){super(new Int8Array(t),e,s)}}class Uint8BufferAttribute extends BufferAttribute{constructor(t,e,s){super(new Uint8Array(t),e,s)}}class Uint8ClampedBufferAttribute extends BufferAttribute{constructor(t,e,s){super(new Uint8ClampedArray(t),e,s)}}class Int16BufferAttribute extends BufferAttribute{constructor(t,e,s){super(new Int16Array(t),e,s)}}class Uint16BufferAttribute extends BufferAttribute{constructor(t,e,s){super(new Uint16Array(t),e,s)}}class Int32BufferAttribute extends BufferAttribute{constructor(t,e,s){super(new Int32Array(t),e,s)}}class Uint32BufferAttribute extends BufferAttribute{constructor(t,e,s){super(new Uint32Array(t),e,s)}}class Float16BufferAttribute extends BufferAttribute{constructor(t,e,s){super(new Uint16Array(t),e,s);this.isFloat16BufferAttribute=true}getX(t){let e=fromHalfFloat(this.array[t*this.itemSize]);this.normalized&&(e=denormalize(e,this.array));return e}setX(t,e){this.normalized&&(e=normalize(e,this.array));this.array[t*this.itemSize]=toHalfFloat(e);return this}getY(t){let e=fromHalfFloat(this.array[t*this.itemSize+1]);this.normalized&&(e=denormalize(e,this.array));return e}setY(t,e){this.normalized&&(e=normalize(e,this.array));this.array[t*this.itemSize+1]=toHalfFloat(e);return this}getZ(t){let e=fromHalfFloat(this.array[t*this.itemSize+2]);this.normalized&&(e=denormalize(e,this.array));return e}setZ(t,e){this.normalized&&(e=normalize(e,this.array));this.array[t*this.itemSize+2]=toHalfFloat(e);return this}getW(t){let e=fromHalfFloat(this.array[t*this.itemSize+3]);this.normalized&&(e=denormalize(e,this.array));return e}setW(t,e){this.normalized&&(e=normalize(e,this.array));this.array[t*this.itemSize+3]=toHalfFloat(e);return this}setXY(t,e,s){t*=this.itemSize;if(this.normalized){e=normalize(e,this.array);s=normalize(s,this.array)}this.array[t+0]=toHalfFloat(e);this.array[t+1]=toHalfFloat(s);return this}setXYZ(t,e,s,i){t*=this.itemSize;if(this.normalized){e=normalize(e,this.array);s=normalize(s,this.array);i=normalize(i,this.array)}this.array[t+0]=toHalfFloat(e);this.array[t+1]=toHalfFloat(s);this.array[t+2]=toHalfFloat(i);return this}setXYZW(t,e,s,i,r){t*=this.itemSize;if(this.normalized){e=normalize(e,this.array);s=normalize(s,this.array);i=normalize(i,this.array);r=normalize(r,this.array)}this.array[t+0]=toHalfFloat(e);this.array[t+1]=toHalfFloat(s);this.array[t+2]=toHalfFloat(i);this.array[t+3]=toHalfFloat(r);return this}}class Float32BufferAttribute extends BufferAttribute{constructor(t,e,s){super(new Float32Array(t),e,s)}}let yr=0;const gr=new Matrix4;const xr=new Object3D;const br=new Vector3;const vr=new Box3;const Mr=new Box3;const wr=new Vector3;class BufferGeometry extends EventDispatcher{constructor(){super();this.isBufferGeometry=true;Object.defineProperty(this,\"id\",{value:yr++});this.uuid=generateUUID();this.name=\"\";this.type=\"BufferGeometry\";this.index=null;this.indirect=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(t){Array.isArray(t)?this.index=new(arrayNeedsUint32(t)?Uint32BufferAttribute:Uint16BufferAttribute)(t,1):this.index=t;return this}setIndirect(t){this.indirect=t;return this}getIndirect(){return this.indirect}getAttribute(t){return this.attributes[t]}setAttribute(t,e){this.attributes[t]=e;return this}deleteAttribute(t){delete this.attributes[t];return this}hasAttribute(t){return this.attributes[t]!==void 0}addGroup(t,e,s=0){this.groups.push({start:t,count:e,materialIndex:s})}clearGroups(){this.groups=[]}setDrawRange(t,e){this.drawRange.start=t;this.drawRange.count=e}applyMatrix4(t){const e=this.attributes.position;if(e!==void 0){e.applyMatrix4(t);e.needsUpdate=true}const s=this.attributes.normal;if(s!==void 0){const e=(new Matrix3).getNormalMatrix(t);s.applyNormalMatrix(e);s.needsUpdate=true}const i=this.attributes.tangent;if(i!==void 0){i.transformDirection(t);i.needsUpdate=true}this.boundingBox!==null&&this.computeBoundingBox();this.boundingSphere!==null&&this.computeBoundingSphere();return this}applyQuaternion(t){gr.makeRotationFromQuaternion(t);this.applyMatrix4(gr);return this}rotateX(t){gr.makeRotationX(t);this.applyMatrix4(gr);return this}rotateY(t){gr.makeRotationY(t);this.applyMatrix4(gr);return this}rotateZ(t){gr.makeRotationZ(t);this.applyMatrix4(gr);return this}translate(t,e,s){gr.makeTranslation(t,e,s);this.applyMatrix4(gr);return this}scale(t,e,s){gr.makeScale(t,e,s);this.applyMatrix4(gr);return this}lookAt(t){xr.lookAt(t);xr.updateMatrix();this.applyMatrix4(xr.matrix);return this}center(){this.computeBoundingBox();this.boundingBox.getCenter(br).negate();this.translate(br.x,br.y,br.z);return this}setFromPoints(t){const e=this.getAttribute(\"position\");if(e===void 0){const e=[];for(let s=0,i=t.length;s<i;s++){const i=t[s];e.push(i.x,i.y,i.z||0)}this.setAttribute(\"position\",new Float32BufferAttribute(e,3))}else{const s=Math.min(t.length,e.count);for(let i=0;i<s;i++){const s=t[i];e.setXYZ(i,s.x,s.y,s.z||0)}t.length>e.count&&console.warn(\"THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.\");e.needsUpdate=true}return this}computeBoundingBox(){this.boundingBox===null&&(this.boundingBox=new Box3);const t=this.attributes.position;const e=this.morphAttributes.position;if(t&&t.isGLBufferAttribute){console.error(\"THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.\",this);this.boundingBox.set(new Vector3(-Infinity,-Infinity,-Infinity),new Vector3(Infinity,Infinity,Infinity))}else{if(t!==void 0){this.boundingBox.setFromBufferAttribute(t);if(e)for(let t=0,s=e.length;t<s;t++){const s=e[t];vr.setFromBufferAttribute(s);if(this.morphTargetsRelative){wr.addVectors(this.boundingBox.min,vr.min);this.boundingBox.expandByPoint(wr);wr.addVectors(this.boundingBox.max,vr.max);this.boundingBox.expandByPoint(wr)}else{this.boundingBox.expandByPoint(vr.min);this.boundingBox.expandByPoint(vr.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(){this.boundingSphere===null&&(this.boundingSphere=new Sphere);const t=this.attributes.position;const e=this.morphAttributes.position;if(t&&t.isGLBufferAttribute){console.error(\"THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.\",this);this.boundingSphere.set(new Vector3,Infinity)}else if(t){const s=this.boundingSphere.center;vr.setFromBufferAttribute(t);if(e)for(let t=0,s=e.length;t<s;t++){const s=e[t];Mr.setFromBufferAttribute(s);if(this.morphTargetsRelative){wr.addVectors(vr.min,Mr.min);vr.expandByPoint(wr);wr.addVectors(vr.max,Mr.max);vr.expandByPoint(wr)}else{vr.expandByPoint(Mr.min);vr.expandByPoint(Mr.max)}}vr.getCenter(s);let i=0;for(let e=0,r=t.count;e<r;e++){wr.fromBufferAttribute(t,e);i=Math.max(i,s.distanceToSquared(wr))}if(e)for(let r=0,n=e.length;r<n;r++){const n=e[r];const o=this.morphTargetsRelative;for(let e=0,r=n.count;e<r;e++){wr.fromBufferAttribute(n,e);if(o){br.fromBufferAttribute(t,e);wr.add(br)}i=Math.max(i,s.distanceToSquared(wr))}}this.boundingSphere.radius=Math.sqrt(i);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 t=this.index;const e=this.attributes;if(t===null||e.position===void 0||e.normal===void 0||e.uv===void 0){console.error(\"THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)\");return}const s=e.position;const i=e.normal;const r=e.uv;this.hasAttribute(\"tangent\")===false&&this.setAttribute(\"tangent\",new BufferAttribute(new Float32Array(4*s.count),4));const n=this.getAttribute(\"tangent\");const o=[],a=[];for(let t=0;t<s.count;t++){o[t]=new Vector3;a[t]=new Vector3}const h=new Vector3,c=new Vector3,l=new Vector3,u=new Vector2,d=new Vector2,p=new Vector2,m=new Vector3,f=new Vector3;function handleTriangle(t,e,i){h.fromBufferAttribute(s,t);c.fromBufferAttribute(s,e);l.fromBufferAttribute(s,i);u.fromBufferAttribute(r,t);d.fromBufferAttribute(r,e);p.fromBufferAttribute(r,i);c.sub(h);l.sub(h);d.sub(u);p.sub(u);const n=1/(d.x*p.y-p.x*d.y);if(isFinite(n)){m.copy(c).multiplyScalar(p.y).addScaledVector(l,-d.y).multiplyScalar(n);f.copy(l).multiplyScalar(d.x).addScaledVector(c,-p.x).multiplyScalar(n);o[t].add(m);o[e].add(m);o[i].add(m);a[t].add(f);a[e].add(f);a[i].add(f)}}let y=this.groups;y.length===0&&(y=[{start:0,count:t.count}]);for(let e=0,s=y.length;e<s;++e){const s=y[e];const i=s.start;const r=s.count;for(let e=i,s=i+r;e<s;e+=3)handleTriangle(t.getX(e+0),t.getX(e+1),t.getX(e+2))}const g=new Vector3,x=new Vector3;const b=new Vector3,M=new Vector3;function handleVertex(t){b.fromBufferAttribute(i,t);M.copy(b);const e=o[t];g.copy(e);g.sub(b.multiplyScalar(b.dot(e))).normalize();x.crossVectors(M,e);const s=x.dot(a[t]);const r=s<0?-1:1;n.setXYZW(t,g.x,g.y,g.z,r)}for(let e=0,s=y.length;e<s;++e){const s=y[e];const i=s.start;const r=s.count;for(let e=i,s=i+r;e<s;e+=3){handleVertex(t.getX(e+0));handleVertex(t.getX(e+1));handleVertex(t.getX(e+2))}}}computeVertexNormals(){const t=this.index;const e=this.getAttribute(\"position\");if(e!==void 0){let s=this.getAttribute(\"normal\");if(s===void 0){s=new BufferAttribute(new Float32Array(e.count*3),3);this.setAttribute(\"normal\",s)}else for(let t=0,e=s.count;t<e;t++)s.setXYZ(t,0,0,0);const i=new Vector3,r=new Vector3,n=new Vector3;const o=new Vector3,a=new Vector3,h=new Vector3;const c=new Vector3,l=new Vector3;if(t)for(let u=0,d=t.count;u<d;u+=3){const d=t.getX(u+0);const p=t.getX(u+1);const m=t.getX(u+2);i.fromBufferAttribute(e,d);r.fromBufferAttribute(e,p);n.fromBufferAttribute(e,m);c.subVectors(n,r);l.subVectors(i,r);c.cross(l);o.fromBufferAttribute(s,d);a.fromBufferAttribute(s,p);h.fromBufferAttribute(s,m);o.add(c);a.add(c);h.add(c);s.setXYZ(d,o.x,o.y,o.z);s.setXYZ(p,a.x,a.y,a.z);s.setXYZ(m,h.x,h.y,h.z)}else for(let t=0,o=e.count;t<o;t+=3){i.fromBufferAttribute(e,t+0);r.fromBufferAttribute(e,t+1);n.fromBufferAttribute(e,t+2);c.subVectors(n,r);l.subVectors(i,r);c.cross(l);s.setXYZ(t+0,c.x,c.y,c.z);s.setXYZ(t+1,c.x,c.y,c.z);s.setXYZ(t+2,c.x,c.y,c.z)}this.normalizeNormals();s.needsUpdate=true}}normalizeNormals(){const t=this.attributes.normal;for(let e=0,s=t.count;e<s;e++){wr.fromBufferAttribute(t,e);wr.normalize();t.setXYZ(e,wr.x,wr.y,wr.z)}}toNonIndexed(){function convertBufferAttribute(t,e){const s=t.array;const i=t.itemSize;const r=t.normalized;const n=new s.constructor(e.length*i);let o=0,a=0;for(let r=0,h=e.length;r<h;r++){o=t.isInterleavedBufferAttribute?e[r]*t.data.stride+t.offset:e[r]*i;for(let t=0;t<i;t++)n[a++]=s[o++]}return new BufferAttribute(n,i,r)}if(this.index===null){console.warn(\"THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.\");return this}const t=new BufferGeometry;const e=this.index.array;const s=this.attributes;for(const i in s){const r=s[i];const n=convertBufferAttribute(r,e);t.setAttribute(i,n)}const i=this.morphAttributes;for(const s in i){const r=[];const n=i[s];for(let t=0,s=n.length;t<s;t++){const s=n[t];const i=convertBufferAttribute(s,e);r.push(i)}t.morphAttributes[s]=r}t.morphTargetsRelative=this.morphTargetsRelative;const r=this.groups;for(let e=0,s=r.length;e<s;e++){const s=r[e];t.addGroup(s.start,s.count,s.materialIndex)}return t}toJSON(){const t={metadata:{version:4.6,type:\"BufferGeometry\",generator:\"BufferGeometry.toJSON\"}};t.uuid=this.uuid;t.type=this.type;this.name!==\"\"&&(t.name=this.name);Object.keys(this.userData).length>0&&(t.userData=this.userData);if(this.parameters!==void 0){const e=this.parameters;for(const s in e)e[s]!==void 0&&(t[s]=e[s]);return t}t.data={attributes:{}};const e=this.index;e!==null&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const s=this.attributes;for(const e in s){const i=s[e];t.data.attributes[e]=i.toJSON(t.data)}const i={};let r=false;for(const e in this.morphAttributes){const s=this.morphAttributes[e];const n=[];for(let e=0,i=s.length;e<i;e++){const i=s[e];n.push(i.toJSON(t.data))}if(n.length>0){i[e]=n;r=true}}if(r){t.data.morphAttributes=i;t.data.morphTargetsRelative=this.morphTargetsRelative}const n=this.groups;n.length>0&&(t.data.groups=JSON.parse(JSON.stringify(n)));const o=this.boundingSphere;o!==null&&(t.data.boundingSphere={center:o.center.toArray(),radius:o.radius});return t}clone(){return(new this.constructor).copy(this)}copy(t){this.index=null;this.attributes={};this.morphAttributes={};this.groups=[];this.boundingBox=null;this.boundingSphere=null;const e={};this.name=t.name;const s=t.index;s!==null&&this.setIndex(s.clone(e));const i=t.attributes;for(const t in i){const s=i[t];this.setAttribute(t,s.clone(e))}const r=t.morphAttributes;for(const t in r){const s=[];const i=r[t];for(let t=0,r=i.length;t<r;t++)s.push(i[t].clone(e));this.morphAttributes[t]=s}this.morphTargetsRelative=t.morphTargetsRelative;const n=t.groups;for(let t=0,e=n.length;t<e;t++){const e=n[t];this.addGroup(e.start,e.count,e.materialIndex)}const o=t.boundingBox;o!==null&&(this.boundingBox=o.clone());const a=t.boundingSphere;a!==null&&(this.boundingSphere=a.clone());this.drawRange.start=t.drawRange.start;this.drawRange.count=t.drawRange.count;this.userData=t.userData;return this}dispose(){this.dispatchEvent({type:\"dispose\"})}}const Sr=new Matrix4;const Ar=new Ray;const _r=new Sphere;const Tr=new Vector3;const Cr=new Vector3;const zr=new Vector3;const Br=new Vector3;const Ir=new Vector3;const Vr=new Vector3;const Pr=new Vector3;const Lr=new Vector3;class Mesh extends Object3D{\n/**\n\t * Constructs a new mesh.\n\t *\n\t * @param {BufferGeometry} [geometry] - The mesh geometry.\n\t * @param {Material|Array<Material>} [material] - The mesh material.\n\t */\nconstructor(t=new BufferGeometry,e=new MeshBasicMaterial){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isMesh=true;this.type=\"Mesh\";\n/**\n\t\t * The mesh geometry.\n\t\t *\n\t\t * @type {BufferGeometry}\n\t\t */this.geometry=t;\n/**\n\t\t * The mesh material.\n\t\t *\n\t\t * @type {Material|Array<Material>}\n\t\t * @default MeshBasicMaterial\n\t\t */this.material=e;\n/**\n\t\t * A dictionary representing the morph targets in the geometry. The key is the\n\t\t * morph targets name, the value its attribute index. This member is `undefined`\n\t\t * by default and only set when morph targets are detected in the geometry.\n\t\t *\n\t\t * @type {Object<String,number>|undefined}\n\t\t * @default undefined\n\t\t */this.morphTargetDictionary=void 0;\n/**\n\t\t * An array of weights typically in the range `[0,1]` that specify how much of the morph\n\t\t * is applied. This member is `undefined` by default and only set when morph targets are\n\t\t * detected in the geometry.\n\t\t *\n\t\t * @type {Array<number>|undefined}\n\t\t * @default undefined\n\t\t */this.morphTargetInfluences=void 0;this.updateMorphTargets()}copy(t,e){super.copy(t,e);t.morphTargetInfluences!==void 0&&(this.morphTargetInfluences=t.morphTargetInfluences.slice());t.morphTargetDictionary!==void 0&&(this.morphTargetDictionary=Object.assign({},t.morphTargetDictionary));this.material=Array.isArray(t.material)?t.material.slice():t.material;this.geometry=t.geometry;return this}updateMorphTargets(){const t=this.geometry;const e=t.morphAttributes;const s=Object.keys(e);if(s.length>0){const t=e[s[0]];if(t!==void 0){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(let e=0,s=t.length;e<s;e++){const s=t[e].name||String(e);this.morphTargetInfluences.push(0);this.morphTargetDictionary[s]=e}}}}\n/**\n\t * Returns the local-space position of the vertex at the given index, taking into\n\t * account the current animation state of both morph targets and skinning.\n\t *\n\t * @param {number} index - The vertex index.\n\t * @param {Vector3} target - The target object that is used to store the method's result.\n\t * @return {Vector3} The vertex position in local space.\n\t */getVertexPosition(t,e){const s=this.geometry;const i=s.attributes.position;const r=s.morphAttributes.position;const n=s.morphTargetsRelative;e.fromBufferAttribute(i,t);const o=this.morphTargetInfluences;if(r&&o){Vr.set(0,0,0);for(let s=0,i=r.length;s<i;s++){const i=o[s];const a=r[s];if(i!==0){Ir.fromBufferAttribute(a,t);n?Vr.addScaledVector(Ir,i):Vr.addScaledVector(Ir.sub(e),i)}}e.add(Vr)}return e}\n/**\n\t * Computes intersection points between a casted ray and this line.\n\t *\n\t * @param {Raycaster} raycaster - The raycaster.\n\t * @param {Array<Object>} intersects - The target array that holds the intersection points.\n\t */raycast(t,e){const s=this.geometry;const i=this.material;const r=this.matrixWorld;if(i!==void 0){s.boundingSphere===null&&s.computeBoundingSphere();_r.copy(s.boundingSphere);_r.applyMatrix4(r);Ar.copy(t.ray).recast(t.near);if(_r.containsPoint(Ar.origin)===false){if(Ar.intersectSphere(_r,Tr)===null)return;if(Ar.origin.distanceToSquared(Tr)>(t.far-t.near)**2)return}Sr.copy(r).invert();Ar.copy(t.ray).applyMatrix4(Sr);s.boundingBox!==null&&Ar.intersectsBox(s.boundingBox)===false||this._computeIntersections(t,e,Ar)}}_computeIntersections(t,e,s){let i;const r=this.geometry;const n=this.material;const o=r.index;const a=r.attributes.position;const h=r.attributes.uv;const c=r.attributes.uv1;const l=r.attributes.normal;const u=r.groups;const d=r.drawRange;if(o!==null)if(Array.isArray(n))for(let r=0,a=u.length;r<a;r++){const a=u[r];const p=n[a.materialIndex];const m=Math.max(a.start,d.start);const f=Math.min(o.count,Math.min(a.start+a.count,d.start+d.count));for(let r=m,n=f;r<n;r+=3){const n=o.getX(r);const u=o.getX(r+1);const d=o.getX(r+2);i=checkGeometryIntersection(this,p,t,s,h,c,l,n,u,d);if(i){i.faceIndex=Math.floor(r/3);i.face.materialIndex=a.materialIndex;e.push(i)}}}else{const r=Math.max(0,d.start);const a=Math.min(o.count,d.start+d.count);for(let u=r,d=a;u<d;u+=3){const r=o.getX(u);const a=o.getX(u+1);const d=o.getX(u+2);i=checkGeometryIntersection(this,n,t,s,h,c,l,r,a,d);if(i){i.faceIndex=Math.floor(u/3);e.push(i)}}}else if(a!==void 0)if(Array.isArray(n))for(let r=0,o=u.length;r<o;r++){const o=u[r];const p=n[o.materialIndex];const m=Math.max(o.start,d.start);const f=Math.min(a.count,Math.min(o.start+o.count,d.start+d.count));for(let r=m,n=f;r<n;r+=3){const n=r;const a=r+1;const u=r+2;i=checkGeometryIntersection(this,p,t,s,h,c,l,n,a,u);if(i){i.faceIndex=Math.floor(r/3);i.face.materialIndex=o.materialIndex;e.push(i)}}}else{const r=Math.max(0,d.start);const o=Math.min(a.count,d.start+d.count);for(let a=r,u=o;a<u;a+=3){const r=a;const o=a+1;const u=a+2;i=checkGeometryIntersection(this,n,t,s,h,c,l,r,o,u);if(i){i.faceIndex=Math.floor(a/3);e.push(i)}}}}}function checkIntersection$1(t,e,s,i,r,n,o,a){let h;h=e.side===d?i.intersectTriangle(o,n,r,true,a):i.intersectTriangle(r,n,o,e.side===u,a);if(h===null)return null;Lr.copy(a);Lr.applyMatrix4(t.matrixWorld);const c=s.ray.origin.distanceTo(Lr);return c<s.near||c>s.far?null:{distance:c,point:Lr.clone(),object:t}}function checkGeometryIntersection(t,e,s,i,r,n,o,a,h,c){t.getVertexPosition(a,Cr);t.getVertexPosition(h,zr);t.getVertexPosition(c,Br);const l=checkIntersection$1(t,e,s,i,Cr,zr,Br,Pr);if(l){const t=new Vector3;Triangle.getBarycoord(Pr,Cr,zr,Br,t);r&&(l.uv=Triangle.getInterpolatedAttribute(r,a,h,c,t,new Vector2));n&&(l.uv1=Triangle.getInterpolatedAttribute(n,a,h,c,t,new Vector2));if(o){l.normal=Triangle.getInterpolatedAttribute(o,a,h,c,t,new Vector3);l.normal.dot(i.direction)>0&&l.normal.multiplyScalar(-1)}const e={a:a,b:h,c:c,normal:new Vector3,materialIndex:0};Triangle.getNormal(Cr,zr,Br,e.normal);l.face=e;l.barycoord=t}return l}class BoxGeometry extends BufferGeometry{\n/**\n\t * Constructs a new box geometry.\n\t *\n\t * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.\n\t * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.\n\t * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.\n\t * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.\n\t * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.\n\t * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.\n\t */\nconstructor(t=1,e=1,s=1,i=1,r=1,n=1){super();this.type=\"BoxGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={width:t,height:e,depth:s,widthSegments:i,heightSegments:r,depthSegments:n};const o=this;i=Math.floor(i);r=Math.floor(r);n=Math.floor(n);const a=[];const h=[];const c=[];const l=[];let u=0;let d=0;buildPlane(\"z\",\"y\",\"x\",-1,-1,s,e,t,n,r,0);buildPlane(\"z\",\"y\",\"x\",1,-1,s,e,-t,n,r,1);buildPlane(\"x\",\"z\",\"y\",1,1,t,s,e,i,n,2);buildPlane(\"x\",\"z\",\"y\",1,-1,t,s,-e,i,n,3);buildPlane(\"x\",\"y\",\"z\",1,-1,t,e,s,i,r,4);buildPlane(\"x\",\"y\",\"z\",-1,-1,t,e,-s,i,r,5);this.setIndex(a);this.setAttribute(\"position\",new Float32BufferAttribute(h,3));this.setAttribute(\"normal\",new Float32BufferAttribute(c,3));this.setAttribute(\"uv\",new Float32BufferAttribute(l,2));function buildPlane(t,e,s,i,r,n,p,m,f,y,g){const x=n/f;const b=p/y;const M=n/2;const w=p/2;const S=m/2;const A=f+1;const _=y+1;let T=0;let C=0;const z=new Vector3;for(let n=0;n<_;n++){const o=n*b-w;for(let a=0;a<A;a++){const u=a*x-M;z[t]=u*i;z[e]=o*r;z[s]=S;h.push(z.x,z.y,z.z);z[t]=0;z[e]=0;z[s]=m>0?1:-1;c.push(z.x,z.y,z.z);l.push(a/f);l.push(1-n/y);T+=1}}for(let t=0;t<y;t++)for(let e=0;e<f;e++){const s=u+e+A*t;const i=u+e+A*(t+1);const r=u+(e+1)+A*(t+1);const n=u+(e+1)+A*t;a.push(s,i,n);a.push(i,r,n);C+=6}o.addGroup(d,C,g);d+=C;u+=T}}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {BoxGeometry} A new instance.\n\t */static fromJSON(t){return new BoxGeometry(t.width,t.height,t.depth,t.widthSegments,t.heightSegments,t.depthSegments)}}function cloneUniforms(t){const e={};for(const s in t){e[s]={};for(const i in t[s]){const r=t[s][i];if(r&&(r.isColor||r.isMatrix3||r.isMatrix4||r.isVector2||r.isVector3||r.isVector4||r.isTexture||r.isQuaternion))if(r.isRenderTargetTexture){console.warn(\"UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().\");e[s][i]=null}else e[s][i]=r.clone();else Array.isArray(r)?e[s][i]=r.slice():e[s][i]=r}}return e}function mergeUniforms(t){const e={};for(let s=0;s<t.length;s++){const i=cloneUniforms(t[s]);for(const t in i)e[t]=i[t]}return e}function cloneUniformsGroups(t){const e=[];for(let s=0;s<t.length;s++)e.push(t[s].clone());return e}function getUnlitUniformColorSpace(t){const e=t.getRenderTarget();return e===null?t.outputColorSpace:e.isXRRenderTarget===true?e.texture.colorSpace:Ys.workingColorSpace}const kr={clone:cloneUniforms,merge:mergeUniforms};var Rr=\"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";var Er=\"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";class ShaderMaterial extends Material{constructor(t){super();this.isShaderMaterial=true;this.type=\"ShaderMaterial\";this.defines={};this.uniforms={};this.uniformsGroups=[];this.vertexShader=Rr;this.fragmentShader=Er;this.linewidth=1;this.wireframe=false;this.wireframeLinewidth=1;this.fog=false;this.lights=false;this.clipping=false;this.forceSinglePass=true;this.extensions={clipCullDistance:false,multiDraw:false};this.defaultAttributeValues={color:[1,1,1],uv:[0,0],uv1:[0,0]};this.index0AttributeName=void 0;this.uniformsNeedUpdate=false;this.glslVersion=null;t!==void 0&&this.setValues(t)}copy(t){super.copy(t);this.fragmentShader=t.fragmentShader;this.vertexShader=t.vertexShader;this.uniforms=cloneUniforms(t.uniforms);this.uniformsGroups=cloneUniformsGroups(t.uniformsGroups);this.defines=Object.assign({},t.defines);this.wireframe=t.wireframe;this.wireframeLinewidth=t.wireframeLinewidth;this.fog=t.fog;this.lights=t.lights;this.clipping=t.clipping;this.extensions=Object.assign({},t.extensions);this.glslVersion=t.glslVersion;return this}toJSON(t){const e=super.toJSON(t);e.glslVersion=this.glslVersion;e.uniforms={};for(const s in this.uniforms){const i=this.uniforms[s];const r=i.value;r&&r.isTexture?e.uniforms[s]={type:\"t\",value:r.toJSON(t).uuid}:r&&r.isColor?e.uniforms[s]={type:\"c\",value:r.getHex()}:r&&r.isVector2?e.uniforms[s]={type:\"v2\",value:r.toArray()}:r&&r.isVector3?e.uniforms[s]={type:\"v3\",value:r.toArray()}:r&&r.isVector4?e.uniforms[s]={type:\"v4\",value:r.toArray()}:r&&r.isMatrix3?e.uniforms[s]={type:\"m3\",value:r.toArray()}:r&&r.isMatrix4?e.uniforms[s]={type:\"m4\",value:r.toArray()}:e.uniforms[s]={value:r}}Object.keys(this.defines).length>0&&(e.defines=this.defines);e.vertexShader=this.vertexShader;e.fragmentShader=this.fragmentShader;e.lights=this.lights;e.clipping=this.clipping;const s={};for(const t in this.extensions)this.extensions[t]===true&&(s[t]=true);Object.keys(s).length>0&&(e.extensions=s);return e}}class Camera extends Object3D{constructor(){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isCamera=true;this.type=\"Camera\";\n/**\n\t\t * The inverse of the camera's world matrix.\n\t\t *\n\t\t * @type {Matrix4}\n\t\t */this.matrixWorldInverse=new Matrix4;\n/**\n\t\t * The camera's projection matrix.\n\t\t *\n\t\t * @type {Matrix4}\n\t\t */this.projectionMatrix=new Matrix4;\n/**\n\t\t * The inverse of the camera's projection matrix.\n\t\t *\n\t\t * @type {Matrix4}\n\t\t */this.projectionMatrixInverse=new Matrix4;\n/**\n\t\t * The coordinate system in which the camera is used.\n\t\t *\n\t\t * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}\n\t\t */this.coordinateSystem=Es}copy(t,e){super.copy(t,e);this.matrixWorldInverse.copy(t.matrixWorldInverse);this.projectionMatrix.copy(t.projectionMatrix);this.projectionMatrixInverse.copy(t.projectionMatrixInverse);this.coordinateSystem=t.coordinateSystem;return this}\n/**\n\t * Returns a vector representing the (\"look\") direction of the 3D object in world space.\n\t *\n\t * This method is overwritten since cameras have a different forward vector compared to other\n\t * 3D objects. A camera looks down its local, negative z-axis by default.\n\t *\n\t * @param {Vector3} target - The target vector the result is stored to.\n\t * @return {Vector3} The 3D object's direction in world space.\n\t */getWorldDirection(t){return super.getWorldDirection(t).negate()}updateMatrixWorld(t){super.updateMatrixWorld(t);this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e);this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}const Or=new Vector3;const Fr=new Vector2;const Nr=new Vector2;class PerspectiveCamera extends Camera{\n/**\n\t * Constructs a new perspective camera.\n\t *\n\t * @param {number} [fov=50] - The vertical field of view.\n\t * @param {number} [aspect=1] - The aspect ratio.\n\t * @param {number} [near=0.1] - The camera's near plane.\n\t * @param {number} [far=2000] - The camera's far plane.\n\t */\nconstructor(t=50,e=1,s=.1,i=2e3){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isPerspectiveCamera=true;this.type=\"PerspectiveCamera\";\n/**\n\t\t * The vertical field of view, from bottom to top of view,\n\t\t * in degrees.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 50\n\t\t */this.fov=t;\n/**\n\t\t * The zoom factor of the camera.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.zoom=1;\n/**\n\t\t * The camera's near plane. The valid range is greater than `0`\n\t\t * and less than the current value of {@link PerspectiveCamera#far}.\n\t\t *\n\t\t * Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a\n\t\t * valid value for a perspective camera's near plane.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0.1\n\t\t */this.near=s;\n/**\n\t\t * The camera's far plane. Must be greater than the\n\t\t * current value of {@link PerspectiveCamera#near}.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 2000\n\t\t */this.far=i;\n/**\n\t\t * Object distance used for stereoscopy and depth-of-field effects. This\n\t\t * parameter does not influence the projection matrix unless a\n\t\t * {@link StereoCamera} is being used.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 10\n\t\t */this.focus=10;\n/**\n\t\t * The aspect ratio, usually the canvas width / canvas height.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.aspect=e;\n/**\n\t\t * Represents the frustum window specification. This property should not be edited\n\t\t * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.\n\t\t *\n\t\t * @type {?Object}\n\t\t * @default null\n\t\t */this.view=null;\n/**\n\t\t * Film size used for the larger axis. Default is `35` (millimeters). This\n\t\t * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}\n\t\t * is set to a nonzero value.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 35\n\t\t */this.filmGauge=35;\n/**\n\t\t * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.filmOffset=0;this.updateProjectionMatrix()}copy(t,e){super.copy(t,e);this.fov=t.fov;this.zoom=t.zoom;this.near=t.near;this.far=t.far;this.focus=t.focus;this.aspect=t.aspect;this.view=t.view===null?null:Object.assign({},t.view);this.filmGauge=t.filmGauge;this.filmOffset=t.filmOffset;return this}\n/**\n\t * Sets the FOV by focal length in respect to the current {@link PerspectiveCamera#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 * @param {number} focalLength - Values for focal length and film gauge must have the same unit.\n\t */setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=js*2*Math.atan(e);this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(Us*.5*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return js*2*Math.atan(Math.tan(Us*.5*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}\n/**\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\t * @param {number} distance - The viewing distance.\n\t * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.\n\t * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.\n\t */getViewBounds(t,e,s){Or.set(-1,-1,.5).applyMatrix4(this.projectionMatrixInverse);e.set(Or.x,Or.y).multiplyScalar(-t/Or.z);Or.set(1,1,.5).applyMatrix4(this.projectionMatrixInverse);s.set(Or.x,Or.y).multiplyScalar(-t/Or.z)}\n/**\n\t * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.\n\t *\n\t * @param {number} distance - The viewing distance.\n\t * @param {Vector2} target - The target vector that is used to store result where x is width and y is height.\n\t * @returns {Vector2} The view size.\n\t */getViewSize(t,e){this.getViewBounds(t,Fr,Nr);return e.subVectors(Nr,Fr)}\n/**\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 *```js\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 *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t *\n\t * @param {number} fullWidth - The full width of multiview setup.\n\t * @param {number} fullHeight - The full height of multiview setup.\n\t * @param {number} x - The horizontal offset of the subcamera.\n\t * @param {number} y - The vertical offset of the subcamera.\n\t * @param {number} width - The width of subcamera.\n\t * @param {number} height - The height of subcamera.\n\t */setViewOffset(t,e,s,i,r,n){this.aspect=t/e;this.view===null&&(this.view={enabled:true,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1});this.view.enabled=true;this.view.fullWidth=t;this.view.fullHeight=e;this.view.offsetX=s;this.view.offsetY=i;this.view.width=r;this.view.height=n;this.updateProjectionMatrix()}clearViewOffset(){this.view!==null&&(this.view.enabled=false);this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(Us*.5*this.fov)/this.zoom;let s=2*e;let i=this.aspect*s;let r=-.5*i;const n=this.view;if(this.view!==null&&this.view.enabled){const t=n.fullWidth,o=n.fullHeight;r+=n.offsetX*i/t;e-=n.offsetY*s/o;i*=n.width/t;s*=n.height/o}const o=this.filmOffset;o!==0&&(r+=t*o/this.getFilmWidth());this.projectionMatrix.makePerspective(r,r+i,e,e-s,t,this.far,this.coordinateSystem);this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);e.object.fov=this.fov;e.object.zoom=this.zoom;e.object.near=this.near;e.object.far=this.far;e.object.focus=this.focus;e.object.aspect=this.aspect;this.view!==null&&(e.object.view=Object.assign({},this.view));e.object.filmGauge=this.filmGauge;e.object.filmOffset=this.filmOffset;return e}}const Dr=-90;const Ur=1;class CubeCamera extends Object3D{\n/**\n\t * Constructs a new cube camera.\n\t *\n\t * @param {number} near - The camera's near plane.\n\t * @param {number} far - The camera's far plane.\n\t * @param {WebGLCubeRenderTarget} renderTarget - The cube render target.\n\t */\nconstructor(t,e,s){super();this.type=\"CubeCamera\";\n/**\n\t\t * A reference to the cube render target.\n\t\t *\n\t\t * @type {WebGLCubeRenderTarget}\n\t\t */this.renderTarget=s;\n/**\n\t\t * The current active coordinate system.\n\t\t *\n\t\t * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}\n\t\t * @default null\n\t\t */this.coordinateSystem=null;\n/**\n\t\t * The current active mipmap level\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.activeMipmapLevel=0;const i=new PerspectiveCamera(Dr,Ur,t,e);i.layers=this.layers;this.add(i);const r=new PerspectiveCamera(Dr,Ur,t,e);r.layers=this.layers;this.add(r);const n=new PerspectiveCamera(Dr,Ur,t,e);n.layers=this.layers;this.add(n);const o=new PerspectiveCamera(Dr,Ur,t,e);o.layers=this.layers;this.add(o);const a=new PerspectiveCamera(Dr,Ur,t,e);a.layers=this.layers;this.add(a);const h=new PerspectiveCamera(Dr,Ur,t,e);h.layers=this.layers;this.add(h)}updateCoordinateSystem(){const t=this.coordinateSystem;const e=this.children.concat();const[s,i,r,n,o,a]=e;for(const t of e)this.remove(t);if(t===Es){s.up.set(0,1,0);s.lookAt(1,0,0);i.up.set(0,1,0);i.lookAt(-1,0,0);r.up.set(0,0,-1);r.lookAt(0,1,0);n.up.set(0,0,1);n.lookAt(0,-1,0);o.up.set(0,1,0);o.lookAt(0,0,1);a.up.set(0,1,0);a.lookAt(0,0,-1)}else{if(t!==Os)throw new Error(\"THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: \"+t);s.up.set(0,-1,0);s.lookAt(-1,0,0);i.up.set(0,-1,0);i.lookAt(1,0,0);r.up.set(0,0,1);r.lookAt(0,1,0);n.up.set(0,0,-1);n.lookAt(0,-1,0);o.up.set(0,-1,0);o.lookAt(0,0,1);a.up.set(0,-1,0);a.lookAt(0,0,-1)}for(const t of e){this.add(t);t.updateMatrixWorld()}}\n/**\n\t * Calling this method will render the given scene with the given renderer\n\t * into the cube render target of the camera.\n\t *\n\t * @param {(Renderer|WebGLRenderer)} renderer - The renderer.\n\t * @param {Scene} scene - The scene to render.\n\t */update(t,e){this.parent===null&&this.updateMatrixWorld();const{renderTarget:s,activeMipmapLevel:i}=this;if(this.coordinateSystem!==t.coordinateSystem){this.coordinateSystem=t.coordinateSystem;this.updateCoordinateSystem()}const[r,n,o,a,h,c]=this.children;const l=t.getRenderTarget();const u=t.getActiveCubeFace();const d=t.getActiveMipmapLevel();const p=t.xr.enabled;t.xr.enabled=false;const m=s.texture.generateMipmaps;s.texture.generateMipmaps=false;t.setRenderTarget(s,0,i);t.render(e,r);t.setRenderTarget(s,1,i);t.render(e,n);t.setRenderTarget(s,2,i);t.render(e,o);t.setRenderTarget(s,3,i);t.render(e,a);t.setRenderTarget(s,4,i);t.render(e,h);s.texture.generateMipmaps=m;t.setRenderTarget(s,5,i);t.render(e,c);t.setRenderTarget(l,u,d);t.xr.enabled=p;s.texture.needsPMREMUpdate=true}}class CubeTexture extends Texture{constructor(t,e,s,i,r,n,o,a,h,c){t=t!==void 0?t:[];e=e!==void 0?e:ct;super(t,e,s,i,r,n,o,a,h,c);this.isCubeTexture=true;this.flipY=false}get images(){return this.image}set images(t){this.image=t}}class WebGLCubeRenderTarget extends WebGLRenderTarget{constructor(t=1,e={}){super(t,t,e);this.isWebGLCubeRenderTarget=true;const s={width:t,height:t,depth:1};const i=[s,s,s,s,s,s];this.texture=new CubeTexture(i,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.colorSpace);this.texture.isRenderTargetTexture=true;this.texture.generateMipmaps=e.generateMipmaps!==void 0&&e.generateMipmaps;this.texture.minFilter=e.minFilter!==void 0?e.minFilter:wt}fromEquirectangularTexture(t,e){this.texture.type=e.type;this.texture.colorSpace=e.colorSpace;this.texture.generateMipmaps=e.generateMipmaps;this.texture.minFilter=e.minFilter;this.texture.magFilter=e.magFilter;const s={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 i=new BoxGeometry(5,5,5);const r=new ShaderMaterial({name:\"CubemapFromEquirect\",uniforms:cloneUniforms(s.uniforms),vertexShader:s.vertexShader,fragmentShader:s.fragmentShader,side:d,blending:m});r.uniforms.tEquirect.value=e;const n=new Mesh(i,r);const o=e.minFilter;e.minFilter===_t&&(e.minFilter=wt);const a=new CubeCamera(1,10,this);a.update(t,n);e.minFilter=o;n.geometry.dispose();n.material.dispose();return this}clear(t,e,s,i){const r=t.getRenderTarget();for(let r=0;r<6;r++){t.setRenderTarget(this,r);t.clear(e,s,i)}t.setRenderTarget(r)}}class Group extends Object3D{constructor(){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isGroup=true;this.type=\"Group\"}}const jr={type:\"move\"};class WebXRController{constructor(){this._targetRay=null;this._grip=null;this._hand=null}getHandSpace(){if(this._hand===null){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(this._targetRay===null){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(this._grip===null){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(t){this._targetRay!==null&&this._targetRay.dispatchEvent(t);this._grip!==null&&this._grip.dispatchEvent(t);this._hand!==null&&this._hand.dispatchEvent(t);return this}connect(t){if(t&&t.hand){const e=this._hand;if(e)for(const s of t.hand.values())this._getHandJoint(e,s)}this.dispatchEvent({type:\"connected\",data:t});return this}disconnect(t){this.dispatchEvent({type:\"disconnected\",data:t});this._targetRay!==null&&(this._targetRay.visible=false);this._grip!==null&&(this._grip.visible=false);this._hand!==null&&(this._hand.visible=false);return this}update(t,e,s){let i=null;let r=null;let n=null;const o=this._targetRay;const a=this._grip;const h=this._hand;if(t&&e.session.visibilityState!==\"visible-blurred\"){if(h&&t.hand){n=true;for(const i of t.hand.values()){const t=e.getJointPose(i,s);const r=this._getHandJoint(h,i);if(t!==null){r.matrix.fromArray(t.transform.matrix);r.matrix.decompose(r.position,r.rotation,r.scale);r.matrixWorldNeedsUpdate=true;r.jointRadius=t.radius}r.visible=t!==null}const i=h.joints[\"index-finger-tip\"];const r=h.joints[\"thumb-tip\"];const o=i.position.distanceTo(r.position);const a=.02;const c=.005;if(h.inputState.pinching&&o>a+c){h.inputState.pinching=false;this.dispatchEvent({type:\"pinchend\",handedness:t.handedness,target:this})}else if(!h.inputState.pinching&&o<=a-c){h.inputState.pinching=true;this.dispatchEvent({type:\"pinchstart\",handedness:t.handedness,target:this})}}else if(a!==null&&t.gripSpace){r=e.getPose(t.gripSpace,s);if(r!==null){a.matrix.fromArray(r.transform.matrix);a.matrix.decompose(a.position,a.rotation,a.scale);a.matrixWorldNeedsUpdate=true;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}}if(o!==null){i=e.getPose(t.targetRaySpace,s);i===null&&r!==null&&(i=r);if(i!==null){o.matrix.fromArray(i.transform.matrix);o.matrix.decompose(o.position,o.rotation,o.scale);o.matrixWorldNeedsUpdate=true;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;this.dispatchEvent(jr)}}}o!==null&&(o.visible=i!==null);a!==null&&(a.visible=r!==null);h!==null&&(h.visible=n!==null);return this}_getHandJoint(t,e){if(t.joints[e.jointName]===void 0){const s=new Group;s.matrixAutoUpdate=false;s.visible=false;t.joints[e.jointName]=s;t.add(s)}return t.joints[e.jointName]}}class FogExp2{\n/**\n\t * Constructs a new fog.\n\t *\n\t * @param {number|Color} color - The fog's color.\n\t * @param {number} [density=0.00025] - Defines how fast the fog will grow dense.\n\t */\nconstructor(t,e=25e-5){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nthis.isFogExp2=true;\n/**\n\t\t * The name of the fog.\n\t\t *\n\t\t * @type {string}\n\t\t */this.name=\"\";\n/**\n\t\t * The fog's color.\n\t\t *\n\t\t * @type {Color}\n\t\t */this.color=new Color(t);\n/**\n\t\t *  Defines how fast the fog will grow dense.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0.00025\n\t\t */this.density=e}clone(){return new FogExp2(this.color,this.density)}\n/**\n\t * Serializes the fog into JSON.\n\t *\n\t * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n\t * @return {Object} A JSON object representing the serialized fog\n\t */toJSON(){return{type:\"FogExp2\",name:this.name,color:this.color.getHex(),density:this.density}}}class Fog{\n/**\n\t * Constructs a new fog.\n\t *\n\t * @param {number|Color} color - The fog's color.\n\t * @param {number} [near=1] - The minimum distance to start applying fog.\n\t * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied.\n\t */\nconstructor(t,e=1,s=1e3){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nthis.isFog=true;\n/**\n\t\t * The name of the fog.\n\t\t *\n\t\t * @type {string}\n\t\t */this.name=\"\";\n/**\n\t\t * The fog's color.\n\t\t *\n\t\t * @type {Color}\n\t\t */this.color=new Color(t);\n/**\n\t\t * The minimum distance to start applying fog. Objects that are less than\n\t\t * `near` units from the active camera won't be affected by fog.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.near=e;\n/**\n\t\t * The maximum distance at which fog stops being calculated and applied.\n\t\t * Objects that are more than `far` units away from the active camera won't\n\t\t * be affected by fog.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1000\n\t\t */this.far=s}clone(){return new Fog(this.color,this.near,this.far)}\n/**\n\t * Serializes the fog into JSON.\n\t *\n\t * @param {?(Object|string)} meta - An optional value holding meta information about the serialization.\n\t * @return {Object} A JSON object representing the serialized fog\n\t */toJSON(){return{type:\"Fog\",name:this.name,color:this.color.getHex(),near:this.near,far:this.far}}}class Scene extends Object3D{constructor(){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isScene=true;this.type=\"Scene\";\n/**\n\t\t * Defines the background of the scene. Valid inputs are:\n\t\t *\n\t\t * - A color for defining a uniform colored background.\n\t\t * - A texture for defining a (flat) textured background.\n\t\t * - Cube textures or equirectangular textures for defining a skybox.\n\t\t *\n\t\t * @type {?(Color|Texture)}\n\t\t * @default null\n\t\t */this.background=null;\n/**\n\t\t * Sets the environment map for all physical materials in the scene. However,\n\t\t * it's not possible to overwrite an existing texture assigned to the `envMap`\n\t\t * material property.\n\t\t *\n\t\t * @type {?Texture}\n\t\t * @default null\n\t\t */this.environment=null;\n/**\n\t\t * A fog instance defining the type of fog that affects everything\n\t\t * rendered in the scene.\n\t\t *\n\t\t * @type {?(Fog|FogExp2)}\n\t\t * @default null\n\t\t */this.fog=null;\n/**\n\t\t * Sets the blurriness of the background. Only influences environment maps\n\t\t * assigned to {@link Scene#background}. Valid input is a float between `0`\n\t\t * and `1`.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.backgroundBlurriness=0;\n/**\n\t\t * Attenuates the color of the background. Only applies to background textures.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.backgroundIntensity=1;\n/**\n\t\t * The rotation of the background in radians. Only influences environment maps\n\t\t * assigned to {@link Scene#background}.\n\t\t *\n\t\t * @type {Euler}\n\t\t * @default (0,0,0)\n\t\t */this.backgroundRotation=new Euler;\n/**\n\t\t * Attenuates the color of the environment. Only influences environment maps\n\t\t * assigned to {@link Scene#environment}.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.environmentIntensity=1;\n/**\n\t\t * The rotation of the environment map in radians. Only influences physical materials\n\t\t * in the scene when {@link Scene#environment} is used.\n\t\t *\n\t\t * @type {Euler}\n\t\t * @default (0,0,0)\n\t\t */this.environmentRotation=new Euler;\n/**\n\t\t * Forces everything in the scene to be rendered with the defined material.\n\t\t *\n\t\t * @type {?Material}\n\t\t * @default null\n\t\t */this.overrideMaterial=null;typeof __THREE_DEVTOOLS__!==\"undefined\"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\",{detail:this}))}copy(t,e){super.copy(t,e);t.background!==null&&(this.background=t.background.clone());t.environment!==null&&(this.environment=t.environment.clone());t.fog!==null&&(this.fog=t.fog.clone());this.backgroundBlurriness=t.backgroundBlurriness;this.backgroundIntensity=t.backgroundIntensity;this.backgroundRotation.copy(t.backgroundRotation);this.environmentIntensity=t.environmentIntensity;this.environmentRotation.copy(t.environmentRotation);t.overrideMaterial!==null&&(this.overrideMaterial=t.overrideMaterial.clone());this.matrixAutoUpdate=t.matrixAutoUpdate;return this}toJSON(t){const e=super.toJSON(t);this.fog!==null&&(e.object.fog=this.fog.toJSON());this.backgroundBlurriness>0&&(e.object.backgroundBlurriness=this.backgroundBlurriness);this.backgroundIntensity!==1&&(e.object.backgroundIntensity=this.backgroundIntensity);e.object.backgroundRotation=this.backgroundRotation.toArray();this.environmentIntensity!==1&&(e.object.environmentIntensity=this.environmentIntensity);e.object.environmentRotation=this.environmentRotation.toArray();return e}}class InterleavedBuffer{constructor(t,e){this.isInterleavedBuffer=true;this.array=t;this.stride=e;this.count=t!==void 0?t.length/e:0;this.usage=_s;this.updateRanges=[];this.version=0;this.uuid=generateUUID()}onUploadCallback(){}set needsUpdate(t){t===true&&this.version++}setUsage(t){this.usage=t;return this}addUpdateRange(t,e){this.updateRanges.push({start:t,count:e})}clearUpdateRanges(){this.updateRanges.length=0}copy(t){this.array=new t.array.constructor(t.array);this.count=t.count;this.stride=t.stride;this.usage=t.usage;return this}copyAt(t,e,s){t*=this.stride;s*=e.stride;for(let i=0,r=this.stride;i<r;i++)this.array[t+i]=e.array[s+i];return this}set(t,e=0){this.array.set(t,e);return this}clone(t){t.arrayBuffers===void 0&&(t.arrayBuffers={});this.array.buffer._uuid===void 0&&(this.array.buffer._uuid=generateUUID());t.arrayBuffers[this.array.buffer._uuid]===void 0&&(t.arrayBuffers[this.array.buffer._uuid]=this.array.slice(0).buffer);const e=new this.array.constructor(t.arrayBuffers[this.array.buffer._uuid]);const s=new this.constructor(e,this.stride);s.setUsage(this.usage);return s}onUpload(t){this.onUploadCallback=t;return this}toJSON(t){t.arrayBuffers===void 0&&(t.arrayBuffers={});this.array.buffer._uuid===void 0&&(this.array.buffer._uuid=generateUUID());t.arrayBuffers[this.array.buffer._uuid]===void 0&&(t.arrayBuffers[this.array.buffer._uuid]=Array.from(new Uint32Array(this.array.buffer)));return{uuid:this.uuid,buffer:this.array.buffer._uuid,type:this.array.constructor.name,stride:this.stride}}}const Gr=new Vector3;class InterleavedBufferAttribute{constructor(t,e,s,i=false){this.isInterleavedBufferAttribute=true;this.name=\"\";this.data=t;this.itemSize=e;this.offset=s;this.normalized=i}get count(){return this.data.count}get array(){return this.data.array}set needsUpdate(t){this.data.needsUpdate=t}applyMatrix4(t){for(let e=0,s=this.data.count;e<s;e++){Gr.fromBufferAttribute(this,e);Gr.applyMatrix4(t);this.setXYZ(e,Gr.x,Gr.y,Gr.z)}return this}applyNormalMatrix(t){for(let e=0,s=this.count;e<s;e++){Gr.fromBufferAttribute(this,e);Gr.applyNormalMatrix(t);this.setXYZ(e,Gr.x,Gr.y,Gr.z)}return this}transformDirection(t){for(let e=0,s=this.count;e<s;e++){Gr.fromBufferAttribute(this,e);Gr.transformDirection(t);this.setXYZ(e,Gr.x,Gr.y,Gr.z)}return this}getComponent(t,e){let s=this.array[t*this.data.stride+this.offset+e];this.normalized&&(s=denormalize(s,this.array));return s}setComponent(t,e,s){this.normalized&&(s=normalize(s,this.array));this.data.array[t*this.data.stride+this.offset+e]=s;return this}setX(t,e){this.normalized&&(e=normalize(e,this.array));this.data.array[t*this.data.stride+this.offset]=e;return this}setY(t,e){this.normalized&&(e=normalize(e,this.array));this.data.array[t*this.data.stride+this.offset+1]=e;return this}setZ(t,e){this.normalized&&(e=normalize(e,this.array));this.data.array[t*this.data.stride+this.offset+2]=e;return this}setW(t,e){this.normalized&&(e=normalize(e,this.array));this.data.array[t*this.data.stride+this.offset+3]=e;return this}getX(t){let e=this.data.array[t*this.data.stride+this.offset];this.normalized&&(e=denormalize(e,this.array));return e}getY(t){let e=this.data.array[t*this.data.stride+this.offset+1];this.normalized&&(e=denormalize(e,this.array));return e}getZ(t){let e=this.data.array[t*this.data.stride+this.offset+2];this.normalized&&(e=denormalize(e,this.array));return e}getW(t){let e=this.data.array[t*this.data.stride+this.offset+3];this.normalized&&(e=denormalize(e,this.array));return e}setXY(t,e,s){t=t*this.data.stride+this.offset;if(this.normalized){e=normalize(e,this.array);s=normalize(s,this.array)}this.data.array[t+0]=e;this.data.array[t+1]=s;return this}setXYZ(t,e,s,i){t=t*this.data.stride+this.offset;if(this.normalized){e=normalize(e,this.array);s=normalize(s,this.array);i=normalize(i,this.array)}this.data.array[t+0]=e;this.data.array[t+1]=s;this.data.array[t+2]=i;return this}setXYZW(t,e,s,i,r){t=t*this.data.stride+this.offset;if(this.normalized){e=normalize(e,this.array);s=normalize(s,this.array);i=normalize(i,this.array);r=normalize(r,this.array)}this.data.array[t+0]=e;this.data.array[t+1]=s;this.data.array[t+2]=i;this.data.array[t+3]=r;return this}clone(t){if(t===void 0){console.log(\"THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.\");const t=[];for(let e=0;e<this.count;e++){const s=e*this.data.stride+this.offset;for(let e=0;e<this.itemSize;e++)t.push(this.data.array[s+e])}return new BufferAttribute(new this.array.constructor(t),this.itemSize,this.normalized)}t.interleavedBuffers===void 0&&(t.interleavedBuffers={});t.interleavedBuffers[this.data.uuid]===void 0&&(t.interleavedBuffers[this.data.uuid]=this.data.clone(t));return new InterleavedBufferAttribute(t.interleavedBuffers[this.data.uuid],this.itemSize,this.offset,this.normalized)}toJSON(t){if(t===void 0){console.log(\"THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.\");const t=[];for(let e=0;e<this.count;e++){const s=e*this.data.stride+this.offset;for(let e=0;e<this.itemSize;e++)t.push(this.data.array[s+e])}return{itemSize:this.itemSize,type:this.array.constructor.name,array:t,normalized:this.normalized}}t.interleavedBuffers===void 0&&(t.interleavedBuffers={});t.interleavedBuffers[this.data.uuid]===void 0&&(t.interleavedBuffers[this.data.uuid]=this.data.toJSON(t));return{isInterleavedBufferAttribute:true,itemSize:this.itemSize,data:this.data.uuid,offset:this.offset,normalized:this.normalized}}}class SpriteMaterial extends Material{constructor(t){super();this.isSpriteMaterial=true;this.type=\"SpriteMaterial\";this.color=new Color(16777215);this.map=null;this.alphaMap=null;this.rotation=0;this.sizeAttenuation=true;this.transparent=true;this.fog=true;this.setValues(t)}copy(t){super.copy(t);this.color.copy(t.color);this.map=t.map;this.alphaMap=t.alphaMap;this.rotation=t.rotation;this.sizeAttenuation=t.sizeAttenuation;this.fog=t.fog;return this}}let Wr;const Hr=new Vector3;const qr=new Vector3;const Jr=new Vector3;const Xr=new Vector2;const Yr=new Vector2;const Zr=new Matrix4;const Qr=new Vector3;const Kr=new Vector3;const $r=new Vector3;const tn=new Vector2;const en=new Vector2;const sn=new Vector2;class Sprite extends Object3D{\n/**\n\t * Constructs a new sprite.\n\t *\n\t * @param {SpriteMaterial} [material] - The sprite material.\n\t */\nconstructor(t=new SpriteMaterial){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isSprite=true;this.type=\"Sprite\";if(Wr===void 0){Wr=new BufferGeometry;const t=new Float32Array([-.5,-.5,0,0,0,.5,-.5,0,1,0,.5,.5,0,1,1,-.5,.5,0,0,1]);const e=new InterleavedBuffer(t,5);Wr.setIndex([0,1,2,0,2,3]);Wr.setAttribute(\"position\",new InterleavedBufferAttribute(e,3,0,false));Wr.setAttribute(\"uv\",new InterleavedBufferAttribute(e,2,3,false))}\n/**\n\t\t * The sprite geometry.\n\t\t *\n\t\t * @type {BufferGeometry}\n\t\t */this.geometry=Wr;\n/**\n\t\t * The sprite material.\n\t\t *\n\t\t * @type {SpriteMaterial}\n\t\t */this.material=t;\n/**\n\t\t * The sprite's anchor point, and the point around which the sprite rotates.\n\t\t * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value\n\t\t * of `(0, 0)` corresponds to the lower left corner of the sprite.\n\t\t *\n\t\t * @type {Vector2}\n\t\t * @default (0.5,0.5)\n\t\t */this.center=new Vector2(.5,.5)}\n/**\n\t * Computes intersection points between a casted ray and this sprite.\n\t *\n\t * @param {Raycaster} raycaster - The raycaster.\n\t * @param {Array<Object>} intersects - The target array that holds the intersection points.\n\t */raycast(t,e){t.camera===null&&console.error('THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.');qr.setFromMatrixScale(this.matrixWorld);Zr.copy(t.camera.matrixWorld);this.modelViewMatrix.multiplyMatrices(t.camera.matrixWorldInverse,this.matrixWorld);Jr.setFromMatrixPosition(this.modelViewMatrix);t.camera.isPerspectiveCamera&&this.material.sizeAttenuation===false&&qr.multiplyScalar(-Jr.z);const s=this.material.rotation;let i,r;if(s!==0){r=Math.cos(s);i=Math.sin(s)}const n=this.center;transformVertex(Qr.set(-.5,-.5,0),Jr,n,qr,i,r);transformVertex(Kr.set(.5,-.5,0),Jr,n,qr,i,r);transformVertex($r.set(.5,.5,0),Jr,n,qr,i,r);tn.set(0,0);en.set(1,0);sn.set(1,1);let o=t.ray.intersectTriangle(Qr,Kr,$r,false,Hr);if(o===null){transformVertex(Kr.set(-.5,.5,0),Jr,n,qr,i,r);en.set(0,1);o=t.ray.intersectTriangle(Qr,$r,Kr,false,Hr);if(o===null)return}const a=t.ray.origin.distanceTo(Hr);a<t.near||a>t.far||e.push({distance:a,point:Hr.clone(),uv:Triangle.getInterpolation(Hr,Qr,Kr,$r,tn,en,sn,new Vector2),face:null,object:this})}copy(t,e){super.copy(t,e);t.center!==void 0&&this.center.copy(t.center);this.material=t.material;return this}}function transformVertex(t,e,s,i,r,n){Xr.subVectors(t,s).addScalar(.5).multiply(i);if(r!==void 0){Yr.x=n*Xr.x-r*Xr.y;Yr.y=r*Xr.x+n*Xr.y}else Yr.copy(Xr);t.copy(e);t.x+=Yr.x;t.y+=Yr.y;t.applyMatrix4(Zr)}const rn=new Vector3;const nn=new Vector3;class LOD extends Object3D{constructor(){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isLOD=true;\n/**\n\t\t * The current LOD index.\n\t\t *\n\t\t * @private\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this._currentLevel=0;this.type=\"LOD\";Object.defineProperties(this,{\n/**\n\t\t\t * This array holds the LOD levels.\n\t\t\t *\n\t\t\t * @name LOD#levels\n\t\t\t * @type {Array<{object:Object3D,distance:number,hysteresis:number}>}\n\t\t\t */\nlevels:{enumerable:true,value:[]}});\n/**\n\t\t * Whether the LOD object is updated automatically by the renderer per frame\n\t\t * or not. If set to `false`, you have to call {@link LOD#update} in the\n\t\t * render loop by yourself.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.autoUpdate=true}copy(t){super.copy(t,false);const e=t.levels;for(let t=0,s=e.length;t<s;t++){const s=e[t];this.addLevel(s.object.clone(),s.distance,s.hysteresis)}this.autoUpdate=t.autoUpdate;return this}\n/**\n\t * Adds a mesh that will display at a certain distance and greater. Typically\n\t * the further away the distance, the lower the detail on the mesh.\n\t *\n\t * @param {Object3D} object - The 3D object to display at this level.\n\t * @param {number} [distance=0] - The distance at which to display this level of detail.\n\t * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.\n\t * @return {LOD} A reference to this instance.\n\t */addLevel(t,e=0,s=0){e=Math.abs(e);const i=this.levels;let r;for(r=0;r<i.length;r++)if(e<i[r].distance)break;i.splice(r,0,{distance:e,hysteresis:s,object:t});this.add(t);return this}\n/**\n\t * Removes an existing level, based on the distance from the camera.\n\t * Returns `true` when the level has been removed. Otherwise `false`.\n\t *\n\t * @param {number} distance - Distance of the level to remove.\n\t * @return {boolean} Whether the level has been removed or not.\n\t */removeLevel(t){const e=this.levels;for(let s=0;s<e.length;s++)if(e[s].distance===t){const t=e.splice(s,1);this.remove(t[0].object);return true}return false}getCurrentLevel(){return this._currentLevel}\n/**\n\t * Returns a reference to the first 3D object that is greater than\n\t * the given distance.\n\t *\n\t * @param {number} distance - The LOD distance.\n\t * @return {Object3D|null} The found 3D object. `null` if no 3D object has been found.\n\t */getObjectForDistance(t){const e=this.levels;if(e.length>0){let s,i;for(s=1,i=e.length;s<i;s++){let i=e[s].distance;e[s].object.visible&&(i-=i*e[s].hysteresis);if(t<i)break}return e[s-1].object}return null}\n/**\n\t * Computes intersection points between a casted ray and this LOD.\n\t *\n\t * @param {Raycaster} raycaster - The raycaster.\n\t * @param {Array<Object>} intersects - The target array that holds the intersection points.\n\t */raycast(t,e){const s=this.levels;if(s.length>0){rn.setFromMatrixPosition(this.matrixWorld);const s=t.ray.origin.distanceTo(rn);this.getObjectForDistance(s).raycast(t,e)}}\n/**\n\t * Updates the LOD by computing which LOD level should be visible according\n\t * to the current distance of the given camera.\n\t *\n\t * @param {Camera} camera - The camera the scene is renderd with.\n\t */update(t){const e=this.levels;if(e.length>1){rn.setFromMatrixPosition(t.matrixWorld);nn.setFromMatrixPosition(this.matrixWorld);const s=rn.distanceTo(nn)/t.zoom;e[0].object.visible=true;let i,r;for(i=1,r=e.length;i<r;i++){let t=e[i].distance;e[i].object.visible&&(t-=t*e[i].hysteresis);if(!(s>=t))break;e[i-1].object.visible=false;e[i].object.visible=true}this._currentLevel=i-1;for(;i<r;i++)e[i].object.visible=false}}toJSON(t){const e=super.toJSON(t);this.autoUpdate===false&&(e.object.autoUpdate=false);e.object.levels=[];const s=this.levels;for(let t=0,i=s.length;t<i;t++){const i=s[t];e.object.levels.push({object:i.object.uuid,distance:i.distance,hysteresis:i.hysteresis})}return e}}const on=new Vector3;const an=new Vector4;const hn=new Vector4;const cn=new Vector3;const ln=new Matrix4;const un=new Vector3;const dn=new Sphere;const pn=new Matrix4;const mn=new Ray;class SkinnedMesh extends Mesh{\n/**\n\t * Constructs a new skinned mesh.\n\t *\n\t * @param {BufferGeometry} [geometry] - The mesh geometry.\n\t * @param {Material|Array<Material>} [material] - The mesh material.\n\t */\nconstructor(t,e){super(t,e);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isSkinnedMesh=true;this.type=\"SkinnedMesh\";\n/**\n\t\t * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton.\n\t\t * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton\n\t\t * across multiple skinned meshes.\n\t\t *\n\t\t * @type {(AttachedBindMode|DetachedBindMode)}\n\t\t * @default AttachedBindMode\n\t\t */this.bindMode=ot;\n/**\n\t\t * The base matrix that is used for the bound bone transforms.\n\t\t *\n\t\t * @type {Matrix4}\n\t\t */this.bindMatrix=new Matrix4;\n/**\n\t\t * The base matrix that is used for resetting the bound bone transforms.\n\t\t *\n\t\t * @type {Matrix4}\n\t\t */this.bindMatrixInverse=new Matrix4;\n/**\n\t\t * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}.\n\t\t *\n\t\t * @type {?Box3}\n\t\t * @default null\n\t\t */this.boundingBox=null;\n/**\n\t\t * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}.\n\t\t *\n\t\t * @type {?Sphere}\n\t\t * @default null\n\t\t */this.boundingSphere=null}computeBoundingBox(){const t=this.geometry;this.boundingBox===null&&(this.boundingBox=new Box3);this.boundingBox.makeEmpty();const e=t.getAttribute(\"position\");for(let t=0;t<e.count;t++){this.getVertexPosition(t,un);this.boundingBox.expandByPoint(un)}}computeBoundingSphere(){const t=this.geometry;this.boundingSphere===null&&(this.boundingSphere=new Sphere);this.boundingSphere.makeEmpty();const e=t.getAttribute(\"position\");for(let t=0;t<e.count;t++){this.getVertexPosition(t,un);this.boundingSphere.expandByPoint(un)}}copy(t,e){super.copy(t,e);this.bindMode=t.bindMode;this.bindMatrix.copy(t.bindMatrix);this.bindMatrixInverse.copy(t.bindMatrixInverse);this.skeleton=t.skeleton;t.boundingBox!==null&&(this.boundingBox=t.boundingBox.clone());t.boundingSphere!==null&&(this.boundingSphere=t.boundingSphere.clone());return this}raycast(t,e){const s=this.material;const i=this.matrixWorld;if(s!==void 0){this.boundingSphere===null&&this.computeBoundingSphere();dn.copy(this.boundingSphere);dn.applyMatrix4(i);if(t.ray.intersectsSphere(dn)!==false){pn.copy(i).invert();mn.copy(t.ray).applyMatrix4(pn);this.boundingBox!==null&&mn.intersectsBox(this.boundingBox)===false||this._computeIntersections(t,e,mn)}}}getVertexPosition(t,e){super.getVertexPosition(t,e);this.applyBoneTransform(t,e);return e}\n/**\n\t * Binds the given skeleton to the skinned mesh.\n\t *\n\t * @param {Skeleton} skeleton - The skeleton to bind.\n\t * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided,\n\t * the skinned mesh's world matrix will be used instead.\n\t */bind(t,e){this.skeleton=t;if(e===void 0){this.updateMatrixWorld(true);this.skeleton.calculateInverses();e=this.matrixWorld}this.bindMatrix.copy(e);this.bindMatrixInverse.copy(e).invert()}pose(){this.skeleton.pose()}normalizeSkinWeights(){const t=new Vector4;const e=this.geometry.attributes.skinWeight;for(let s=0,i=e.count;s<i;s++){t.fromBufferAttribute(e,s);const i=1/t.manhattanLength();i!==Infinity?t.multiplyScalar(i):t.set(1,0,0,0);e.setXYZW(s,t.x,t.y,t.z,t.w)}}updateMatrixWorld(t){super.updateMatrixWorld(t);this.bindMode===ot?this.bindMatrixInverse.copy(this.matrixWorld).invert():this.bindMode===at?this.bindMatrixInverse.copy(this.bindMatrix).invert():console.warn(\"THREE.SkinnedMesh: Unrecognized bindMode: \"+this.bindMode)}\n/**\n\t * Applies the bone transform associated with the given index to the given\n\t * vertex position. Returns the updated vector.\n\t *\n\t * @param {number} index - The vertex index.\n\t * @param {Vector3} target - The target object that is used to store the method's result.\n\t * the skinned mesh's world matrix will be used instead.\n\t * @return {Vector3} The updated vertex position.\n\t */applyBoneTransform(t,e){const s=this.skeleton;const i=this.geometry;an.fromBufferAttribute(i.attributes.skinIndex,t);hn.fromBufferAttribute(i.attributes.skinWeight,t);on.copy(e).applyMatrix4(this.bindMatrix);e.set(0,0,0);for(let t=0;t<4;t++){const i=hn.getComponent(t);if(i!==0){const r=an.getComponent(t);ln.multiplyMatrices(s.bones[r].matrixWorld,s.boneInverses[r]);e.addScaledVector(cn.copy(on).applyMatrix4(ln),i)}}return e.applyMatrix4(this.bindMatrixInverse)}}class Bone extends Object3D{constructor(){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isBone=true;this.type=\"Bone\"}}class DataTexture extends Texture{constructor(t=null,e=1,s=1,i,r,n,o,a,h=gt,c=gt,l,u){super(null,n,o,a,h,c,i,r,l,u);this.isDataTexture=true;this.image={data:t,width:e,height:s};this.generateMipmaps=false;this.flipY=false;this.unpackAlignment=1}}const fn=new Matrix4;const yn=new Matrix4;class Skeleton{\n/**\n\t * Constructs a new skeleton.\n\t *\n\t * @param {Array<Bone>} [bones] - An array of bones.\n\t * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.\n\t * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.\n\t */\nconstructor(t=[],e=[]){this.uuid=generateUUID();\n/**\n\t\t * An array of bones defining the skeleton.\n\t\t *\n\t\t * @type {Array<Bone>}\n\t\t */this.bones=t.slice(0);\n/**\n\t\t * An array of bone inverse matrices.\n\t\t *\n\t\t * @type {Array<Matrix4>}\n\t\t */this.boneInverses=e;\n/**\n\t\t * An array buffer holding the bone data.\n\t\t * Input data for {@link Skeleton#boneTexture}.\n\t\t *\n\t\t * @type {?Float32Array}\n\t\t * @default null\n\t\t */this.boneMatrices=null;\n/**\n\t\t * A texture holding the bone data for use\n\t\t * in the vertex shader.\n\t\t *\n\t\t * @type {?DataTexture}\n\t\t * @default null\n\t\t */this.boneTexture=null;this.init()}init(){const t=this.bones;const e=this.boneInverses;this.boneMatrices=new Float32Array(t.length*16);if(e.length===0)this.calculateInverses();else if(t.length!==e.length){console.warn(\"THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.\");this.boneInverses=[];for(let t=0,e=this.bones.length;t<e;t++)this.boneInverses.push(new Matrix4)}}calculateInverses(){this.boneInverses.length=0;for(let t=0,e=this.bones.length;t<e;t++){const e=new Matrix4;this.bones[t]&&e.copy(this.bones[t].matrixWorld).invert();this.boneInverses.push(e)}}pose(){for(let t=0,e=this.bones.length;t<e;t++){const e=this.bones[t];e&&e.matrixWorld.copy(this.boneInverses[t]).invert()}for(let t=0,e=this.bones.length;t<e;t++){const e=this.bones[t];if(e){if(e.parent&&e.parent.isBone){e.matrix.copy(e.parent.matrixWorld).invert();e.matrix.multiply(e.matrixWorld)}else e.matrix.copy(e.matrixWorld);e.matrix.decompose(e.position,e.quaternion,e.scale)}}}update(){const t=this.bones;const e=this.boneInverses;const s=this.boneMatrices;const i=this.boneTexture;for(let i=0,r=t.length;i<r;i++){const r=t[i]?t[i].matrixWorld:yn;fn.multiplyMatrices(r,e[i]);fn.toArray(s,i*16)}i!==null&&(i.needsUpdate=true)}clone(){return new Skeleton(this.bones,this.boneInverses)}computeBoneTexture(){let t=Math.sqrt(this.bones.length*4);t=Math.ceil(t/4)*4;t=Math.max(t,4);const e=new Float32Array(t*t*4);e.set(this.boneMatrices);const s=new DataTexture(e,t,t,Ut,Lt);s.needsUpdate=true;this.boneMatrices=e;this.boneTexture=s;return this}\n/**\n\t * Searches through the skeleton's bone array and returns the first with a\n\t * matching name.\n\t *\n\t * @param {string} name - The name of the bone.\n\t * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.\n\t */getBoneByName(t){for(let e=0,s=this.bones.length;e<s;e++){const s=this.bones[e];if(s.name===t)return s}}dispose(){if(this.boneTexture!==null){this.boneTexture.dispose();this.boneTexture=null}}\n/**\n\t * Setups the skeleton by the given JSON and bones.\n\t *\n\t * @param {Object} json - The skeleton as serialized JSON.\n\t * @param {Array<Bone>} bones - An array of bones.\n\t * @return {Skeleton} A reference of this instance.\n\t */fromJSON(t,e){this.uuid=t.uuid;for(let s=0,i=t.bones.length;s<i;s++){const i=t.bones[s];let r=e[i];if(r===void 0){console.warn(\"THREE.Skeleton: No bone found with UUID:\",i);r=new Bone}this.bones.push(r);this.boneInverses.push((new Matrix4).fromArray(t.boneInverses[s]))}this.init();return this}toJSON(){const t={metadata:{version:4.6,type:\"Skeleton\",generator:\"Skeleton.toJSON\"},bones:[],boneInverses:[]};t.uuid=this.uuid;const e=this.bones;const s=this.boneInverses;for(let i=0,r=e.length;i<r;i++){const r=e[i];t.bones.push(r.uuid);const n=s[i];t.boneInverses.push(n.toArray())}return t}}class InstancedBufferAttribute extends BufferAttribute{constructor(t,e,s,i=1){super(t,e,s);this.isInstancedBufferAttribute=true;this.meshPerAttribute=i}copy(t){super.copy(t);this.meshPerAttribute=t.meshPerAttribute;return this}toJSON(){const t=super.toJSON();t.meshPerAttribute=this.meshPerAttribute;t.isInstancedBufferAttribute=true;return t}}const gn=new Matrix4;const xn=new Matrix4;const bn=[];const vn=new Box3;const Mn=new Matrix4;const wn=new Mesh;const Sn=new Sphere;class InstancedMesh extends Mesh{\n/**\n\t * Constructs a new instanced mesh.\n\t *\n\t * @param {BufferGeometry} [geometry] - The mesh geometry.\n\t * @param {Material|Array<Material>} [material] - The mesh material.\n\t * @param {number} count - The number of instances.\n\t */\nconstructor(t,e,s){super(t,e);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isInstancedMesh=true;\n/**\n\t\t * Represents the local transformation of all instances. You have to set its\n\t\t * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data\n\t\t * via {@link InstancedMesh#setMatrixAt}.\n\t\t *\n\t\t * @type {InstancedBufferAttribute}\n\t\t */this.instanceMatrix=new InstancedBufferAttribute(new Float32Array(s*16),16);\n/**\n\t\t * Represents the color of all instances. You have to set its\n\t\t * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data\n\t\t * via {@link InstancedMesh#setColorAt}.\n\t\t *\n\t\t * @type {?InstancedBufferAttribute}\n\t\t * @default null\n\t\t */this.instanceColor=null;\n/**\n\t\t * Represents the morph target weights of all instances. You have to set its\n\t\t * {@link Texture#needsUpdate} flag to true if you modify instanced data\n\t\t * via {@link InstancedMesh#setMorphAt}.\n\t\t *\n\t\t * @type {?InstancedBufferAttribute}\n\t\t * @default null\n\t\t */this.morphTexture=null;\n/**\n\t\t * The number of instances.\n\t\t *\n\t\t * @type {number}\n\t\t */this.count=s;\n/**\n\t\t * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.\n\t\t *\n\t\t * @type {?Box3}\n\t\t * @default null\n\t\t */this.boundingBox=null;\n/**\n\t\t * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.\n\t\t *\n\t\t * @type {?Sphere}\n\t\t * @default null\n\t\t */this.boundingSphere=null;for(let t=0;t<s;t++)this.setMatrixAt(t,Mn)}computeBoundingBox(){const t=this.geometry;const e=this.count;this.boundingBox===null&&(this.boundingBox=new Box3);t.boundingBox===null&&t.computeBoundingBox();this.boundingBox.makeEmpty();for(let s=0;s<e;s++){this.getMatrixAt(s,gn);vn.copy(t.boundingBox).applyMatrix4(gn);this.boundingBox.union(vn)}}computeBoundingSphere(){const t=this.geometry;const e=this.count;this.boundingSphere===null&&(this.boundingSphere=new Sphere);t.boundingSphere===null&&t.computeBoundingSphere();this.boundingSphere.makeEmpty();for(let s=0;s<e;s++){this.getMatrixAt(s,gn);Sn.copy(t.boundingSphere).applyMatrix4(gn);this.boundingSphere.union(Sn)}}copy(t,e){super.copy(t,e);this.instanceMatrix.copy(t.instanceMatrix);t.morphTexture!==null&&(this.morphTexture=t.morphTexture.clone());t.instanceColor!==null&&(this.instanceColor=t.instanceColor.clone());this.count=t.count;t.boundingBox!==null&&(this.boundingBox=t.boundingBox.clone());t.boundingSphere!==null&&(this.boundingSphere=t.boundingSphere.clone());return this}\n/**\n\t * Gets the color of the defined instance.\n\t *\n\t * @param {number} index - The instance index.\n\t * @param {Color} color - The target object that is used to store the method's result.\n\t */getColorAt(t,e){e.fromArray(this.instanceColor.array,t*3)}\n/**\n\t * Gets the local transformation matrix of the defined instance.\n\t *\n\t * @param {number} index - The instance index.\n\t * @param {Matrix4} matrix - The target object that is used to store the method's result.\n\t */getMatrixAt(t,e){e.fromArray(this.instanceMatrix.array,t*16)}\n/**\n\t * Gets the morph target weights of the defined instance.\n\t *\n\t * @param {number} index - The instance index.\n\t * @param {Mesh} object - The target object that is used to store the method's result.\n\t */getMorphAt(t,e){const s=e.morphTargetInfluences;const i=this.morphTexture.source.data.data;const r=s.length+1;const n=t*r+1;for(let t=0;t<s.length;t++)s[t]=i[n+t]}raycast(t,e){const s=this.matrixWorld;const i=this.count;wn.geometry=this.geometry;wn.material=this.material;if(wn.material!==void 0){this.boundingSphere===null&&this.computeBoundingSphere();Sn.copy(this.boundingSphere);Sn.applyMatrix4(s);if(t.ray.intersectsSphere(Sn)!==false)for(let r=0;r<i;r++){this.getMatrixAt(r,gn);xn.multiplyMatrices(s,gn);wn.matrixWorld=xn;wn.raycast(t,bn);for(let t=0,s=bn.length;t<s;t++){const s=bn[t];s.instanceId=r;s.object=this;e.push(s)}bn.length=0}}}\n/**\n\t * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of\n\t * {@link InstancedMesh#instanceColor} to `true` after updating all the colors.\n\t *\n\t * @param {number} index - The instance index.\n\t * @param {Color} color - The instance color.\n\t */setColorAt(t,e){this.instanceColor===null&&(this.instanceColor=new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count*3).fill(1),3));e.toArray(this.instanceColor.array,t*3)}\n/**\n\t * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of\n\t * {@link InstancedMesh#instanceMatrix} to `true` after updating all the colors.\n\t *\n\t * @param {number} index - The instance index.\n\t * @param {Matrix4} matrix - The the local transformation.\n\t */setMatrixAt(t,e){e.toArray(this.instanceMatrix.array,t*16)}\n/**\n\t * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of\n\t * {@link InstancedMesh#morphTexture} to `true` after updating all the influences.\n\t *\n\t * @param {number} index - The instance index.\n\t * @param {Mesh} object -  A mesh which `morphTargetInfluences` property containing the morph target weights\n\t * of a single instance.\n\t */setMorphAt(t,e){const s=e.morphTargetInfluences;const i=s.length+1;this.morphTexture===null&&(this.morphTexture=new DataTexture(new Float32Array(i*this.count),i,this.count,qt,Lt));const r=this.morphTexture.source.data.data;let n=0;for(let t=0;t<s.length;t++)n+=s[t];const o=this.geometry.morphTargetsRelative?1:1-n;const a=i*t;r[a]=o;r.set(s,a+1)}updateMorphTargets(){}dispose(){this.dispatchEvent({type:\"dispose\"});if(this.morphTexture!==null){this.morphTexture.dispose();this.morphTexture=null}}}const An=new Vector3;const _n=new Vector3;const Tn=new Matrix3;class Plane{\n/**\n\t * Constructs a new plane.\n\t *\n\t * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.\n\t * @param {number} [constant=0] - The signed distance from the origin to the plane.\n\t */\nconstructor(t=new Vector3(1,0,0),e=0){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nthis.isPlane=true;\n/**\n\t\t * A unit length vector defining the normal of the plane.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.normal=t;\n/**\n\t\t * The signed distance from the origin to the plane.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.constant=e}\n/**\n\t * Sets the plane components by copying the given values.\n\t *\n\t * @param {Vector3} normal - The normal.\n\t * @param {number} constant - The constant.\n\t * @return {Plane} A reference to this plane.\n\t */set(t,e){this.normal.copy(t);this.constant=e;return this}\n/**\n\t * Sets the plane components by defining `x`, `y`, `z` as the\n\t * plane normal and `w` as the constant.\n\t *\n\t * @param {number} x - The value for the normal's x component.\n\t * @param {number} y - The value for the normal's y component.\n\t * @param {number} z - The value for the normal's z component.\n\t * @param {number} w - The constant value.\n\t * @return {Plane} A reference to this plane.\n\t */setComponents(t,e,s,i){this.normal.set(t,e,s);this.constant=i;return this}\n/**\n\t * Sets the plane from the given normal and coplanar point (that is a point\n\t * that lies onto the plane).\n\t *\n\t * @param {Vector3} normal - The normal.\n\t * @param {Vector3} point - A coplanar point.\n\t * @return {Plane} A reference to this plane.\n\t */setFromNormalAndCoplanarPoint(t,e){this.normal.copy(t);this.constant=-e.dot(this.normal);return this}\n/**\n\t * Sets the plane from three coplanar points. The winding order is\n\t * assumed to be counter-clockwise, and determines the direction of\n\t * the plane normal.\n\t *\n\t * @param {Vector3} a - The first coplanar point.\n\t * @param {Vector3} b - The second coplanar point.\n\t * @param {Vector3} c - The third coplanar point.\n\t * @return {Plane} A reference to this plane.\n\t */setFromCoplanarPoints(t,e,s){const i=An.subVectors(s,e).cross(_n.subVectors(t,e)).normalize();this.setFromNormalAndCoplanarPoint(i,t);return this}\n/**\n\t * Copies the values of the given plane to this instance.\n\t *\n\t * @param {Plane} plane - The plane to copy.\n\t * @return {Plane} A reference to this plane.\n\t */copy(t){this.normal.copy(t.normal);this.constant=t.constant;return this}normalize(){const t=1/this.normal.length();this.normal.multiplyScalar(t);this.constant*=t;return this}negate(){this.constant*=-1;this.normal.negate();return this}\n/**\n\t * Returns the signed distance from the given point to this plane.\n\t *\n\t * @param {Vector3} point - The point to compute the distance for.\n\t * @return {number} The signed distance.\n\t */distanceToPoint(t){return this.normal.dot(t)+this.constant}\n/**\n\t * Returns the signed distance from the given sphere to this plane.\n\t *\n\t * @param {Sphere} sphere - The sphere to compute the distance for.\n\t * @return {number} The signed distance.\n\t */distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius}\n/**\n\t * Projects a the given point onto the plane.\n\t *\n\t * @param {Vector3} point - The point to project.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The projected point on the plane.\n\t */projectPoint(t,e){return e.copy(t).addScaledVector(this.normal,-this.distanceToPoint(t))}\n/**\n\t * Returns the intersection point of the passed line and the plane. Returns\n\t * `null` if the line does not intersect. Returns the line's starting point if\n\t * the line is coplanar with the plane.\n\t *\n\t * @param {Line3} line - The line to compute the intersection for.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {?Vector3} The intersection point.\n\t */intersectLine(t,e){const s=t.delta(An);const i=this.normal.dot(s);if(i===0)return this.distanceToPoint(t.start)===0?e.copy(t.start):null;const r=-(t.start.dot(this.normal)+this.constant)/i;return r<0||r>1?null:e.copy(t.start).addScaledVector(s,r)}\n/**\n\t * Returns `true` if the given line segment intersects with (passes through) the plane.\n\t *\n\t * @param {Line3} line - The line to test.\n\t * @return {boolean} Whether the given line segment intersects with the plane or not.\n\t */intersectsLine(t){const e=this.distanceToPoint(t.start);const s=this.distanceToPoint(t.end);return e<0&&s>0||s<0&&e>0}\n/**\n\t * Returns `true` if the given bounding box intersects with the plane.\n\t *\n\t * @param {Box3} box - The bounding box to test.\n\t * @return {boolean} Whether the given bounding box intersects with the plane or not.\n\t */intersectsBox(t){return t.intersectsPlane(this)}\n/**\n\t * Returns `true` if the given bounding sphere intersects with the plane.\n\t *\n\t * @param {Sphere} sphere - The bounding sphere to test.\n\t * @return {boolean} Whether the given bounding sphere intersects with the plane or not.\n\t */intersectsSphere(t){return t.intersectsPlane(this)}\n/**\n\t * Returns a coplanar vector to the plane, by calculating the\n\t * projection of the normal at the origin onto the plane.\n\t *\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The coplanar point.\n\t */coplanarPoint(t){return t.copy(this.normal).multiplyScalar(-this.constant)}\n/**\n\t * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.\n\t *\n\t * The optional normal matrix can be pre-computed like so:\n\t * ```js\n\t * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );\n\t * ```\n\t *\n\t * @param {Matrix4} matrix - The transformation matrix.\n\t * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.\n\t * @return {Plane} A reference to this plane.\n\t */applyMatrix4(t,e){const s=e||Tn.getNormalMatrix(t);const i=this.coplanarPoint(An).applyMatrix4(t);const r=this.normal.applyMatrix3(s).normalize();this.constant=-i.dot(r);return this}\n/**\n\t * Translates the plane by the distance defined by the given offset vector.\n\t * Note that this only affects the plane constant and will not affect the normal vector.\n\t *\n\t * @param {Vector3} offset - The offset vector.\n\t * @return {Plane} A reference to this plane.\n\t */translate(t){this.constant-=t.dot(this.normal);return this}\n/**\n\t * Returns `true` if this plane is equal with the given one.\n\t *\n\t * @param {Plane} plane - The plane to test for equality.\n\t * @return {boolean} Whether this plane is equal with the given one.\n\t */equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}const Cn=new Sphere;const zn=new Vector3;class Frustum{\n/**\n\t * Constructs a new frustum.\n\t *\n\t * @param {Plane} [p0] - The first plane that encloses the frustum.\n\t * @param {Plane} [p1] - The second plane that encloses the frustum.\n\t * @param {Plane} [p2] - The third plane that encloses the frustum.\n\t * @param {Plane} [p3] - The fourth plane that encloses the frustum.\n\t * @param {Plane} [p4] - The fifth plane that encloses the frustum.\n\t * @param {Plane} [p5] - The sixth plane that encloses the frustum.\n\t */\nconstructor(t=new Plane,e=new Plane,s=new Plane,i=new Plane,r=new Plane,n=new Plane){\n/**\n\t\t * This array holds the planes that enclose the frustum.\n\t\t *\n\t\t * @type {Array<Plane>}\n\t\t */\nthis.planes=[t,e,s,i,r,n]}\n/**\n\t * Sets the frustum planes by copying the given planes.\n\t *\n\t * @param {Plane} [p0] - The first plane that encloses the frustum.\n\t * @param {Plane} [p1] - The second plane that encloses the frustum.\n\t * @param {Plane} [p2] - The third plane that encloses the frustum.\n\t * @param {Plane} [p3] - The fourth plane that encloses the frustum.\n\t * @param {Plane} [p4] - The fifth plane that encloses the frustum.\n\t * @param {Plane} [p5] - The sixth plane that encloses the frustum.\n\t * @return {Frustum} A reference to this frustum.\n\t */set(t,e,s,i,r,n){const o=this.planes;o[0].copy(t);o[1].copy(e);o[2].copy(s);o[3].copy(i);o[4].copy(r);o[5].copy(n);return this}\n/**\n\t * Copies the values of the given frustum to this instance.\n\t *\n\t * @param {Frustum} frustum - The frustum to copy.\n\t * @return {Frustum} A reference to this frustum.\n\t */copy(t){const e=this.planes;for(let s=0;s<6;s++)e[s].copy(t.planes[s]);return this}\n/**\n\t * Sets the frustum planes from the given projection matrix.\n\t *\n\t * @param {Matrix4} m - The projection matrix.\n\t * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.\n\t * @return {Frustum} A reference to this frustum.\n\t */setFromProjectionMatrix(t,e=Es){const s=this.planes;const i=t.elements;const r=i[0],n=i[1],o=i[2],a=i[3];const h=i[4],c=i[5],l=i[6],u=i[7];const d=i[8],p=i[9],m=i[10],f=i[11];const y=i[12],g=i[13],x=i[14],b=i[15];s[0].setComponents(a-r,u-h,f-d,b-y).normalize();s[1].setComponents(a+r,u+h,f+d,b+y).normalize();s[2].setComponents(a+n,u+c,f+p,b+g).normalize();s[3].setComponents(a-n,u-c,f-p,b-g).normalize();s[4].setComponents(a-o,u-l,f-m,b-x).normalize();if(e===Es)s[5].setComponents(a+o,u+l,f+m,b+x).normalize();else{if(e!==Os)throw new Error(\"THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: \"+e);s[5].setComponents(o,l,m,x).normalize()}return this}\n/**\n\t * Returns `true` if the 3D object's bounding sphere is intersecting this frustum.\n\t *\n\t * Note that the 3D object must have a geometry so that the bounding sphere can be calculated.\n\t *\n\t * @param {Object3D} object - The 3D object to test.\n\t * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.\n\t */intersectsObject(t){if(t.boundingSphere!==void 0){t.boundingSphere===null&&t.computeBoundingSphere();Cn.copy(t.boundingSphere).applyMatrix4(t.matrixWorld)}else{const e=t.geometry;e.boundingSphere===null&&e.computeBoundingSphere();Cn.copy(e.boundingSphere).applyMatrix4(t.matrixWorld)}return this.intersectsSphere(Cn)}\n/**\n\t * Returns `true` if the given sprite is intersecting this frustum.\n\t *\n\t * @param {Sprite} sprite - The sprite to test.\n\t * @return {boolean} Whether the sprite is intersecting this frustum or not.\n\t */intersectsSprite(t){Cn.center.set(0,0,0);Cn.radius=.7071067811865476;Cn.applyMatrix4(t.matrixWorld);return this.intersectsSphere(Cn)}\n/**\n\t * Returns `true` if the given bounding sphere is intersecting this frustum.\n\t *\n\t * @param {Sphere} sphere - The bounding sphere to test.\n\t * @return {boolean} Whether the bounding sphere is intersecting this frustum or not.\n\t */intersectsSphere(t){const e=this.planes;const s=t.center;const i=-t.radius;for(let t=0;t<6;t++){const r=e[t].distanceToPoint(s);if(r<i)return false}return true}\n/**\n\t * Returns `true` if the given bounding box is intersecting this frustum.\n\t *\n\t * @param {Box3} box - The bounding box to test.\n\t * @return {boolean} Whether the bounding box is intersecting this frustum or not.\n\t */intersectsBox(t){const e=this.planes;for(let s=0;s<6;s++){const i=e[s];zn.x=i.normal.x>0?t.max.x:t.min.x;zn.y=i.normal.y>0?t.max.y:t.min.y;zn.z=i.normal.z>0?t.max.z:t.min.z;if(i.distanceToPoint(zn)<0)return false}return true}\n/**\n\t * Returns `true` if the given point lies within the frustum.\n\t *\n\t * @param {Vector3} point - The point to test.\n\t * @return {boolean} Whether the point lies within this frustum or not.\n\t */containsPoint(t){const e=this.planes;for(let s=0;s<6;s++)if(e[s].distanceToPoint(t)<0)return false;return true}clone(){return(new this.constructor).copy(this)}}function ascIdSort(t,e){return t-e}function sortOpaque(t,e){return t.z-e.z}function sortTransparent(t,e){return e.z-t.z}class MultiDrawRenderList{constructor(){this.index=0;this.pool=[];this.list=[]}push(t,e,s,i){const r=this.pool;const n=this.list;this.index>=r.length&&r.push({start:-1,count:-1,z:-1,index:-1});const o=r[this.index];n.push(o);this.index++;o.start=t;o.count=e;o.z=s;o.index=i}reset(){this.list.length=0;this.index=0}}const Bn=new Matrix4;const In=new Color(1,1,1);const Vn=new Frustum;const Pn=new Box3;const Ln=new Sphere;const kn=new Vector3;const Rn=new Vector3;const En=new Vector3;const On=new MultiDrawRenderList;const Fn=new Mesh;const Nn=[];function copyAttributeData(t,e,s=0){const i=e.itemSize;if(t.isInterleavedBufferAttribute||t.array.constructor!==e.array.constructor){const r=t.count;for(let n=0;n<r;n++)for(let r=0;r<i;r++)e.setComponent(n+s,r,t.getComponent(n,r))}else e.array.set(t.array,s*i);e.needsUpdate=true}function copyArrayContents(t,e){if(t.constructor!==e.constructor){const s=Math.min(t.length,e.length);for(let i=0;i<s;i++)e[i]=t[i]}else{const s=Math.min(t.length,e.length);e.set(new t.constructor(t.buffer,0,s))}}class BatchedMesh extends Mesh{\n/**\n\t * Constructs a new batched mesh.\n\t *\n\t * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered.\n\t * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries.\n\t * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries\n\t * @param {Material|Array<Material>} [material] - The mesh material.\n\t */\nconstructor(t,e,s=e*2,i){super(new BufferGeometry,i);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isBatchedMesh=true;\n/**\n\t\t * When set ot `true`, the individual objects of a batch are frustum culled.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.perObjectFrustumCulled=true;\n/**\n\t\t * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts.\n\t\t * If the material is marked as \"transparent\" objects are rendered back to front and if not then they are\n\t\t * rendered front to back.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.sortObjects=true;\n/**\n\t\t * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}.\n\t\t *\n\t\t * @type {?Box3}\n\t\t * @default null\n\t\t */this.boundingBox=null;\n/**\n\t\t * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}.\n\t\t *\n\t\t * @type {?Sphere}\n\t\t * @default null\n\t\t */this.boundingSphere=null;\n/**\n\t\t * Takes a sort a function that is run before render. The function takes a list of instances to\n\t\t * sort and a camera. The objects in the list include a \"z\" field to perform a depth-ordered\n\t\t * sort with.\n\t\t *\n\t\t * @type {?Function}\n\t\t * @default null\n\t\t */this.customSort=null;this._instanceInfo=[];this._geometryInfo=[];this._availableInstanceIds=[];this._availableGeometryIds=[];this._nextIndexStart=0;this._nextVertexStart=0;this._geometryCount=0;this._visibilityChanged=true;this._geometryInitialized=false;this._maxInstanceCount=t;this._maxVertexCount=e;this._maxIndexCount=s;this._multiDrawCounts=new Int32Array(t);this._multiDrawStarts=new Int32Array(t);this._multiDrawCount=0;this._multiDrawInstances=null;this._matricesTexture=null;this._indirectTexture=null;this._colorsTexture=null;this._initMatricesTexture();this._initIndirectTexture()}\n/**\n\t * The maximum number of individual instances that can be stored in the batch.\n\t *\n\t * @type {number}\n\t * @readonly\n\t */get maxInstanceCount(){return this._maxInstanceCount}\n/**\n\t * The instance count.\n\t *\n\t * @type {number}\n\t * @readonly\n\t */get instanceCount(){return this._instanceInfo.length-this._availableInstanceIds.length}\n/**\n\t * The number of unused vertices.\n\t *\n\t * @type {number}\n\t * @readonly\n\t */get unusedVertexCount(){return this._maxVertexCount-this._nextVertexStart}\n/**\n\t * The number of unused indices.\n\t *\n\t * @type {number}\n\t * @readonly\n\t */get unusedIndexCount(){return this._maxIndexCount-this._nextIndexStart}_initMatricesTexture(){let t=Math.sqrt(this._maxInstanceCount*4);t=Math.ceil(t/4)*4;t=Math.max(t,4);const e=new Float32Array(t*t*4);const s=new DataTexture(e,t,t,Ut,Lt);this._matricesTexture=s}_initIndirectTexture(){let t=Math.sqrt(this._maxInstanceCount);t=Math.ceil(t);const e=new Uint32Array(t*t);const s=new DataTexture(e,t,t,Jt,Pt);this._indirectTexture=s}_initColorsTexture(){let t=Math.sqrt(this._maxInstanceCount);t=Math.ceil(t);const e=new Float32Array(t*t*4).fill(1);const s=new DataTexture(e,t,t,Ut,Lt);s.colorSpace=Ys.workingColorSpace;this._colorsTexture=s}_initializeGeometry(t){const e=this.geometry;const s=this._maxVertexCount;const i=this._maxIndexCount;if(this._geometryInitialized===false){for(const i in t.attributes){const r=t.getAttribute(i);const{array:n,itemSize:o,normalized:a}=r;const h=new n.constructor(s*o);const c=new BufferAttribute(h,o,a);e.setAttribute(i,c)}if(t.getIndex()!==null){const t=s>65535?new Uint32Array(i):new Uint16Array(i);e.setIndex(new BufferAttribute(t,1))}this._geometryInitialized=true}}_validateGeometry(t){const e=this.geometry;if(Boolean(t.getIndex())!==Boolean(e.getIndex()))throw new Error('THREE.BatchedMesh: All geometries must consistently have \"index\".');for(const s in e.attributes){if(!t.hasAttribute(s))throw new Error(`THREE.BatchedMesh: Added geometry missing \"${s}\". All geometries must have consistent attributes.`);const i=t.getAttribute(s);const r=e.getAttribute(s);if(i.itemSize!==r.itemSize||i.normalized!==r.normalized)throw new Error(\"THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.\")}}\n/**\n\t * Validates the instance defined by the given ID.\n\t *\n\t * @param {number} instanceId - The the instance to validate.\n\t */validateInstanceId(t){const e=this._instanceInfo;if(t<0||t>=e.length||e[t].active===false)throw new Error(`THREE.BatchedMesh: Invalid instanceId ${t}. Instance is either out of range or has been deleted.`)}\n/**\n\t * Validates the geometry defined by the given ID.\n\t *\n\t * @param {number} geometryId - The the geometry to validate.\n\t */validateGeometryId(t){const e=this._geometryInfo;if(t<0||t>=e.length||e[t].active===false)throw new Error(`THREE.BatchedMesh: Invalid geometryId ${t}. Geometry is either out of range or has been deleted.`)}\n/**\n\t * Takes a sort a function that is run before render. The function takes a list of instances to\n\t * sort and a camera. The objects in the list include a \"z\" field to perform a depth-ordered sort with.\n\t *\n\t * @param {Function} func - The custom sort function.\n\t * @return {BatchedMesh} A reference to this batched mesh.\n\t */setCustomSort(t){this.customSort=t;return this}computeBoundingBox(){this.boundingBox===null&&(this.boundingBox=new Box3);const t=this.boundingBox;const e=this._instanceInfo;t.makeEmpty();for(let s=0,i=e.length;s<i;s++){if(e[s].active===false)continue;const i=e[s].geometryIndex;this.getMatrixAt(s,Bn);this.getBoundingBoxAt(i,Pn).applyMatrix4(Bn);t.union(Pn)}}computeBoundingSphere(){this.boundingSphere===null&&(this.boundingSphere=new Sphere);const t=this.boundingSphere;const e=this._instanceInfo;t.makeEmpty();for(let s=0,i=e.length;s<i;s++){if(e[s].active===false)continue;const i=e[s].geometryIndex;this.getMatrixAt(s,Bn);this.getBoundingSphereAt(i,Ln).applyMatrix4(Bn);t.union(Ln)}}\n/**\n\t * Adds a new instance to the batch using the geometry of the given ID and returns\n\t * a new id referring to the new instance to be used by other functions.\n\t *\n\t * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}.\n\t * @return {number} The instance ID.\n\t */addInstance(t){const e=this._instanceInfo.length>=this.maxInstanceCount;if(e&&this._availableInstanceIds.length===0)throw new Error(\"THREE.BatchedMesh: Maximum item count reached.\");const s={visible:true,active:true,geometryIndex:t};let i=null;if(this._availableInstanceIds.length>0){this._availableInstanceIds.sort(ascIdSort);i=this._availableInstanceIds.shift();this._instanceInfo[i]=s}else{i=this._instanceInfo.length;this._instanceInfo.push(s)}const r=this._matricesTexture;Bn.identity().toArray(r.image.data,i*16);r.needsUpdate=true;const n=this._colorsTexture;if(n){In.toArray(n.image.data,i*4);n.needsUpdate=true}this._visibilityChanged=true;return i}\n/**\n\t * Adds the given geometry to the batch and returns the associated\n\t * geometry id referring to it to be used in other functions.\n\t *\n\t * @param {BufferGeometry} geometry - The geometry to add.\n\t * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of\n\t * vertex buffer space to reserve for the added geometry. This is necessary if it is planned\n\t * to set a new geometry at this index at a later time that is larger than the original geometry.\n\t * Defaults to the length of the given geometry vertex buffer.\n\t * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index\n\t * buffer space to reserve for the added geometry. This is necessary if it is planned to set a\n\t * new geometry at this index at a later time that is larger than the original geometry. Defaults to\n\t * the length of the given geometry index buffer.\n\t * @return {number} The geometry ID.\n\t */addGeometry(t,e=-1,s=-1){this._initializeGeometry(t);this._validateGeometry(t);const i={vertexStart:-1,vertexCount:-1,reservedVertexCount:-1,indexStart:-1,indexCount:-1,reservedIndexCount:-1,start:-1,count:-1,boundingBox:null,boundingSphere:null,active:true};const r=this._geometryInfo;i.vertexStart=this._nextVertexStart;i.reservedVertexCount=e===-1?t.getAttribute(\"position\").count:e;const n=t.getIndex();const o=n!==null;if(o){i.indexStart=this._nextIndexStart;i.reservedIndexCount=s===-1?n.count:s}if(i.indexStart!==-1&&i.indexStart+i.reservedIndexCount>this._maxIndexCount||i.vertexStart+i.reservedVertexCount>this._maxVertexCount)throw new Error(\"THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.\");let a;if(this._availableGeometryIds.length>0){this._availableGeometryIds.sort(ascIdSort);a=this._availableGeometryIds.shift();r[a]=i}else{a=this._geometryCount;this._geometryCount++;r.push(i)}this.setGeometryAt(a,t);this._nextIndexStart=i.indexStart+i.reservedIndexCount;this._nextVertexStart=i.vertexStart+i.reservedVertexCount;return a}\n/**\n\t * Replaces the geometry at the given ID with the provided geometry. Throws an error if there\n\t * is not enough space reserved for geometry. Calling this will change all instances that are\n\t * rendering that geometry.\n\t *\n\t * @param {number} geometryId - The ID of the geomtry that should be replaced with the given geometry.\n\t * @param {BufferGeometry} geometry - The new geometry.\n\t * @return {number} The geometry ID.\n\t */setGeometryAt(t,e){if(t>=this._geometryCount)throw new Error(\"THREE.BatchedMesh: Maximum geometry count reached.\");this._validateGeometry(e);const s=this.geometry;const i=s.getIndex()!==null;const r=s.getIndex();const n=e.getIndex();const o=this._geometryInfo[t];if(i&&n.count>o.reservedIndexCount||e.attributes.position.count>o.reservedVertexCount)throw new Error(\"THREE.BatchedMesh: Reserved space not large enough for provided geometry.\");const a=o.vertexStart;const h=o.reservedVertexCount;o.vertexCount=e.getAttribute(\"position\").count;for(const t in s.attributes){const i=e.getAttribute(t);const r=s.getAttribute(t);copyAttributeData(i,r,a);const n=i.itemSize;for(let t=i.count,e=h;t<e;t++){const e=a+t;for(let t=0;t<n;t++)r.setComponent(e,t,0)}r.needsUpdate=true;r.addUpdateRange(a*n,h*n)}if(i){const t=o.indexStart;const s=o.reservedIndexCount;o.indexCount=e.getIndex().count;for(let e=0;e<n.count;e++)r.setX(t+e,a+n.getX(e));for(let e=n.count,i=s;e<i;e++)r.setX(t+e,a);r.needsUpdate=true;r.addUpdateRange(t,o.reservedIndexCount)}o.start=i?o.indexStart:o.vertexStart;o.count=i?o.indexCount:o.vertexCount;o.boundingBox=null;e.boundingBox!==null&&(o.boundingBox=e.boundingBox.clone());o.boundingSphere=null;e.boundingSphere!==null&&(o.boundingSphere=e.boundingSphere.clone());this._visibilityChanged=true;return t}\n/**\n\t * Deletes the geometry defined by the given ID from this batch. Any instances referencing\n\t * this geometry will also be removed as a side effect.\n\t *\n\t * @param {number} geometryId - The ID of the geomtry to remove from the batch.\n\t * @return {BatchedMesh} A reference to this batched mesh.\n\t */deleteGeometry(t){const e=this._geometryInfo;if(t>=e.length||e[t].active===false)return this;const s=this._instanceInfo;for(let e=0,i=s.length;e<i;e++)s[e].active&&s[e].geometryIndex===t&&this.deleteInstance(e);e[t].active=false;this._availableGeometryIds.push(t);this._visibilityChanged=true;return this}\n/**\n\t * Deletes an existing instance from the batch using the given ID.\n\t *\n\t * @param {number} instanceId - The ID of the instance to remove from the batch.\n\t * @return {BatchedMesh} A reference to this batched mesh.\n\t */deleteInstance(t){this.validateInstanceId(t);this._instanceInfo[t].active=false;this._availableInstanceIds.push(t);this._visibilityChanged=true;return this}\n/**\n\t * Repacks the sub geometries in [name] to remove any unused space remaining from\n\t * previously deleted geometry, freeing up space to add new geometry.\n\t *\n\t * @param {number} instanceId - The ID of the instance to remove from the batch.\n\t * @return {BatchedMesh} A reference to this batched mesh.\n\t */optimize(){let t=0;let e=0;const s=this._geometryInfo;const i=s.map(((t,e)=>e)).sort(((t,e)=>s[t].vertexStart-s[e].vertexStart));const r=this.geometry;for(let n=0,o=s.length;n<o;n++){const o=i[n];const a=s[o];if(a.active!==false){if(r.index!==null){if(a.indexStart!==e){const{indexStart:s,vertexStart:i,reservedIndexCount:n}=a;const o=r.index;const h=o.array;const c=t-i;for(let t=s;t<s+n;t++)h[t]=h[t]+c;o.array.copyWithin(e,s,s+n);o.addUpdateRange(e,n);a.indexStart=e}e+=a.reservedIndexCount}if(a.vertexStart!==t){const{vertexStart:e,reservedVertexCount:s}=a;const i=r.attributes;for(const r in i){const n=i[r];const{array:o,itemSize:a}=n;o.copyWithin(t*a,e*a,(e+s)*a);n.addUpdateRange(t*a,s*a)}a.vertexStart=t}t+=a.reservedVertexCount;a.start=r.index?a.indexStart:a.vertexStart;this._nextIndexStart=r.index?a.indexStart+a.reservedIndexCount:0;this._nextVertexStart=a.vertexStart+a.reservedVertexCount}}return this}\n/**\n\t * Returns the bounding box for the given geometry.\n\t *\n\t * @param {number} geometryId - The ID of the geometry to return the bounding box for.\n\t * @param {Box3} target - The target object that is used to store the method's result.\n\t * @return {Box3|null} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID.\n\t */getBoundingBoxAt(t,e){if(t>=this._geometryCount)return null;const s=this.geometry;const i=this._geometryInfo[t];if(i.boundingBox===null){const t=new Box3;const e=s.index;const r=s.attributes.position;for(let s=i.start,n=i.start+i.count;s<n;s++){let i=s;e&&(i=e.getX(i));t.expandByPoint(kn.fromBufferAttribute(r,i))}i.boundingBox=t}e.copy(i.boundingBox);return e}\n/**\n\t * Returns the bounding sphere for the given geometry.\n\t *\n\t * @param {number} geometryId - The ID of the geometry to return the bounding sphere for.\n\t * @param {Sphere} target - The target object that is used to store the method's result.\n\t * @return {Sphere|null} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID.\n\t */getBoundingSphereAt(t,e){if(t>=this._geometryCount)return null;const s=this.geometry;const i=this._geometryInfo[t];if(i.boundingSphere===null){const e=new Sphere;this.getBoundingBoxAt(t,Pn);Pn.getCenter(e.center);const r=s.index;const n=s.attributes.position;let o=0;for(let t=i.start,s=i.start+i.count;t<s;t++){let s=t;r&&(s=r.getX(s));kn.fromBufferAttribute(n,s);o=Math.max(o,e.center.distanceToSquared(kn))}e.radius=Math.sqrt(o);i.boundingSphere=e}e.copy(i.boundingSphere);return e}\n/**\n\t * Sets the given local transformation matrix to the defined instance.\n\t * Negatively scaled matrices are not supported.\n\t *\n\t * @param {number} instanceId - The ID of an instance to set the matrix of.\n\t * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance.\n\t * @return {BatchedMesh} A reference to this batched mesh.\n\t */setMatrixAt(t,e){this.validateInstanceId(t);const s=this._matricesTexture;const i=this._matricesTexture.image.data;e.toArray(i,t*16);s.needsUpdate=true;return this}\n/**\n\t * Returns the local transformation matrix of the defined instance.\n\t *\n\t * @param {number} instanceId - The ID of an instance to get the matrix of.\n\t * @param {Matrix4} matrix - The target object that is used to store the method's result.\n\t * @return {Matrix4} The instance's local transformation matrix.\n\t */getMatrixAt(t,e){this.validateInstanceId(t);return e.fromArray(this._matricesTexture.image.data,t*16)}\n/**\n\t * Sets the given color to the defined instance.\n\t *\n\t * @param {number} instanceId - The ID of an instance to set the color of.\n\t * @param {Color} color - The color to set the instance to.\n\t * @return {BatchedMesh} A reference to this batched mesh.\n\t */setColorAt(t,e){this.validateInstanceId(t);this._colorsTexture===null&&this._initColorsTexture();e.toArray(this._colorsTexture.image.data,t*4);this._colorsTexture.needsUpdate=true;return this}\n/**\n\t * Returns the color of the defined instance.\n\t *\n\t * @param {number} instanceId - The ID of an instance to get the color of.\n\t * @param {Color} color - The target object that is used to store the method's result.\n\t * @return {Color} The instance's color.\n\t */getColorAt(t,e){this.validateInstanceId(t);return e.fromArray(this._colorsTexture.image.data,t*4)}\n/**\n\t * Sets the visibility of the instance.\n\t *\n\t * @param {number} instanceId - The id of the instance to set the visibility of.\n\t * @param {boolean} visible - Whether the instance is visible or not.\n\t * @return {BatchedMesh} A reference to this batched mesh.\n\t */setVisibleAt(t,e){this.validateInstanceId(t);if(this._instanceInfo[t].visible===e)return this;this._instanceInfo[t].visible=e;this._visibilityChanged=true;return this}\n/**\n\t * Returns the visibility state of the defined instance.\n\t *\n\t * @param {number} instanceId - The ID of an instance to get the visibility state of.\n\t * @return {boolean} Whether the instance is visible or not.\n\t */getVisibleAt(t){this.validateInstanceId(t);return this._instanceInfo[t].visible}\n/**\n\t * Sets the geometry ID of the instance at the given index.\n\t *\n\t * @param {number} instanceId - The ID of the instance to set the geometry ID of.\n\t * @param {number} geometryId - The geometry ID to be use by the instance.\n\t * @return {BatchedMesh} A reference to this batched mesh.\n\t */setGeometryIdAt(t,e){this.validateInstanceId(t);this.validateGeometryId(e);this._instanceInfo[t].geometryIndex=e;return this}\n/**\n\t * Returns the geometry ID of the defined instance.\n\t *\n\t * @param {number} instanceId - The ID of an instance to get the geometry ID of.\n\t * @return {number} The instance's geometry ID.\n\t */getGeometryIdAt(t){this.validateInstanceId(t);return this._instanceInfo[t].geometryIndex}\n/**\n\t * Get the range representing the subset of triangles related to the attached geometry,\n\t * indicating the starting offset and count, or `null` if invalid.\n\t *\n\t * @param {number} geometryId - The id of the geometry to get the range of.\n\t * @param {Object} [target] - The target object that is used to store the method's result.\n\t * @return {{\n\t * \tvertexStart:number,vertexCount:number,reservedVertexCount:number,\n\t * \tindexStart:number,indexCount:number,reservedIndexCount:number,\n\t * \tstart:number,count:number\n\t * }} The result object with range data.\n\t */getGeometryRangeAt(t,e={}){this.validateGeometryId(t);const s=this._geometryInfo[t];e.vertexStart=s.vertexStart;e.vertexCount=s.vertexCount;e.reservedVertexCount=s.reservedVertexCount;e.indexStart=s.indexStart;e.indexCount=s.indexCount;e.reservedIndexCount=s.reservedIndexCount;e.start=s.start;e.count=s.count;return e}\n/**\n\t * Resizes the necessary buffers to support the provided number of instances.\n\t * If the provided arguments shrink the number of instances but there are not enough\n\t * unused Ids at the end of the list then an error is thrown.\n\t *\n\t * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch.\n\t*/setInstanceCount(t){const e=this._availableInstanceIds;const s=this._instanceInfo;e.sort(ascIdSort);while(e[e.length-1]===s.length){s.pop();e.pop()}if(t<s.length)throw new Error(`BatchedMesh: Instance ids outside the range ${t} are being used. Cannot shrink instance count.`);const i=new Int32Array(t);const r=new Int32Array(t);copyArrayContents(this._multiDrawCounts,i);copyArrayContents(this._multiDrawStarts,r);this._multiDrawCounts=i;this._multiDrawStarts=r;this._maxInstanceCount=t;const n=this._indirectTexture;const o=this._matricesTexture;const a=this._colorsTexture;n.dispose();this._initIndirectTexture();copyArrayContents(n.image.data,this._indirectTexture.image.data);o.dispose();this._initMatricesTexture();copyArrayContents(o.image.data,this._matricesTexture.image.data);if(a){a.dispose();this._initColorsTexture();copyArrayContents(a.image.data,this._colorsTexture.image.data)}}\n/**\n\t * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes.\n\t * If the provided arguments shrink the geometry buffers but there is not enough unused space at the\n\t * end of the geometry attributes then an error is thrown.\n\t *\n\t * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to.\n\t * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to.\n\t*/setGeometrySize(t,e){const s=[...this._geometryInfo].filter((t=>t.active));const i=Math.max(...s.map((t=>t.vertexStart+t.reservedVertexCount)));if(i>t)throw new Error(`BatchedMesh: Geometry vertex values are being used outside the range ${e}. Cannot shrink further.`);if(this.geometry.index){const t=Math.max(...s.map((t=>t.indexStart+t.reservedIndexCount)));if(t>e)throw new Error(`BatchedMesh: Geometry index values are being used outside the range ${e}. Cannot shrink further.`)}const r=this.geometry;r.dispose();this._maxVertexCount=t;this._maxIndexCount=e;if(this._geometryInitialized){this._geometryInitialized=false;this.geometry=new BufferGeometry;this._initializeGeometry(r)}const n=this.geometry;r.index&&copyArrayContents(r.index.array,n.index.array);for(const t in r.attributes)copyArrayContents(r.attributes[t].array,n.attributes[t].array)}raycast(t,e){const s=this._instanceInfo;const i=this._geometryInfo;const r=this.matrixWorld;const n=this.geometry;Fn.material=this.material;Fn.geometry.index=n.index;Fn.geometry.attributes=n.attributes;Fn.geometry.boundingBox===null&&(Fn.geometry.boundingBox=new Box3);Fn.geometry.boundingSphere===null&&(Fn.geometry.boundingSphere=new Sphere);for(let n=0,o=s.length;n<o;n++){if(!s[n].visible||!s[n].active)continue;const o=s[n].geometryIndex;const a=i[o];Fn.geometry.setDrawRange(a.start,a.count);this.getMatrixAt(n,Fn.matrixWorld).premultiply(r);this.getBoundingBoxAt(o,Fn.geometry.boundingBox);this.getBoundingSphereAt(o,Fn.geometry.boundingSphere);Fn.raycast(t,Nn);for(let t=0,s=Nn.length;t<s;t++){const s=Nn[t];s.object=this;s.batchId=n;e.push(s)}Nn.length=0}Fn.material=null;Fn.geometry.index=null;Fn.geometry.attributes={};Fn.geometry.setDrawRange(0,Infinity)}copy(t){super.copy(t);this.geometry=t.geometry.clone();this.perObjectFrustumCulled=t.perObjectFrustumCulled;this.sortObjects=t.sortObjects;this.boundingBox=t.boundingBox!==null?t.boundingBox.clone():null;this.boundingSphere=t.boundingSphere!==null?t.boundingSphere.clone():null;this._geometryInfo=t._geometryInfo.map((t=>({...t,boundingBox:t.boundingBox!==null?t.boundingBox.clone():null,boundingSphere:t.boundingSphere!==null?t.boundingSphere.clone():null})));this._instanceInfo=t._instanceInfo.map((t=>({...t})));this._maxInstanceCount=t._maxInstanceCount;this._maxVertexCount=t._maxVertexCount;this._maxIndexCount=t._maxIndexCount;this._geometryInitialized=t._geometryInitialized;this._geometryCount=t._geometryCount;this._multiDrawCounts=t._multiDrawCounts.slice();this._multiDrawStarts=t._multiDrawStarts.slice();this._matricesTexture=t._matricesTexture.clone();this._matricesTexture.image.data=this._matricesTexture.image.data.slice();if(this._colorsTexture!==null){this._colorsTexture=t._colorsTexture.clone();this._colorsTexture.image.data=this._colorsTexture.image.data.slice()}return this}dispose(){this.geometry.dispose();this._matricesTexture.dispose();this._matricesTexture=null;this._indirectTexture.dispose();this._indirectTexture=null;if(this._colorsTexture!==null){this._colorsTexture.dispose();this._colorsTexture=null}}onBeforeRender(t,e,s,i,r){if(!this._visibilityChanged&&!this.perObjectFrustumCulled&&!this.sortObjects)return;const n=i.getIndex();const o=n===null?1:n.array.BYTES_PER_ELEMENT;const a=this._instanceInfo;const h=this._multiDrawStarts;const c=this._multiDrawCounts;const l=this._geometryInfo;const u=this.perObjectFrustumCulled;const d=this._indirectTexture;const p=d.image.data;if(u){Bn.multiplyMatrices(s.projectionMatrix,s.matrixWorldInverse).multiply(this.matrixWorld);Vn.setFromProjectionMatrix(Bn,t.coordinateSystem)}let m=0;if(this.sortObjects){Bn.copy(this.matrixWorld).invert();kn.setFromMatrixPosition(s.matrixWorld).applyMatrix4(Bn);Rn.set(0,0,-1).transformDirection(s.matrixWorld).transformDirection(Bn);for(let t=0,e=a.length;t<e;t++)if(a[t].visible&&a[t].active){const e=a[t].geometryIndex;this.getMatrixAt(t,Bn);this.getBoundingSphereAt(e,Ln).applyMatrix4(Bn);let s=false;u&&(s=!Vn.intersectsSphere(Ln));if(!s){const s=l[e];const i=En.subVectors(Ln.center,kn).dot(Rn);On.push(s.start,s.count,i,t)}}const t=On.list;const e=this.customSort;e===null?t.sort(r.transparent?sortTransparent:sortOpaque):e.call(this,t,s);for(let e=0,s=t.length;e<s;e++){const s=t[e];h[m]=s.start*o;c[m]=s.count;p[m]=s.index;m++}On.reset()}else for(let t=0,e=a.length;t<e;t++)if(a[t].visible&&a[t].active){const e=a[t].geometryIndex;let s=false;if(u){this.getMatrixAt(t,Bn);this.getBoundingSphereAt(e,Ln).applyMatrix4(Bn);s=!Vn.intersectsSphere(Ln)}if(!s){const s=l[e];h[m]=s.start*o;c[m]=s.count;p[m]=t;m++}}d.needsUpdate=true;this._multiDrawCount=m;this._visibilityChanged=false}onBeforeShadow(t,e,s,i,r,n){this.onBeforeRender(t,null,i,r,n)}}class LineBasicMaterial extends Material{constructor(t){super();this.isLineBasicMaterial=true;this.type=\"LineBasicMaterial\";this.color=new Color(16777215);this.map=null;this.linewidth=1;this.linecap=\"round\";this.linejoin=\"round\";this.fog=true;this.setValues(t)}copy(t){super.copy(t);this.color.copy(t.color);this.map=t.map;this.linewidth=t.linewidth;this.linecap=t.linecap;this.linejoin=t.linejoin;this.fog=t.fog;return this}}const Dn=new Vector3;const Un=new Vector3;const jn=new Matrix4;const Gn=new Ray;const Wn=new Sphere;const Hn=new Vector3;const qn=new Vector3;class Line extends Object3D{\n/**\n\t * Constructs a new line.\n\t *\n\t * @param {BufferGeometry} [geometry] - The line geometry.\n\t * @param {Material|Array<Material>} [material] - The line material.\n\t */\nconstructor(t=new BufferGeometry,e=new LineBasicMaterial){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isLine=true;this.type=\"Line\";\n/**\n\t\t * The line geometry.\n\t\t *\n\t\t * @type {BufferGeometry}\n\t\t */this.geometry=t;\n/**\n\t\t * The line material.\n\t\t *\n\t\t * @type {Material|Array<Material>}\n\t\t * @default LineBasicMaterial\n\t\t */this.material=e;\n/**\n\t\t * A dictionary representing the morph targets in the geometry. The key is the\n\t\t * morph targets name, the value its attribute index. This member is `undefined`\n\t\t * by default and only set when morph targets are detected in the geometry.\n\t\t *\n\t\t * @type {Object<String,number>|undefined}\n\t\t * @default undefined\n\t\t */this.morphTargetDictionary=void 0;\n/**\n\t\t * An array of weights typically in the range `[0,1]` that specify how much of the morph\n\t\t * is applied. This member is `undefined` by default and only set when morph targets are\n\t\t * detected in the geometry.\n\t\t *\n\t\t * @type {Array<number>|undefined}\n\t\t * @default undefined\n\t\t */this.morphTargetInfluences=void 0;this.updateMorphTargets()}copy(t,e){super.copy(t,e);this.material=Array.isArray(t.material)?t.material.slice():t.material;this.geometry=t.geometry;return this}computeLineDistances(){const t=this.geometry;if(t.index===null){const e=t.attributes.position;const s=[0];for(let t=1,i=e.count;t<i;t++){Dn.fromBufferAttribute(e,t-1);Un.fromBufferAttribute(e,t);s[t]=s[t-1];s[t]+=Dn.distanceTo(Un)}t.setAttribute(\"lineDistance\",new Float32BufferAttribute(s,1))}else console.warn(\"THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");return this}\n/**\n\t * Computes intersection points between a casted ray and this line.\n\t *\n\t * @param {Raycaster} raycaster - The raycaster.\n\t * @param {Array<Object>} intersects - The target array that holds the intersection points.\n\t */raycast(t,e){const s=this.geometry;const i=this.matrixWorld;const r=t.params.Line.threshold;const n=s.drawRange;s.boundingSphere===null&&s.computeBoundingSphere();Wn.copy(s.boundingSphere);Wn.applyMatrix4(i);Wn.radius+=r;if(t.ray.intersectsSphere(Wn)===false)return;jn.copy(i).invert();Gn.copy(t.ray).applyMatrix4(jn);const o=r/((this.scale.x+this.scale.y+this.scale.z)/3);const a=o*o;const h=this.isLineSegments?2:1;const c=s.index;const l=s.attributes;const u=l.position;if(c!==null){const s=Math.max(0,n.start);const i=Math.min(c.count,n.start+n.count);for(let r=s,n=i-1;r<n;r+=h){const s=c.getX(r);const i=c.getX(r+1);const n=checkIntersection(this,t,Gn,a,s,i,r);n&&e.push(n)}if(this.isLineLoop){const r=c.getX(i-1);const n=c.getX(s);const o=checkIntersection(this,t,Gn,a,r,n,i-1);o&&e.push(o)}}else{const s=Math.max(0,n.start);const i=Math.min(u.count,n.start+n.count);for(let r=s,n=i-1;r<n;r+=h){const s=checkIntersection(this,t,Gn,a,r,r+1,r);s&&e.push(s)}if(this.isLineLoop){const r=checkIntersection(this,t,Gn,a,i-1,s,i-1);r&&e.push(r)}}}updateMorphTargets(){const t=this.geometry;const e=t.morphAttributes;const s=Object.keys(e);if(s.length>0){const t=e[s[0]];if(t!==void 0){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(let e=0,s=t.length;e<s;e++){const s=t[e].name||String(e);this.morphTargetInfluences.push(0);this.morphTargetDictionary[s]=e}}}}}function checkIntersection(t,e,s,i,r,n,o){const a=t.geometry.attributes.position;Dn.fromBufferAttribute(a,r);Un.fromBufferAttribute(a,n);const h=s.distanceSqToSegment(Dn,Un,Hn,qn);if(h>i)return;Hn.applyMatrix4(t.matrixWorld);const c=e.ray.origin.distanceTo(Hn);return c<e.near||c>e.far?void 0:{distance:c,point:qn.clone().applyMatrix4(t.matrixWorld),index:o,face:null,faceIndex:null,barycoord:null,object:t}}const Jn=new Vector3;const Xn=new Vector3;class LineSegments extends Line{\n/**\n\t * Constructs a new line segments.\n\t *\n\t * @param {BufferGeometry} [geometry] - The line geometry.\n\t * @param {Material|Array<Material>} [material] - The line material.\n\t */\nconstructor(t,e){super(t,e);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isLineSegments=true;this.type=\"LineSegments\"}computeLineDistances(){const t=this.geometry;if(t.index===null){const e=t.attributes.position;const s=[];for(let t=0,i=e.count;t<i;t+=2){Jn.fromBufferAttribute(e,t);Xn.fromBufferAttribute(e,t+1);s[t]=t===0?0:s[t-1];s[t+1]=s[t]+Jn.distanceTo(Xn)}t.setAttribute(\"lineDistance\",new Float32BufferAttribute(s,1))}else console.warn(\"THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");return this}}class LineLoop extends Line{\n/**\n\t * Constructs a new line loop.\n\t *\n\t * @param {BufferGeometry} [geometry] - The line geometry.\n\t * @param {Material|Array<Material>} [material] - The line material.\n\t */\nconstructor(t,e){super(t,e);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isLineLoop=true;this.type=\"LineLoop\"}}class PointsMaterial extends Material{constructor(t){super();this.isPointsMaterial=true;this.type=\"PointsMaterial\";this.color=new Color(16777215);this.map=null;this.alphaMap=null;this.size=1;this.sizeAttenuation=true;this.fog=true;this.setValues(t)}copy(t){super.copy(t);this.color.copy(t.color);this.map=t.map;this.alphaMap=t.alphaMap;this.size=t.size;this.sizeAttenuation=t.sizeAttenuation;this.fog=t.fog;return this}}const Yn=new Matrix4;const Zn=new Ray;const Qn=new Sphere;const Kn=new Vector3;class Points extends Object3D{\n/**\n\t * Constructs a new point cloud.\n\t *\n\t * @param {BufferGeometry} [geometry] - The points geometry.\n\t * @param {Material|Array<Material>} [material] - The points material.\n\t */\nconstructor(t=new BufferGeometry,e=new PointsMaterial){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isPoints=true;this.type=\"Points\";\n/**\n\t\t * The points geometry.\n\t\t *\n\t\t * @type {BufferGeometry}\n\t\t */this.geometry=t;\n/**\n\t\t * The line material.\n\t\t *\n\t\t * @type {Material|Array<Material>}\n\t\t * @default PointsMaterial\n\t\t */this.material=e;\n/**\n\t\t * A dictionary representing the morph targets in the geometry. The key is the\n\t\t * morph targets name, the value its attribute index. This member is `undefined`\n\t\t * by default and only set when morph targets are detected in the geometry.\n\t\t *\n\t\t * @type {Object<String,number>|undefined}\n\t\t * @default undefined\n\t\t */this.morphTargetDictionary=void 0;\n/**\n\t\t * An array of weights typically in the range `[0,1]` that specify how much of the morph\n\t\t * is applied. This member is `undefined` by default and only set when morph targets are\n\t\t * detected in the geometry.\n\t\t *\n\t\t * @type {Array<number>|undefined}\n\t\t * @default undefined\n\t\t */this.morphTargetInfluences=void 0;this.updateMorphTargets()}copy(t,e){super.copy(t,e);this.material=Array.isArray(t.material)?t.material.slice():t.material;this.geometry=t.geometry;return this}\n/**\n\t * Computes intersection points between a casted ray and this point cloud.\n\t *\n\t * @param {Raycaster} raycaster - The raycaster.\n\t * @param {Array<Object>} intersects - The target array that holds the intersection points.\n\t */raycast(t,e){const s=this.geometry;const i=this.matrixWorld;const r=t.params.Points.threshold;const n=s.drawRange;s.boundingSphere===null&&s.computeBoundingSphere();Qn.copy(s.boundingSphere);Qn.applyMatrix4(i);Qn.radius+=r;if(t.ray.intersectsSphere(Qn)===false)return;Yn.copy(i).invert();Zn.copy(t.ray).applyMatrix4(Yn);const o=r/((this.scale.x+this.scale.y+this.scale.z)/3);const a=o*o;const h=s.index;const c=s.attributes;const l=c.position;if(h!==null){const s=Math.max(0,n.start);const r=Math.min(h.count,n.start+n.count);for(let n=s,o=r;n<o;n++){const s=h.getX(n);Kn.fromBufferAttribute(l,s);testPoint(Kn,s,a,i,t,e,this)}}else{const s=Math.max(0,n.start);const r=Math.min(l.count,n.start+n.count);for(let n=s,o=r;n<o;n++){Kn.fromBufferAttribute(l,n);testPoint(Kn,n,a,i,t,e,this)}}}updateMorphTargets(){const t=this.geometry;const e=t.morphAttributes;const s=Object.keys(e);if(s.length>0){const t=e[s[0]];if(t!==void 0){this.morphTargetInfluences=[];this.morphTargetDictionary={};for(let e=0,s=t.length;e<s;e++){const s=t[e].name||String(e);this.morphTargetInfluences.push(0);this.morphTargetDictionary[s]=e}}}}}function testPoint(t,e,s,i,r,n,o){const a=Zn.distanceSqToPoint(t);if(a<s){const s=new Vector3;Zn.closestPointToPoint(t,s);s.applyMatrix4(i);const h=r.ray.origin.distanceTo(s);if(h<r.near||h>r.far)return;n.push({distance:h,distanceToRay:Math.sqrt(a),point:s,index:e,face:null,faceIndex:null,barycoord:null,object:o})}}class VideoTexture extends Texture{constructor(t,e,s,i,r,n,o,a,h){super(t,e,s,i,r,n,o,a,h);this.isVideoTexture=true;this.minFilter=n!==void 0?n:wt;this.magFilter=r!==void 0?r:wt;this.generateMipmaps=false;const c=this;function updateVideo(){c.needsUpdate=true;t.requestVideoFrameCallback(updateVideo)}\"requestVideoFrameCallback\"in t&&t.requestVideoFrameCallback(updateVideo)}clone(){return new this.constructor(this.image).copy(this)}update(){const t=this.image;const e=\"requestVideoFrameCallback\"in t;e===false&&t.readyState>=t.HAVE_CURRENT_DATA&&(this.needsUpdate=true)}}class VideoFrameTexture extends VideoTexture{constructor(t,e,s,i,r,n,o,a){super({},t,e,s,i,r,n,o,a);this.isVideoFrameTexture=true}update(){}clone(){return(new this.constructor).copy(this)}setFrame(t){this.image=t;this.needsUpdate=true}}class FramebufferTexture extends Texture{constructor(t,e){super({width:t,height:e});this.isFramebufferTexture=true;this.magFilter=gt;this.minFilter=gt;this.generateMipmaps=false;this.needsUpdate=true}}class CompressedTexture extends Texture{constructor(t,e,s,i,r,n,o,a,h,c,l,u){super(null,n,o,a,h,c,i,r,l,u);this.isCompressedTexture=true;this.image={width:e,height:s};this.mipmaps=t;this.flipY=false;this.generateMipmaps=false}}class CompressedArrayTexture extends CompressedTexture{constructor(t,e,s,i,r,n){super(t,e,s,r,n);this.isCompressedArrayTexture=true;this.image.depth=i;this.wrapR=ft;this.layerUpdates=new Set}addLayerUpdate(t){this.layerUpdates.add(t)}clearLayerUpdates(){this.layerUpdates.clear()}}class CompressedCubeTexture extends CompressedTexture{constructor(t,e,s){super(void 0,t[0].width,t[0].height,e,s,ct);this.isCompressedCubeTexture=true;this.isCubeTexture=true;this.image=t}}class CanvasTexture extends Texture{constructor(t,e,s,i,r,n,o,a,h){super(t,e,s,i,r,n,o,a,h);this.isCanvasTexture=true;this.needsUpdate=true}}class DepthTexture extends Texture{constructor(t,e,s,i,r,n,o,a,h,c=Wt){if(c!==Wt&&c!==Ht)throw new Error(\"DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat\");s===void 0&&c===Wt&&(s=Pt);s===void 0&&c===Ht&&(s=Ot);super(null,i,r,n,o,a,c,s,h);this.isDepthTexture=true;this.image={width:t,height:e};this.magFilter=o!==void 0?o:gt;this.minFilter=a!==void 0?a:gt;this.flipY=false;this.generateMipmaps=false;this.compareFunction=null}copy(t){super.copy(t);this.source=new Source(Object.assign({},t.image));this.compareFunction=t.compareFunction;return this}toJSON(t){const e=super.toJSON(t);this.compareFunction!==null&&(e.compareFunction=this.compareFunction);return e}}class Curve{constructor(){\n/**\n\t\t * The type property is used for detecting the object type\n\t\t * in context of serialization/deserialization.\n\t\t *\n\t\t * @type {string}\n\t\t * @readonly\n\t\t */\nthis.type=\"Curve\";\n/**\n\t\t * This value determines the amount of divisions when calculating the\n\t\t * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure\n\t\t * precision when using methods like {@link Curve#getSpacedPoints}, it is\n\t\t * recommended to increase the value of this property if the curve is very large.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 200\n\t\t */this.arcLengthDivisions=200;\n/**\n\t\t * Must be set to `true` if the curve parameters have changed.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.needsUpdate=false;\n/**\n\t\t * An internal cache that holds precomputed curve length values.\n\t\t *\n\t\t * @private\n\t\t * @type {?Array<number>}\n\t\t * @default null\n\t\t */this.cacheArcLengths=null}\n/**\n\t * This method returns a vector in 2D or 3D space (depending on the curve definition)\n\t * for the given interpolation factor.\n\t *\n\t * @abstract\n\t * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.\n\t * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.\n\t */getPoint(){console.warn(\"THREE.Curve: .getPoint() not implemented.\")}\n/**\n\t * This method returns a vector in 2D or 3D space (depending on the curve definition)\n\t * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length\n\t * of the curve which equidistant samples.\n\t *\n\t * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.\n\t * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.\n\t */getPointAt(t,e){const s=this.getUtoTmapping(t);return this.getPoint(s,e)}\n/**\n\t * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing\n\t * the curve shape.\n\t *\n\t * @param {number} [divisions=5] - The number of divisions.\n\t * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.\n\t */getPoints(t=5){const e=[];for(let s=0;s<=t;s++)e.push(this.getPoint(s/t));return e}\n/**\n\t * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing\n\t * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire\n\t * curve.\n\t *\n\t * @param {number} [divisions=5] - The number of divisions.\n\t * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`.\n\t */\ngetSpacedPoints(t=5){const e=[];for(let s=0;s<=t;s++)e.push(this.getPointAt(s/t));return e}getLength(){const t=this.getLengths();return t[t.length-1]}\n/**\n\t * Returns an array of cumulative segment lengths of the curve.\n\t *\n\t * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions.\n\t * @return {Array<number>} An array holding the cumulative segment lengths.\n\t */getLengths(t=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=false;const e=[];let s,i=this.getPoint(0);let r=0;e.push(0);for(let n=1;n<=t;n++){s=this.getPoint(n/t);r+=s.distanceTo(i);e.push(r);i=s}this.cacheArcLengths=e;return e}updateArcLengths(){this.needsUpdate=true;this.getLengths()}\n/**\n\t * Given an interpolation factor in the range `[0,1]`, this method returns an updated\n\t * interpolation factor in the same range that can be ued to sample equidistant points\n\t * from a curve.\n\t *\n\t * @param {number} u - The interpolation factor.\n\t * @param {?number} distance - An optional distance on the curve.\n\t * @return {number} The updated interpolation factor.\n\t */getUtoTmapping(t,e=null){const s=this.getLengths();let i=0;const r=s.length;let n;n=e||t*s[r-1];let o,a=0,h=r-1;while(a<=h){i=Math.floor(a+(h-a)/2);o=s[i]-n;if(o<0)a=i+1;else{if(!(o>0)){h=i;break}h=i-1}}i=h;if(s[i]===n)return i/(r-1);const c=s[i];const l=s[i+1];const u=l-c;const d=(n-c)/u;const p=(i+d)/(r-1);return p}\n/**\n\t * Returns a unit vector tangent for the given interpolation factor.\n\t * If the derived curve does not implement its tangent derivation,\n\t * two points a small delta apart will be used to find its gradient\n\t * which seems to give a reasonable approximation.\n\t *\n\t * @param {number} t - The interpolation factor.\n\t * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {(Vector2|Vector3)} The tangent vector.\n\t */getTangent(t,e){const s=1e-4;let i=t-s;let r=t+s;i<0&&(i=0);r>1&&(r=1);const n=this.getPoint(i);const o=this.getPoint(r);const a=e||(n.isVector2?new Vector2:new Vector3);a.copy(o).sub(n).normalize();return a}\n/**\n\t * Same as {@link Curve#getTangent} but with equidistant samples.\n\t *\n\t * @param {number} u - The interpolation factor.\n\t * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {(Vector2|Vector3)} The tangent vector.\n\t * @see {@link Curve#getPointAt}\n\t */getTangentAt(t,e){const s=this.getUtoTmapping(t);return this.getTangent(s,e)}\n/**\n\t * Generates the Frenet Frames. Requires a curve definition in 3D space. Used\n\t * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}.\n\t *\n\t * @param {number} segments - The number of segments.\n\t * @param {boolean} [closed=false] - Whether the curve is closed or not.\n\t * @return {{tangents: Array<Vector3>, normals: Array<Vector3>, binormals: Array<Vector3>}} The Frenet Frames.\n\t */computeFrenetFrames(t,e=false){const s=new Vector3;const i=[];const r=[];const n=[];const o=new Vector3;const a=new Matrix4;for(let e=0;e<=t;e++){const s=e/t;i[e]=this.getTangentAt(s,new Vector3)}r[0]=new Vector3;n[0]=new Vector3;let h=Number.MAX_VALUE;const c=Math.abs(i[0].x);const l=Math.abs(i[0].y);const u=Math.abs(i[0].z);if(c<=h){h=c;s.set(1,0,0)}if(l<=h){h=l;s.set(0,1,0)}u<=h&&s.set(0,0,1);o.crossVectors(i[0],s).normalize();r[0].crossVectors(i[0],o);n[0].crossVectors(i[0],r[0]);for(let e=1;e<=t;e++){r[e]=r[e-1].clone();n[e]=n[e-1].clone();o.crossVectors(i[e-1],i[e]);if(o.length()>Number.EPSILON){o.normalize();const t=Math.acos(clamp(i[e-1].dot(i[e]),-1,1));r[e].applyMatrix4(a.makeRotationAxis(o,t))}n[e].crossVectors(i[e],r[e])}if(e===true){let e=Math.acos(clamp(r[0].dot(r[t]),-1,1));e/=t;i[0].dot(o.crossVectors(r[0],r[t]))>0&&(e=-e);for(let s=1;s<=t;s++){r[s].applyMatrix4(a.makeRotationAxis(i[s],e*s));n[s].crossVectors(i[s],r[s])}}return{tangents:i,normals:r,binormals:n}}clone(){return(new this.constructor).copy(this)}\n/**\n\t * Copies the values of the given curve to this instance.\n\t *\n\t * @param {Curve} source - The curve to copy.\n\t * @return {Curve} A reference to this curve.\n\t */copy(t){this.arcLengthDivisions=t.arcLengthDivisions;return this}toJSON(){const t={metadata:{version:4.6,type:\"Curve\",generator:\"Curve.toJSON\"}};t.arcLengthDivisions=this.arcLengthDivisions;t.type=this.type;return t}\n/**\n\t * Deserializes the curve from the given JSON.\n\t *\n\t * @param {Object} json - The JSON holding the serialized curve.\n\t * @return {Curve} A reference to this curve.\n\t */fromJSON(t){this.arcLengthDivisions=t.arcLengthDivisions;return this}}class EllipseCurve extends Curve{\n/**\n\t * Constructs a new ellipse curve.\n\t *\n\t * @param {number} [aX=0] - The X center of the ellipse.\n\t * @param {number} [aY=0] - The Y center of the ellipse.\n\t * @param {number} [xRadius=1] - The radius of the ellipse in the x direction.\n\t * @param {number} [yRadius=1] - The radius of the ellipse in the y direction.\n\t * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.\n\t * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.\n\t * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.\n\t * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.\n\t */\nconstructor(t=0,e=0,s=1,i=1,r=0,n=Math.PI*2,o=false,a=0){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isEllipseCurve=true;this.type=\"EllipseCurve\";\n/**\n\t\t * The X center of the ellipse.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.aX=t;\n/**\n\t\t * The Y center of the ellipse.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.aY=e;\n/**\n\t\t * The radius of the ellipse in the x direction.\n\t\t * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.xRadius=s;\n/**\n\t\t * The radius of the ellipse in the y direction.\n\t\t * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.yRadius=i;\n/**\n\t\t * The start angle of the curve in radians starting from the positive X axis.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.aStartAngle=r;\n/**\n\t\t * The end angle of the curve in radians starting from the positive X axis.\n\t\t *\n\t\t * @type {number}\n\t\t * @default Math.PI*2\n\t\t */this.aEndAngle=n;\n/**\n\t\t * Whether the ellipse is drawn clockwise or not.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.aClockwise=o;\n/**\n\t\t * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.aRotation=a}\n/**\n\t * Returns a point on the curve.\n\t *\n\t * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.\n\t * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {Vector2} The position on the curve.\n\t */getPoint(t,e=new Vector2){const s=e;const i=Math.PI*2;let r=this.aEndAngle-this.aStartAngle;const n=Math.abs(r)<Number.EPSILON;while(r<0)r+=i;while(r>i)r-=i;r<Number.EPSILON&&(r=n?0:i);this.aClockwise!==true||n||(r===i?r=-i:r-=i);const o=this.aStartAngle+t*r;let a=this.aX+this.xRadius*Math.cos(o);let h=this.aY+this.yRadius*Math.sin(o);if(this.aRotation!==0){const t=Math.cos(this.aRotation);const e=Math.sin(this.aRotation);const s=a-this.aX;const i=h-this.aY;a=s*t-i*e+this.aX;h=s*e+i*t+this.aY}return s.set(a,h)}copy(t){super.copy(t);this.aX=t.aX;this.aY=t.aY;this.xRadius=t.xRadius;this.yRadius=t.yRadius;this.aStartAngle=t.aStartAngle;this.aEndAngle=t.aEndAngle;this.aClockwise=t.aClockwise;this.aRotation=t.aRotation;return this}toJSON(){const t=super.toJSON();t.aX=this.aX;t.aY=this.aY;t.xRadius=this.xRadius;t.yRadius=this.yRadius;t.aStartAngle=this.aStartAngle;t.aEndAngle=this.aEndAngle;t.aClockwise=this.aClockwise;t.aRotation=this.aRotation;return t}fromJSON(t){super.fromJSON(t);this.aX=t.aX;this.aY=t.aY;this.xRadius=t.xRadius;this.yRadius=t.yRadius;this.aStartAngle=t.aStartAngle;this.aEndAngle=t.aEndAngle;this.aClockwise=t.aClockwise;this.aRotation=t.aRotation;return this}}class ArcCurve extends EllipseCurve{\n/**\n\t * Constructs a new arc curve.\n\t *\n\t * @param {number} [aX=0] - The X center of the ellipse.\n\t * @param {number} [aY=0] - The Y center of the ellipse.\n\t * @param {number} [aRadius=1] - The radius of the ellipse in the x direction.\n\t * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis.\n\t * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis.\n\t * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not.\n\t */\nconstructor(t,e,s,i,r,n){super(t,e,s,s,i,r,n);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isArcCurve=true;this.type=\"ArcCurve\"}}function CubicPoly(){let t=0,e=0,s=0,i=0;function init(r,n,o,a){t=r;e=o;s=-3*r+3*n-2*o-a;i=2*r-2*n+o+a}return{initCatmullRom:function(t,e,s,i,r){init(e,s,r*(s-t),r*(i-e))},initNonuniformCatmullRom:function(t,e,s,i,r,n,o){let a=(e-t)/r-(s-t)/(r+n)+(s-e)/n;let h=(s-e)/n-(i-e)/(n+o)+(i-s)/o;a*=n;h*=n;init(e,s,a,h)},calc:function(r){const n=r*r;const o=n*r;return t+e*r+s*n+i*o}}}const $n=new Vector3;const to=new CubicPoly;const eo=new CubicPoly;const so=new CubicPoly;class CatmullRomCurve3 extends Curve{\n/**\n\t * Constructs a new Catmull-Rom curve.\n\t *\n\t * @param {Array<Vector3>} [points] - An array of 3D points defining the curve.\n\t * @param {boolean} [closed=false] - Whether the curve is closed or not.\n\t * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type.\n\t * @param {number} [tension=0.5] - Tension of the curve.\n\t */\nconstructor(t=[],e=false,s=\"centripetal\",i=.5){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isCatmullRomCurve3=true;this.type=\"CatmullRomCurve3\";\n/**\n\t\t * An array of 3D points defining the curve.\n\t\t *\n\t\t * @type {Array<Vector3>}\n\t\t */this.points=t;\n/**\n\t\t * Whether the curve is closed or not.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.closed=e;\n/**\n\t\t * The curve type.\n\t\t *\n\t\t * @type {('centripetal'|'chordal'|'catmullrom')}\n\t\t * @default 'centripetal'\n\t\t */this.curveType=s;\n/**\n\t\t * Tension of the curve.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0.5\n\t\t */this.tension=i}\n/**\n\t * Returns a point on the curve.\n\t *\n\t * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.\n\t * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {Vector3} The position on the curve.\n\t */getPoint(t,e=new Vector3){const s=e;const i=this.points;const r=i.length;const n=(r-(this.closed?0:1))*t;let o=Math.floor(n);let a=n-o;if(this.closed)o+=o>0?0:(Math.floor(Math.abs(o)/r)+1)*r;else if(a===0&&o===r-1){o=r-2;a=1}let h,c;if(this.closed||o>0)h=i[(o-1)%r];else{$n.subVectors(i[0],i[1]).add(i[0]);h=$n}const l=i[o%r];const u=i[(o+1)%r];if(this.closed||o+2<r)c=i[(o+2)%r];else{$n.subVectors(i[r-1],i[r-2]).add(i[r-1]);c=$n}if(this.curveType===\"centripetal\"||this.curveType===\"chordal\"){const t=this.curveType===\"chordal\"?.5:.25;let e=Math.pow(h.distanceToSquared(l),t);let s=Math.pow(l.distanceToSquared(u),t);let i=Math.pow(u.distanceToSquared(c),t);s<1e-4&&(s=1);e<1e-4&&(e=s);i<1e-4&&(i=s);to.initNonuniformCatmullRom(h.x,l.x,u.x,c.x,e,s,i);eo.initNonuniformCatmullRom(h.y,l.y,u.y,c.y,e,s,i);so.initNonuniformCatmullRom(h.z,l.z,u.z,c.z,e,s,i)}else if(this.curveType===\"catmullrom\"){to.initCatmullRom(h.x,l.x,u.x,c.x,this.tension);eo.initCatmullRom(h.y,l.y,u.y,c.y,this.tension);so.initCatmullRom(h.z,l.z,u.z,c.z,this.tension)}s.set(to.calc(a),eo.calc(a),so.calc(a));return s}copy(t){super.copy(t);this.points=[];for(let e=0,s=t.points.length;e<s;e++){const s=t.points[e];this.points.push(s.clone())}this.closed=t.closed;this.curveType=t.curveType;this.tension=t.tension;return this}toJSON(){const t=super.toJSON();t.points=[];for(let e=0,s=this.points.length;e<s;e++){const s=this.points[e];t.points.push(s.toArray())}t.closed=this.closed;t.curveType=this.curveType;t.tension=this.tension;return t}fromJSON(t){super.fromJSON(t);this.points=[];for(let e=0,s=t.points.length;e<s;e++){const s=t.points[e];this.points.push((new Vector3).fromArray(s))}this.closed=t.closed;this.curveType=t.curveType;this.tension=t.tension;return this}}\n/**\n * Computes a point on a Catmull-Rom spline.\n *\n * @param {number} t - The interpolation factor.\n * @param {number} p0 - The first control point.\n * @param {number} p1 - The second control point.\n * @param {number} p2 - The third control point.\n * @param {number} p3 - The fourth control point.\n * @return {number} The calculated point on a Catmull-Rom spline.\n */function CatmullRom(t,e,s,i,r){const n=.5*(i-e);const o=.5*(r-s);const a=t*t;const h=t*a;return(2*s-2*i+n+o)*h+(-3*s+3*i-2*n-o)*a+n*t+s}function QuadraticBezierP0(t,e){const s=1-t;return s*s*e}function QuadraticBezierP1(t,e){return 2*(1-t)*t*e}function QuadraticBezierP2(t,e){return t*t*e}\n/**\n * Computes a point on a Quadratic Bezier curve.\n *\n * @param {number} t - The interpolation factor.\n * @param {number} p0 - The first control point.\n * @param {number} p1 - The second control point.\n * @param {number} p2 - The third control point.\n * @return {number} The calculated point on a Quadratic Bezier curve.\n */function QuadraticBezier(t,e,s,i){return QuadraticBezierP0(t,e)+QuadraticBezierP1(t,s)+QuadraticBezierP2(t,i)}function CubicBezierP0(t,e){const s=1-t;return s*s*s*e}function CubicBezierP1(t,e){const s=1-t;return 3*s*s*t*e}function CubicBezierP2(t,e){return 3*(1-t)*t*t*e}function CubicBezierP3(t,e){return t*t*t*e}\n/**\n * Computes a point on a Cubic Bezier curve.\n *\n * @param {number} t - The interpolation factor.\n * @param {number} p0 - The first control point.\n * @param {number} p1 - The second control point.\n * @param {number} p2 - The third control point.\n * @param {number} p3 - The fourth control point.\n * @return {number} The calculated point on a Cubic Bezier curve.\n */function CubicBezier(t,e,s,i,r){return CubicBezierP0(t,e)+CubicBezierP1(t,s)+CubicBezierP2(t,i)+CubicBezierP3(t,r)}class CubicBezierCurve extends Curve{\n/**\n\t * Constructs a new Cubic Bezier curve.\n\t *\n\t * @param {Vector2} [v0] - The start point.\n\t * @param {Vector2} [v1] - The first control point.\n\t * @param {Vector2} [v2] - The second control point.\n\t * @param {Vector2} [v3] - The end point.\n\t */\nconstructor(t=new Vector2,e=new Vector2,s=new Vector2,i=new Vector2){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isCubicBezierCurve=true;this.type=\"CubicBezierCurve\";\n/**\n\t\t * The start point.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.v0=t;\n/**\n\t\t * The first control point.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.v1=e;\n/**\n\t\t * The second control point.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.v2=s;\n/**\n\t\t * The end point.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.v3=i}\n/**\n\t * Returns a point on the curve.\n\t *\n\t * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.\n\t * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {Vector2} The position on the curve.\n\t */getPoint(t,e=new Vector2){const s=e;const i=this.v0,r=this.v1,n=this.v2,o=this.v3;s.set(CubicBezier(t,i.x,r.x,n.x,o.x),CubicBezier(t,i.y,r.y,n.y,o.y));return s}copy(t){super.copy(t);this.v0.copy(t.v0);this.v1.copy(t.v1);this.v2.copy(t.v2);this.v3.copy(t.v3);return this}toJSON(){const t=super.toJSON();t.v0=this.v0.toArray();t.v1=this.v1.toArray();t.v2=this.v2.toArray();t.v3=this.v3.toArray();return t}fromJSON(t){super.fromJSON(t);this.v0.fromArray(t.v0);this.v1.fromArray(t.v1);this.v2.fromArray(t.v2);this.v3.fromArray(t.v3);return this}}class CubicBezierCurve3 extends Curve{\n/**\n\t * Constructs a new Cubic Bezier curve.\n\t *\n\t * @param {Vector3} [v0] - The start point.\n\t * @param {Vector3} [v1] - The first control point.\n\t * @param {Vector3} [v2] - The second control point.\n\t * @param {Vector3} [v3] - The end point.\n\t */\nconstructor(t=new Vector3,e=new Vector3,s=new Vector3,i=new Vector3){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isCubicBezierCurve3=true;this.type=\"CubicBezierCurve3\";\n/**\n\t\t * The start point.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.v0=t;\n/**\n\t\t * The first control point.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.v1=e;\n/**\n\t\t * The second control point.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.v2=s;\n/**\n\t\t * The end point.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.v3=i}\n/**\n\t * Returns a point on the curve.\n\t *\n\t * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.\n\t * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {Vector3} The position on the curve.\n\t */getPoint(t,e=new Vector3){const s=e;const i=this.v0,r=this.v1,n=this.v2,o=this.v3;s.set(CubicBezier(t,i.x,r.x,n.x,o.x),CubicBezier(t,i.y,r.y,n.y,o.y),CubicBezier(t,i.z,r.z,n.z,o.z));return s}copy(t){super.copy(t);this.v0.copy(t.v0);this.v1.copy(t.v1);this.v2.copy(t.v2);this.v3.copy(t.v3);return this}toJSON(){const t=super.toJSON();t.v0=this.v0.toArray();t.v1=this.v1.toArray();t.v2=this.v2.toArray();t.v3=this.v3.toArray();return t}fromJSON(t){super.fromJSON(t);this.v0.fromArray(t.v0);this.v1.fromArray(t.v1);this.v2.fromArray(t.v2);this.v3.fromArray(t.v3);return this}}class LineCurve extends Curve{\n/**\n\t * Constructs a new line curve.\n\t *\n\t * @param {Vector2} [v1] - The start point.\n\t * @param {Vector2} [v2] - The end point.\n\t */\nconstructor(t=new Vector2,e=new Vector2){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isLineCurve=true;this.type=\"LineCurve\";\n/**\n\t\t * The start point.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.v1=t;\n/**\n\t\t * The end point.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.v2=e}\n/**\n\t * Returns a point on the line.\n\t *\n\t * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.\n\t * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {Vector2} The position on the line.\n\t */getPoint(t,e=new Vector2){const s=e;if(t===1)s.copy(this.v2);else{s.copy(this.v2).sub(this.v1);s.multiplyScalar(t).add(this.v1)}return s}getPointAt(t,e){return this.getPoint(t,e)}getTangent(t,e=new Vector2){return e.subVectors(this.v2,this.v1).normalize()}getTangentAt(t,e){return this.getTangent(t,e)}copy(t){super.copy(t);this.v1.copy(t.v1);this.v2.copy(t.v2);return this}toJSON(){const t=super.toJSON();t.v1=this.v1.toArray();t.v2=this.v2.toArray();return t}fromJSON(t){super.fromJSON(t);this.v1.fromArray(t.v1);this.v2.fromArray(t.v2);return this}}class LineCurve3 extends Curve{\n/**\n\t * Constructs a new line curve.\n\t *\n\t * @param {Vector3} [v1] - The start point.\n\t * @param {Vector3} [v2] - The end point.\n\t */\nconstructor(t=new Vector3,e=new Vector3){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isLineCurve3=true;this.type=\"LineCurve3\";\n/**\n\t\t * The start point.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.v1=t;\n/**\n\t\t * The end point.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.v2=e}\n/**\n\t * Returns a point on the line.\n\t *\n\t * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`.\n\t * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {Vector3} The position on the line.\n\t */getPoint(t,e=new Vector3){const s=e;if(t===1)s.copy(this.v2);else{s.copy(this.v2).sub(this.v1);s.multiplyScalar(t).add(this.v1)}return s}getPointAt(t,e){return this.getPoint(t,e)}getTangent(t,e=new Vector3){return e.subVectors(this.v2,this.v1).normalize()}getTangentAt(t,e){return this.getTangent(t,e)}copy(t){super.copy(t);this.v1.copy(t.v1);this.v2.copy(t.v2);return this}toJSON(){const t=super.toJSON();t.v1=this.v1.toArray();t.v2=this.v2.toArray();return t}fromJSON(t){super.fromJSON(t);this.v1.fromArray(t.v1);this.v2.fromArray(t.v2);return this}}class QuadraticBezierCurve extends Curve{\n/**\n\t * Constructs a new Quadratic Bezier curve.\n\t *\n\t * @param {Vector2} [v0] - The start point.\n\t * @param {Vector2} [v1] - The control point.\n\t * @param {Vector2} [v2] - The end point.\n\t */\nconstructor(t=new Vector2,e=new Vector2,s=new Vector2){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isQuadraticBezierCurve=true;this.type=\"QuadraticBezierCurve\";\n/**\n\t\t * The start point.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.v0=t;\n/**\n\t\t * The control point.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.v1=e;\n/**\n\t\t * The end point.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.v2=s}\n/**\n\t * Returns a point on the curve.\n\t *\n\t * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.\n\t * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {Vector2} The position on the curve.\n\t */getPoint(t,e=new Vector2){const s=e;const i=this.v0,r=this.v1,n=this.v2;s.set(QuadraticBezier(t,i.x,r.x,n.x),QuadraticBezier(t,i.y,r.y,n.y));return s}copy(t){super.copy(t);this.v0.copy(t.v0);this.v1.copy(t.v1);this.v2.copy(t.v2);return this}toJSON(){const t=super.toJSON();t.v0=this.v0.toArray();t.v1=this.v1.toArray();t.v2=this.v2.toArray();return t}fromJSON(t){super.fromJSON(t);this.v0.fromArray(t.v0);this.v1.fromArray(t.v1);this.v2.fromArray(t.v2);return this}}class QuadraticBezierCurve3 extends Curve{\n/**\n\t * Constructs a new Quadratic Bezier curve.\n\t *\n\t * @param {Vector3} [v0] - The start point.\n\t * @param {Vector3} [v1] - The control point.\n\t * @param {Vector3} [v2] - The end point.\n\t */\nconstructor(t=new Vector3,e=new Vector3,s=new Vector3){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isQuadraticBezierCurve3=true;this.type=\"QuadraticBezierCurve3\";\n/**\n\t\t * The start point.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.v0=t;\n/**\n\t\t * The control point.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.v1=e;\n/**\n\t\t * The end point.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.v2=s}\n/**\n\t * Returns a point on the curve.\n\t *\n\t * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.\n\t * @param {Vector3} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {Vector3} The position on the curve.\n\t */getPoint(t,e=new Vector3){const s=e;const i=this.v0,r=this.v1,n=this.v2;s.set(QuadraticBezier(t,i.x,r.x,n.x),QuadraticBezier(t,i.y,r.y,n.y),QuadraticBezier(t,i.z,r.z,n.z));return s}copy(t){super.copy(t);this.v0.copy(t.v0);this.v1.copy(t.v1);this.v2.copy(t.v2);return this}toJSON(){const t=super.toJSON();t.v0=this.v0.toArray();t.v1=this.v1.toArray();t.v2=this.v2.toArray();return t}fromJSON(t){super.fromJSON(t);this.v0.fromArray(t.v0);this.v1.fromArray(t.v1);this.v2.fromArray(t.v2);return this}}class SplineCurve extends Curve{\n/**\n\t * Constructs a new 2D spline curve.\n\t *\n\t * @param {Array<Vector2>} [points] -  An array of 2D points defining the curve.\n\t */\nconstructor(t=[]){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isSplineCurve=true;this.type=\"SplineCurve\";\n/**\n\t\t * An array of 2D points defining the curve.\n\t\t *\n\t\t * @type {Array<Vector2>}\n\t\t */this.points=t}\n/**\n\t * Returns a point on the curve.\n\t *\n\t * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.\n\t * @param {Vector2} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {Vector2} The position on the curve.\n\t */getPoint(t,e=new Vector2){const s=e;const i=this.points;const r=(i.length-1)*t;const n=Math.floor(r);const o=r-n;const a=i[n===0?n:n-1];const h=i[n];const c=i[n>i.length-2?i.length-1:n+1];const l=i[n>i.length-3?i.length-1:n+2];s.set(CatmullRom(o,a.x,h.x,c.x,l.x),CatmullRom(o,a.y,h.y,c.y,l.y));return s}copy(t){super.copy(t);this.points=[];for(let e=0,s=t.points.length;e<s;e++){const s=t.points[e];this.points.push(s.clone())}return this}toJSON(){const t=super.toJSON();t.points=[];for(let e=0,s=this.points.length;e<s;e++){const s=this.points[e];t.points.push(s.toArray())}return t}fromJSON(t){super.fromJSON(t);this.points=[];for(let e=0,s=t.points.length;e<s;e++){const s=t.points[e];this.points.push((new Vector2).fromArray(s))}return this}}var io=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\";\n/**\n\t\t * An array of curves defining the\n\t\t * path.\n\t\t *\n\t\t * @type {Array<Curve>}\n\t\t */this.curves=[];\n/**\n\t\t * Whether the path should automatically be closed\n\t\t * by a line curve.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.autoClose=false}\n/**\n\t * Adds a curve to this curve path.\n\t *\n\t * @param {Curve} curve - The curve to add.\n\t */add(t){this.curves.push(t)}closePath(){const t=this.curves[0].getPoint(0);const e=this.curves[this.curves.length-1].getPoint(1);if(!t.equals(e)){const s=t.isVector2===true?\"LineCurve\":\"LineCurve3\";this.curves.push(new io[s](e,t))}return this}\n/**\n\t * This method returns a vector in 2D or 3D space (depending on the curve definitions)\n\t * for the given interpolation factor.\n\t *\n\t * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`.\n\t * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to.\n\t * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition.\n\t */getPoint(t,e){const s=t*this.getLength();const i=this.getCurveLengths();let r=0;while(r<i.length){if(i[r]>=s){const t=i[r]-s;const n=this.curves[r];const o=n.getLength();const a=o===0?0:1-t/o;return n.getPointAt(a,e)}r++}return null}getLength(){const t=this.getCurveLengths();return t[t.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 t=[];let e=0;for(let s=0,i=this.curves.length;s<i;s++){e+=this.curves[s].getLength();t.push(e)}this.cacheLengths=t;return t}getSpacedPoints(t=40){const e=[];for(let s=0;s<=t;s++)e.push(this.getPoint(s/t));this.autoClose&&e.push(e[0]);return e}getPoints(t=12){const e=[];let s;for(let i=0,r=this.curves;i<r.length;i++){const n=r[i];const o=n.isEllipseCurve?t*2:n.isLineCurve||n.isLineCurve3?1:n.isSplineCurve?t*n.points.length:t;const a=n.getPoints(o);for(let t=0;t<a.length;t++){const i=a[t];if(!s||!s.equals(i)){e.push(i);s=i}}}this.autoClose&&e.length>1&&!e[e.length-1].equals(e[0])&&e.push(e[0]);return e}copy(t){super.copy(t);this.curves=[];for(let e=0,s=t.curves.length;e<s;e++){const s=t.curves[e];this.curves.push(s.clone())}this.autoClose=t.autoClose;return this}toJSON(){const t=super.toJSON();t.autoClose=this.autoClose;t.curves=[];for(let e=0,s=this.curves.length;e<s;e++){const s=this.curves[e];t.curves.push(s.toJSON())}return t}fromJSON(t){super.fromJSON(t);this.autoClose=t.autoClose;this.curves=[];for(let e=0,s=t.curves.length;e<s;e++){const s=t.curves[e];this.curves.push((new io[s.type]).fromJSON(s))}return this}}class Path extends CurvePath{\n/**\n\t * Constructs a new path.\n\t *\n\t * @param {Array<Vector2>} [points] - An array of 2D points defining the path.\n\t */\nconstructor(t){super();this.type=\"Path\";\n/**\n\t\t * The current offset of the path. Any new curve added will start here.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.currentPoint=new Vector2;t&&this.setFromPoints(t)}\n/**\n\t * Creates a path from the given list of points. The points are added\n\t * to the path as instances of {@link LineCurve}.\n\t *\n\t * @param {Array<Vector2>} points - An array of 2D points.\n\t * @return {Path} A reference to this path.\n\t */setFromPoints(t){this.moveTo(t[0].x,t[0].y);for(let e=1,s=t.length;e<s;e++)this.lineTo(t[e].x,t[e].y);return this}\n/**\n\t * Moves {@link Path#currentPoint} to the given point.\n\t *\n\t * @param {number} x - The x coordinate.\n\t * @param {number} y - The y coordinate.\n\t * @return {Path} A reference to this path.\n\t */moveTo(t,e){this.currentPoint.set(t,e);return this}\n/**\n\t * Adds an instance of {@link LineCurve} to the path by connecting\n\t * the current point with the given one.\n\t *\n\t * @param {number} x - The x coordinate of the end point.\n\t * @param {number} y - The y coordinate of the end point.\n\t * @return {Path} A reference to this path.\n\t */lineTo(t,e){const s=new LineCurve(this.currentPoint.clone(),new Vector2(t,e));this.curves.push(s);this.currentPoint.set(t,e);return this}\n/**\n\t * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting\n\t * the current point with the given one.\n\t *\n\t * @param {number} aCPx - The x coordinate of the control point.\n\t * @param {number} aCPy - The y coordinate of the control point.\n\t * @param {number} aX - The x coordinate of the end point.\n\t * @param {number} aY - The y coordinate of the end point.\n\t * @return {Path} A reference to this path.\n\t */quadraticCurveTo(t,e,s,i){const r=new QuadraticBezierCurve(this.currentPoint.clone(),new Vector2(t,e),new Vector2(s,i));this.curves.push(r);this.currentPoint.set(s,i);return this}\n/**\n\t * Adds an instance of {@link CubicBezierCurve} to the path by connecting\n\t * the current point with the given one.\n\t *\n\t * @param {number} aCP1x - The x coordinate of the first control point.\n\t * @param {number} aCP1y - The y coordinate of the first control point.\n\t * @param {number} aCP2x - The x coordinate of the second control point.\n\t * @param {number} aCP2y - The y coordinate of the second control point.\n\t * @param {number} aX - The x coordinate of the end point.\n\t * @param {number} aY - The y coordinate of the end point.\n\t * @return {Path} A reference to this path.\n\t */bezierCurveTo(t,e,s,i,r,n){const o=new CubicBezierCurve(this.currentPoint.clone(),new Vector2(t,e),new Vector2(s,i),new Vector2(r,n));this.curves.push(o);this.currentPoint.set(r,n);return this}\n/**\n\t * Adds an instance of {@link SplineCurve} to the path by connecting\n\t * the current point with the given list of points.\n\t *\n\t * @param {Array<Vector2>} pts - An array of points in 2D space.\n\t * @return {Path} A reference to this path.\n\t */splineThru(t){const e=[this.currentPoint.clone()].concat(t);const s=new SplineCurve(e);this.curves.push(s);this.currentPoint.copy(t[t.length-1]);return this}\n/**\n\t * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative\n\t * to the current point.\n\t *\n\t * @param {number} aX - The x coordinate of the center of the arc offsetted from the previous curve.\n\t * @param {number} aY - The y coordinate of the center of the arc offsetted from the previous curve.\n\t * @param {number} aRadius - The radius of the arc.\n\t * @param {number} aStartAngle - The start angle in radians.\n\t * @param {number} aEndAngle - The end angle in radians.\n\t * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.\n\t * @return {Path} A reference to this path.\n\t */arc(t,e,s,i,r,n){const o=this.currentPoint.x;const a=this.currentPoint.y;this.absarc(t+o,e+a,s,i,r,n);return this}\n/**\n\t * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path.\n\t *\n\t * @param {number} aX - The x coordinate of the center of the arc.\n\t * @param {number} aY - The y coordinate of the center of the arc.\n\t * @param {number} aRadius - The radius of the arc.\n\t * @param {number} aStartAngle - The start angle in radians.\n\t * @param {number} aEndAngle - The end angle in radians.\n\t * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not.\n\t * @return {Path} A reference to this path.\n\t */absarc(t,e,s,i,r,n){this.absellipse(t,e,s,s,i,r,n);return this}\n/**\n\t * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative\n\t * to the current point\n\t *\n\t * @param {number} aX - The x coordinate of the center of the ellipse offsetted from the previous curve.\n\t * @param {number} aY - The y coordinate of the center of the ellipse offsetted from the previous curve.\n\t * @param {number} xRadius - The radius of the ellipse in the x axis.\n\t * @param {number} yRadius - The radius of the ellipse in the y axis.\n\t * @param {number} aStartAngle - The start angle in radians.\n\t * @param {number} aEndAngle - The end angle in radians.\n\t * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.\n\t * @param {boolean} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.\n\t * @return {Path} A reference to this path.\n\t */ellipse(t,e,s,i,r,n,o,a){const h=this.currentPoint.x;const c=this.currentPoint.y;this.absellipse(t+h,e+c,s,i,r,n,o,a);return this}\n/**\n\t * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path.\n\t *\n\t * @param {number} aX - The x coordinate of the absolute center of the ellipse.\n\t * @param {number} aY - The y coordinate of the absolute center of the ellipse.\n\t * @param {number} xRadius - The radius of the ellipse in the x axis.\n\t * @param {number} yRadius - The radius of the ellipse in the y axis.\n\t * @param {number} aStartAngle - The start angle in radians.\n\t * @param {number} aEndAngle - The end angle in radians.\n\t * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not.\n\t * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis.\n\t * @return {Path} A reference to this path.\n\t */absellipse(t,e,s,i,r,n,o,a){const h=new EllipseCurve(t,e,s,i,r,n,o,a);if(this.curves.length>0){const t=h.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(h);const c=h.getPoint(1);this.currentPoint.copy(c);return this}copy(t){super.copy(t);this.currentPoint.copy(t.currentPoint);return this}toJSON(){const t=super.toJSON();t.currentPoint=this.currentPoint.toArray();return t}fromJSON(t){super.fromJSON(t);this.currentPoint.fromArray(t.currentPoint);return this}}class LatheGeometry extends BufferGeometry{\n/**\n\t * Constructs a new lathe geometry.\n\t *\n\t * @param {Array<Vector2>} [points] - An array of points in 2D space. The x-coordinate of each point\n\t * must be greater than zero.\n\t * @param {number} [segments=12] - The number of circumference segments to generate.\n\t * @param {number} [phiStart=0] - The starting angle in radians.\n\t * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a\n\t * closed lathe, less than 2PI is a portion.\n\t */\nconstructor(t=[new Vector2(0,-.5),new Vector2(.5,0),new Vector2(0,.5)],e=12,s=0,i=Math.PI*2){super();this.type=\"LatheGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={points:t,segments:e,phiStart:s,phiLength:i};e=Math.floor(e);i=clamp(i,0,Math.PI*2);const r=[];const n=[];const o=[];const a=[];const h=[];const c=1/e;const l=new Vector3;const u=new Vector2;const d=new Vector3;const p=new Vector3;const m=new Vector3;let f=0;let y=0;for(let e=0;e<=t.length-1;e++)switch(e){case 0:f=t[e+1].x-t[e].x;y=t[e+1].y-t[e].y;d.x=y*1;d.y=-f;d.z=y*0;m.copy(d);d.normalize();a.push(d.x,d.y,d.z);break;case t.length-1:a.push(m.x,m.y,m.z);break;default:f=t[e+1].x-t[e].x;y=t[e+1].y-t[e].y;d.x=y*1;d.y=-f;d.z=y*0;p.copy(d);d.x+=m.x;d.y+=m.y;d.z+=m.z;d.normalize();a.push(d.x,d.y,d.z);m.copy(p)}for(let r=0;r<=e;r++){const d=s+r*c*i;const p=Math.sin(d);const m=Math.cos(d);for(let s=0;s<=t.length-1;s++){l.x=t[s].x*p;l.y=t[s].y;l.z=t[s].x*m;n.push(l.x,l.y,l.z);u.x=r/e;u.y=s/(t.length-1);o.push(u.x,u.y);const i=a[3*s+0]*p;const c=a[3*s+1];const d=a[3*s+0]*m;h.push(i,c,d)}}for(let s=0;s<e;s++)for(let e=0;e<t.length-1;e++){const i=e+s*t.length;const n=i;const o=i+t.length;const a=i+t.length+1;const h=i+1;r.push(n,o,h);r.push(a,h,o)}this.setIndex(r);this.setAttribute(\"position\",new Float32BufferAttribute(n,3));this.setAttribute(\"uv\",new Float32BufferAttribute(o,2));this.setAttribute(\"normal\",new Float32BufferAttribute(h,3))}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {LatheGeometry} A new instance.\n\t */static fromJSON(t){return new LatheGeometry(t.points,t.segments,t.phiStart,t.phiLength)}}class CapsuleGeometry extends LatheGeometry{\n/**\n\t * Constructs a new capsule geometry.\n\t *\n\t * @param {number} [radius=1] - Radius of the capsule.\n\t * @param {number} [length=1] - Length of the middle section.\n\t * @param {number} [capSegments=4] - Number of curve segments used to build the caps.\n\t * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule.\n\t */\nconstructor(t=1,e=1,s=4,i=8){const r=new Path;r.absarc(0,-e/2,t,Math.PI*1.5,0);r.absarc(0,e/2,t,0,Math.PI*.5);super(r.getPoints(s),i);this.type=\"CapsuleGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radius:t,length:e,capSegments:s,radialSegments:i}}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {CapsuleGeometry} A new instance.\n\t */static fromJSON(t){return new CapsuleGeometry(t.radius,t.length,t.capSegments,t.radialSegments)}}class CircleGeometry extends BufferGeometry{\n/**\n\t * Constructs a new circle geometry.\n\t *\n\t * @param {number} [radius=1] - Radius of the circle.\n\t * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`.\n\t * @param {number} [thetaStart=0] - Start angle for first segment in radians.\n\t * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta,\n\t * of the circular sector in radians. The default value results in a complete circle.\n\t */\nconstructor(t=1,e=32,s=0,i=Math.PI*2){super();this.type=\"CircleGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radius:t,segments:e,thetaStart:s,thetaLength:i};e=Math.max(3,e);const r=[];const n=[];const o=[];const a=[];const h=new Vector3;const c=new Vector2;n.push(0,0,0);o.push(0,0,1);a.push(.5,.5);for(let r=0,l=3;r<=e;r++,l+=3){const u=s+r/e*i;h.x=t*Math.cos(u);h.y=t*Math.sin(u);n.push(h.x,h.y,h.z);o.push(0,0,1);c.x=(n[l]/t+1)/2;c.y=(n[l+1]/t+1)/2;a.push(c.x,c.y)}for(let t=1;t<=e;t++)r.push(t,t+1,0);this.setIndex(r);this.setAttribute(\"position\",new Float32BufferAttribute(n,3));this.setAttribute(\"normal\",new Float32BufferAttribute(o,3));this.setAttribute(\"uv\",new Float32BufferAttribute(a,2))}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {CircleGeometry} A new instance.\n\t */static fromJSON(t){return new CircleGeometry(t.radius,t.segments,t.thetaStart,t.thetaLength)}}class CylinderGeometry extends BufferGeometry{\n/**\n\t * Constructs a new cylinder geometry.\n\t *\n\t * @param {number} [radiusTop=1] - Radius of the cylinder at the top.\n\t * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.\n\t * @param {number} [height=1] - Height of the cylinder.\n\t * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.\n\t * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.\n\t * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.\n\t * @param {boolean} [thetaStart=0] - Start angle for first segment, in radians.\n\t * @param {boolean} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.\n\t * The default value results in a complete cylinder.\n\t */\nconstructor(t=1,e=1,s=1,i=32,r=1,n=false,o=0,a=Math.PI*2){super();this.type=\"CylinderGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radiusTop:t,radiusBottom:e,height:s,radialSegments:i,heightSegments:r,openEnded:n,thetaStart:o,thetaLength:a};const h=this;i=Math.floor(i);r=Math.floor(r);const c=[];const l=[];const u=[];const d=[];let p=0;const m=[];const f=s/2;let y=0;generateTorso();if(n===false){t>0&&generateCap(true);e>0&&generateCap(false)}this.setIndex(c);this.setAttribute(\"position\",new Float32BufferAttribute(l,3));this.setAttribute(\"normal\",new Float32BufferAttribute(u,3));this.setAttribute(\"uv\",new Float32BufferAttribute(d,2));function generateTorso(){const n=new Vector3;const g=new Vector3;let x=0;const b=(e-t)/s;for(let h=0;h<=r;h++){const c=[];const y=h/r;const x=y*(e-t)+t;for(let t=0;t<=i;t++){const e=t/i;const r=e*a+o;const h=Math.sin(r);const m=Math.cos(r);g.x=x*h;g.y=-y*s+f;g.z=x*m;l.push(g.x,g.y,g.z);n.set(h,b,m).normalize();u.push(n.x,n.y,n.z);d.push(e,1-y);c.push(p++)}m.push(c)}for(let s=0;s<i;s++)for(let i=0;i<r;i++){const n=m[i][s];const o=m[i+1][s];const a=m[i+1][s+1];const h=m[i][s+1];if(t>0||i!==0){c.push(n,o,h);x+=3}if(e>0||i!==r-1){c.push(o,a,h);x+=3}}h.addGroup(y,x,0);y+=x}function generateCap(s){const r=p;const n=new Vector2;const m=new Vector3;let g=0;const x=s===true?t:e;const b=s===true?1:-1;for(let t=1;t<=i;t++){l.push(0,f*b,0);u.push(0,b,0);d.push(.5,.5);p++}const M=p;for(let t=0;t<=i;t++){const e=t/i;const s=e*a+o;const r=Math.cos(s);const h=Math.sin(s);m.x=x*h;m.y=f*b;m.z=x*r;l.push(m.x,m.y,m.z);u.push(0,b,0);n.x=r*.5+.5;n.y=h*.5*b+.5;d.push(n.x,n.y);p++}for(let t=0;t<i;t++){const e=r+t;const i=M+t;s===true?c.push(i,i+1,e):c.push(i+1,i,e);g+=3}h.addGroup(y,g,s===true?1:2);y+=g}}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {CylinderGeometry} A new instance.\n\t */static fromJSON(t){return new CylinderGeometry(t.radiusTop,t.radiusBottom,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class ConeGeometry extends CylinderGeometry{\n/**\n\t * Constructs a new cone geometry.\n\t *\n\t * @param {number} [radius=1] - Radius of the cone base.\n\t * @param {number} [height=1] - Height of the cone.\n\t * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.\n\t * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.\n\t * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.\n\t * @param {boolean} [thetaStart=0] - Start angle for first segment, in radians.\n\t * @param {boolean} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.\n\t * The default value results in a complete cone.\n\t */\nconstructor(t=1,e=1,s=32,i=1,r=false,n=0,o=Math.PI*2){super(0,t,e,s,i,r,n,o);this.type=\"ConeGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radius:t,height:e,radialSegments:s,heightSegments:i,openEnded:r,thetaStart:n,thetaLength:o}}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {ConeGeometry} A new instance.\n\t */static fromJSON(t){return new ConeGeometry(t.radius,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class PolyhedronGeometry extends BufferGeometry{\n/**\n\t * Constructs a new polyhedron geometry.\n\t *\n\t * @param {Array<number>} [vertices] - A flat array of vertices describing the base shape.\n\t * @param {Array<number>} [indices] - A flat array of indices describing the base shape.\n\t * @param {number} [radius=1] - The radius of the shape.\n\t * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape.\n\t */\nconstructor(t=[],e=[],s=1,i=0){super();this.type=\"PolyhedronGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={vertices:t,indices:e,radius:s,detail:i};const r=[];const n=[];subdivide(i);applyRadius(s);generateUVs();this.setAttribute(\"position\",new Float32BufferAttribute(r,3));this.setAttribute(\"normal\",new Float32BufferAttribute(r.slice(),3));this.setAttribute(\"uv\",new Float32BufferAttribute(n,2));i===0?this.computeVertexNormals():this.normalizeNormals();function subdivide(t){const s=new Vector3;const i=new Vector3;const r=new Vector3;for(let n=0;n<e.length;n+=3){getVertexByIndex(e[n+0],s);getVertexByIndex(e[n+1],i);getVertexByIndex(e[n+2],r);subdivideFace(s,i,r,t)}}function subdivideFace(t,e,s,i){const r=i+1;const n=[];for(let i=0;i<=r;i++){n[i]=[];const o=t.clone().lerp(s,i/r);const a=e.clone().lerp(s,i/r);const h=r-i;for(let t=0;t<=h;t++)n[i][t]=t===0&&i===r?o:o.clone().lerp(a,t/h)}for(let t=0;t<r;t++)for(let e=0;e<2*(r-t)-1;e++){const s=Math.floor(e/2);if(e%2===0){pushVertex(n[t][s+1]);pushVertex(n[t+1][s]);pushVertex(n[t][s])}else{pushVertex(n[t][s+1]);pushVertex(n[t+1][s+1]);pushVertex(n[t+1][s])}}}function applyRadius(t){const e=new Vector3;for(let s=0;s<r.length;s+=3){e.x=r[s+0];e.y=r[s+1];e.z=r[s+2];e.normalize().multiplyScalar(t);r[s+0]=e.x;r[s+1]=e.y;r[s+2]=e.z}}function generateUVs(){const t=new Vector3;for(let e=0;e<r.length;e+=3){t.x=r[e+0];t.y=r[e+1];t.z=r[e+2];const s=azimuth(t)/2/Math.PI+.5;const i=inclination(t)/Math.PI+.5;n.push(s,1-i)}correctUVs();correctSeam()}function correctSeam(){for(let t=0;t<n.length;t+=6){const e=n[t+0];const s=n[t+2];const i=n[t+4];const r=Math.max(e,s,i);const o=Math.min(e,s,i);if(r>.9&&o<.1){e<.2&&(n[t+0]+=1);s<.2&&(n[t+2]+=1);i<.2&&(n[t+4]+=1)}}}function pushVertex(t){r.push(t.x,t.y,t.z)}function getVertexByIndex(e,s){const i=e*3;s.x=t[i+0];s.y=t[i+1];s.z=t[i+2]}function correctUVs(){const t=new Vector3;const e=new Vector3;const s=new Vector3;const i=new Vector3;const o=new Vector2;const a=new Vector2;const h=new Vector2;for(let c=0,l=0;c<r.length;c+=9,l+=6){t.set(r[c+0],r[c+1],r[c+2]);e.set(r[c+3],r[c+4],r[c+5]);s.set(r[c+6],r[c+7],r[c+8]);o.set(n[l+0],n[l+1]);a.set(n[l+2],n[l+3]);h.set(n[l+4],n[l+5]);i.copy(t).add(e).add(s).divideScalar(3);const u=azimuth(i);correctUV(o,l+0,t,u);correctUV(a,l+2,e,u);correctUV(h,l+4,s,u)}}function correctUV(t,e,s,i){i<0&&t.x===1&&(n[e]=t.x-1);s.x===0&&s.z===0&&(n[e]=i/2/Math.PI+.5)}function azimuth(t){return Math.atan2(t.z,-t.x)}function inclination(t){return Math.atan2(-t.y,Math.sqrt(t.x*t.x+t.z*t.z))}}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {PolyhedronGeometry} A new instance.\n\t */static fromJSON(t){return new PolyhedronGeometry(t.vertices,t.indices,t.radius,t.details)}}class DodecahedronGeometry extends PolyhedronGeometry{\n/**\n\t * Constructs a new dodecahedron geometry.\n\t *\n\t * @param {number} [radius=1] - Radius of the dodecahedron.\n\t * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron.\n\t */\nconstructor(t=1,e=0){const s=(1+Math.sqrt(5))/2;const i=1/s;const r=[-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-i,-s,0,-i,s,0,i,-s,0,i,s,-i,-s,0,-i,s,0,i,-s,0,i,s,0,-s,0,-i,s,0,-i,-s,0,i,s,0,i];const n=[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(r,n,t,e);this.type=\"DodecahedronGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radius:t,detail:e}}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {DodecahedronGeometry} A new instance.\n\t */static fromJSON(t){return new DodecahedronGeometry(t.radius,t.detail)}}const ro=new Vector3;const no=new Vector3;const oo=new Vector3;const ao=new Triangle;class EdgesGeometry extends BufferGeometry{\n/**\n\t * Constructs a new edges geometry.\n\t *\n\t * @param {?BufferGeometry} [geometry=null] - The geometry.\n\t * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)\n\t * between the face normals of the adjoining faces exceeds this value.\n\t */\nconstructor(t=null,e=1){super();this.type=\"EdgesGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={geometry:t,thresholdAngle:e};if(t!==null){const s=4;const i=Math.pow(10,s);const r=Math.cos(Us*e);const n=t.getIndex();const o=t.getAttribute(\"position\");const a=n?n.count:o.count;const h=[0,0,0];const c=[\"a\",\"b\",\"c\"];const l=new Array(3);const u={};const d=[];for(let t=0;t<a;t+=3){if(n){h[0]=n.getX(t);h[1]=n.getX(t+1);h[2]=n.getX(t+2)}else{h[0]=t;h[1]=t+1;h[2]=t+2}const{a:e,b:s,c:a}=ao;e.fromBufferAttribute(o,h[0]);s.fromBufferAttribute(o,h[1]);a.fromBufferAttribute(o,h[2]);ao.getNormal(oo);l[0]=`${Math.round(e.x*i)},${Math.round(e.y*i)},${Math.round(e.z*i)}`;l[1]=`${Math.round(s.x*i)},${Math.round(s.y*i)},${Math.round(s.z*i)}`;l[2]=`${Math.round(a.x*i)},${Math.round(a.y*i)},${Math.round(a.z*i)}`;if(l[0]!==l[1]&&l[1]!==l[2]&&l[2]!==l[0])for(let t=0;t<3;t++){const e=(t+1)%3;const s=l[t];const i=l[e];const n=ao[c[t]];const o=ao[c[e]];const a=`${s}_${i}`;const p=`${i}_${s}`;if(p in u&&u[p]){if(oo.dot(u[p].normal)<=r){d.push(n.x,n.y,n.z);d.push(o.x,o.y,o.z)}u[p]=null}else a in u||(u[a]={index0:h[t],index1:h[e],normal:oo.clone()})}}for(const t in u)if(u[t]){const{index0:e,index1:s}=u[t];ro.fromBufferAttribute(o,e);no.fromBufferAttribute(o,s);d.push(ro.x,ro.y,ro.z);d.push(no.x,no.y,no.z)}this.setAttribute(\"position\",new Float32BufferAttribute(d,3))}}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}}class Shape extends Path{\n/**\n\t * Constructs a new shape.\n\t *\n\t * @param {Array<Vector2>} [points] - An array of 2D points defining the shape.\n\t */\nconstructor(t){super(t);\n/**\n\t\t * The UUID of the shape.\n\t\t *\n\t\t * @type {string}\n\t\t * @readonly\n\t\t */this.uuid=generateUUID();this.type=\"Shape\";\n/**\n\t\t * Defines the holes in the shape. Hole definitions must use the\n\t\t * opposite winding order (CW/CCW) than the outer shape.\n\t\t *\n\t\t * @type {Array<Path>}\n\t\t * @readonly\n\t\t */this.holes=[]}\n/**\n\t * Returns an array representing each contour of the holes\n\t * as a list of 2D points.\n\t *\n\t * @param {number} divisions - The fineness of the result.\n\t * @return {Array<Array<Vector2>>} The holes as a series of 2D points.\n\t */getPointsHoles(t){const e=[];for(let s=0,i=this.holes.length;s<i;s++)e[s]=this.holes[s].getPoints(t);return e}\n/**\n\t * Returns an object that holds contour data for the shape and its holes as\n\t * arrays of 2D points.\n\t *\n\t * @param {number} divisions - The fineness of the result.\n\t * @return {{shape:Array<Vector2>,holes:Array<Array<Vector2>>}} An object with contour data.\n\t */\nextractPoints(t){return{shape:this.getPoints(t),holes:this.getPointsHoles(t)}}copy(t){super.copy(t);this.holes=[];for(let e=0,s=t.holes.length;e<s;e++){const s=t.holes[e];this.holes.push(s.clone())}return this}toJSON(){const t=super.toJSON();t.uuid=this.uuid;t.holes=[];for(let e=0,s=this.holes.length;e<s;e++){const s=this.holes[e];t.holes.push(s.toJSON())}return t}fromJSON(t){super.fromJSON(t);this.uuid=t.uuid;this.holes=[];for(let e=0,s=t.holes.length;e<s;e++){const s=t.holes[e];this.holes.push((new Path).fromJSON(s))}return this}}class Earcut{\n/**\n\t * Triangulates the given shape definition by returning an array of triangles.\n\t *\n\t * @param {Array<number>} data - An array with 2D points.\n\t * @param {Array<number>} holeIndices - An array with indices defining holes.\n\t * @param {number} [dim=2] - The number of coordinates per vertex in the input array.\n\t * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers\n\t * representing vertex indices.\n\t */\nstatic triangulate(t,e,s=2){const i=e&&e.length;const r=i?e[0]*s:t.length;let n=linkedList(t,0,r,s,true);const o=[];if(!n||n.next===n.prev)return o;let a,h,c,l,u,d,p;i&&(n=eliminateHoles(t,e,n,s));if(t.length>80*s){a=c=t[0];h=l=t[1];for(let e=s;e<r;e+=s){u=t[e];d=t[e+1];u<a&&(a=u);d<h&&(h=d);u>c&&(c=u);d>l&&(l=d)}p=Math.max(c-a,l-h);p=p!==0?32767/p:0}earcutLinked(n,o,s,a,h,p,0);return o}}function linkedList(t,e,s,i,r){let n,o;if(r===signedArea(t,e,s,i)>0)for(n=e;n<s;n+=i)o=insertNode(n,t[n],t[n+1],o);else for(n=s-i;n>=e;n-=i)o=insertNode(n,t[n],t[n+1],o);if(o&&equals(o,o.next)){removeNode(o);o=o.next}return o}function filterPoints(t,e){if(!t)return t;e||(e=t);let s,i=t;do{s=false;if(i.steiner||!equals(i,i.next)&&area(i.prev,i,i.next)!==0)i=i.next;else{removeNode(i);i=e=i.prev;if(i===i.next)break;s=true}}while(s||i!==e);return e}function earcutLinked(t,e,s,i,r,n,o){if(!t)return;!o&&n&&indexCurve(t,i,r,n);let a,h,c=t;while(t.prev!==t.next){a=t.prev;h=t.next;if(n?isEarHashed(t,i,r,n):isEar(t)){e.push(a.i/s|0);e.push(t.i/s|0);e.push(h.i/s|0);removeNode(t);t=h.next;c=h.next}else{t=h;if(t===c){if(o)if(o===1){t=cureLocalIntersections(filterPoints(t),e,s);earcutLinked(t,e,s,i,r,n,2)}else o===2&&splitEarcut(t,e,s,i,r,n);else earcutLinked(filterPoints(t),e,s,i,r,n,1);break}}}}function isEar(t){const e=t.prev,s=t,i=t.next;if(area(e,s,i)>=0)return false;const r=e.x,n=s.x,o=i.x,a=e.y,h=s.y,c=i.y;const l=r<n?r<o?r:o:n<o?n:o,u=a<h?a<c?a:c:h<c?h:c,d=r>n?r>o?r:o:n>o?n:o,p=a>h?a>c?a:c:h>c?h:c;let m=i.next;while(m!==e){if(m.x>=l&&m.x<=d&&m.y>=u&&m.y<=p&&pointInTriangle(r,a,n,h,o,c,m.x,m.y)&&area(m.prev,m,m.next)>=0)return false;m=m.next}return true}function isEarHashed(t,e,s,i){const r=t.prev,n=t,o=t.next;if(area(r,n,o)>=0)return false;const a=r.x,h=n.x,c=o.x,l=r.y,u=n.y,d=o.y;const p=a<h?a<c?a:c:h<c?h:c,m=l<u?l<d?l:d:u<d?u:d,f=a>h?a>c?a:c:h>c?h:c,y=l>u?l>d?l:d:u>d?u:d;const g=zOrder(p,m,e,s,i),x=zOrder(f,y,e,s,i);let b=t.prevZ,M=t.nextZ;while(b&&b.z>=g&&M&&M.z<=x){if(b.x>=p&&b.x<=f&&b.y>=m&&b.y<=y&&b!==r&&b!==o&&pointInTriangle(a,l,h,u,c,d,b.x,b.y)&&area(b.prev,b,b.next)>=0)return false;b=b.prevZ;if(M.x>=p&&M.x<=f&&M.y>=m&&M.y<=y&&M!==r&&M!==o&&pointInTriangle(a,l,h,u,c,d,M.x,M.y)&&area(M.prev,M,M.next)>=0)return false;M=M.nextZ}while(b&&b.z>=g){if(b.x>=p&&b.x<=f&&b.y>=m&&b.y<=y&&b!==r&&b!==o&&pointInTriangle(a,l,h,u,c,d,b.x,b.y)&&area(b.prev,b,b.next)>=0)return false;b=b.prevZ}while(M&&M.z<=x){if(M.x>=p&&M.x<=f&&M.y>=m&&M.y<=y&&M!==r&&M!==o&&pointInTriangle(a,l,h,u,c,d,M.x,M.y)&&area(M.prev,M,M.next)>=0)return false;M=M.nextZ}return true}function cureLocalIntersections(t,e,s){let i=t;do{const r=i.prev,n=i.next.next;if(!equals(r,n)&&intersects(r,i,i.next,n)&&locallyInside(r,n)&&locallyInside(n,r)){e.push(r.i/s|0);e.push(i.i/s|0);e.push(n.i/s|0);removeNode(i);removeNode(i.next);i=t=n}i=i.next}while(i!==t);return filterPoints(i)}function splitEarcut(t,e,s,i,r,n){let o=t;do{let t=o.next.next;while(t!==o.prev){if(o.i!==t.i&&isValidDiagonal(o,t)){let a=splitPolygon(o,t);o=filterPoints(o,o.next);a=filterPoints(a,a.next);earcutLinked(o,e,s,i,r,n,0);earcutLinked(a,e,s,i,r,n,0);return}t=t.next}o=o.next}while(o!==t)}function eliminateHoles(t,e,s,i){const r=[];let n,o,a,h,c;for(n=0,o=e.length;n<o;n++){a=e[n]*i;h=n<o-1?e[n+1]*i:t.length;c=linkedList(t,a,h,i,false);c===c.next&&(c.steiner=true);r.push(getLeftmost(c))}r.sort(compareX);for(n=0;n<r.length;n++)s=eliminateHole(r[n],s);return s}function compareX(t,e){return t.x-e.x}function eliminateHole(t,e){const s=findHoleBridge(t,e);if(!s)return e;const i=splitPolygon(s,t);filterPoints(i,i.next);return filterPoints(s,s.next)}function findHoleBridge(t,e){let s,i=e,r=-Infinity;const n=t.x,o=t.y;do{if(o<=i.y&&o>=i.next.y&&i.next.y!==i.y){const t=i.x+(o-i.y)*(i.next.x-i.x)/(i.next.y-i.y);if(t<=n&&t>r){r=t;s=i.x<i.next.x?i:i.next;if(t===n)return s}}i=i.next}while(i!==e);if(!s)return null;const a=s,h=s.x,c=s.y;let l,u=Infinity;i=s;do{if(n>=i.x&&i.x>=h&&n!==i.x&&pointInTriangle(o<c?n:r,o,h,c,o<c?r:n,o,i.x,i.y)){l=Math.abs(o-i.y)/(n-i.x);if(locallyInside(i,t)&&(l<u||l===u&&(i.x>s.x||i.x===s.x&&sectorContainsSector(s,i)))){s=i;u=l}}i=i.next}while(i!==a);return s}function sectorContainsSector(t,e){return area(t.prev,t,e.prev)<0&&area(e.next,t,t.next)<0}function indexCurve(t,e,s,i){let r=t;do{r.z===0&&(r.z=zOrder(r.x,r.y,e,s,i));r.prevZ=r.prev;r.nextZ=r.next;r=r.next}while(r!==t);r.prevZ.nextZ=null;r.prevZ=null;sortLinked(r)}function sortLinked(t){let e,s,i,r,n,o,a,h,c=1;do{s=t;t=null;n=null;o=0;while(s){o++;i=s;a=0;for(e=0;e<c;e++){a++;i=i.nextZ;if(!i)break}h=c;while(a>0||h>0&&i){if(a!==0&&(h===0||!i||s.z<=i.z)){r=s;s=s.nextZ;a--}else{r=i;i=i.nextZ;h--}n?n.nextZ=r:t=r;r.prevZ=n;n=r}s=i}n.nextZ=null;c*=2}while(o>1);return t}function zOrder(t,e,s,i,r){t=(t-s)*r|0;e=(e-i)*r|0;t=16711935&(t|t<<8);t=252645135&(t|t<<4);t=858993459&(t|t<<2);t=1431655765&(t|t<<1);e=16711935&(e|e<<8);e=252645135&(e|e<<4);e=858993459&(e|e<<2);e=1431655765&(e|e<<1);return t|e<<1}function getLeftmost(t){let e=t,s=t;do{(e.x<s.x||e.x===s.x&&e.y<s.y)&&(s=e);e=e.next}while(e!==t);return s}function pointInTriangle(t,e,s,i,r,n,o,a){return(r-o)*(e-a)>=(t-o)*(n-a)&&(t-o)*(i-a)>=(s-o)*(e-a)&&(s-o)*(n-a)>=(r-o)*(i-a)}function isValidDiagonal(t,e){return t.next.i!==e.i&&t.prev.i!==e.i&&!intersectsPolygon(t,e)&&(locallyInside(t,e)&&locallyInside(e,t)&&middleInside(t,e)&&(area(t.prev,t,e.prev)||area(t,e.prev,e))||equals(t,e)&&area(t.prev,t,t.next)>0&&area(e.prev,e,e.next)>0)}function area(t,e,s){return(e.y-t.y)*(s.x-e.x)-(e.x-t.x)*(s.y-e.y)}function equals(t,e){return t.x===e.x&&t.y===e.y}function intersects(t,e,s,i){const r=sign(area(t,e,s));const n=sign(area(t,e,i));const o=sign(area(s,i,t));const a=sign(area(s,i,e));return r!==n&&o!==a||(!(r!==0||!onSegment(t,s,e))||(!(n!==0||!onSegment(t,i,e))||(!(o!==0||!onSegment(s,t,i))||!(a!==0||!onSegment(s,e,i)))))}function onSegment(t,e,s){return e.x<=Math.max(t.x,s.x)&&e.x>=Math.min(t.x,s.x)&&e.y<=Math.max(t.y,s.y)&&e.y>=Math.min(t.y,s.y)}function sign(t){return t>0?1:t<0?-1:0}function intersectsPolygon(t,e){let s=t;do{if(s.i!==t.i&&s.next.i!==t.i&&s.i!==e.i&&s.next.i!==e.i&&intersects(s,s.next,t,e))return true;s=s.next}while(s!==t);return false}function locallyInside(t,e){return area(t.prev,t,t.next)<0?area(t,e,t.next)>=0&&area(t,t.prev,e)>=0:area(t,e,t.prev)<0||area(t,t.next,e)<0}function middleInside(t,e){let s=t,i=false;const r=(t.x+e.x)/2,n=(t.y+e.y)/2;do{s.y>n!==s.next.y>n&&s.next.y!==s.y&&r<(s.next.x-s.x)*(n-s.y)/(s.next.y-s.y)+s.x&&(i=!i);s=s.next}while(s!==t);return i}function splitPolygon(t,e){const s=new Node(t.i,t.x,t.y),i=new Node(e.i,e.x,e.y),r=t.next,n=e.prev;t.next=e;e.prev=t;s.next=r;r.prev=s;i.next=s;s.prev=i;n.next=i;i.prev=n;return i}function insertNode(t,e,s,i){const r=new Node(t,e,s);if(i){r.next=i.next;r.prev=i;i.next.prev=r;i.next=r}else{r.prev=r;r.next=r}return r}function removeNode(t){t.next.prev=t.prev;t.prev.next=t.next;t.prevZ&&(t.prevZ.nextZ=t.nextZ);t.nextZ&&(t.nextZ.prevZ=t.prevZ)}function Node(t,e,s){this.i=t;this.x=e;this.y=s;this.prev=null;this.next=null;this.z=0;this.prevZ=null;this.nextZ=null;this.steiner=false}function signedArea(t,e,s,i){let r=0;for(let n=e,o=s-i;n<s;n+=i){r+=(t[o]-t[n])*(t[n+1]+t[o+1]);o=n}return r}class ShapeUtils{\n/**\n\t * Calculate area of a ( 2D ) contour polygon.\n\t *\n\t * @param {Array<Vector2>} contour - An array of 2D points.\n\t * @return {number} The area.\n\t */\nstatic area(t){const e=t.length;let s=0;for(let i=e-1,r=0;r<e;i=r++)s+=t[i].x*t[r].y-t[r].x*t[i].y;return s*.5}\n/**\n\t * Returns `true` if the given contour uses a clockwise winding order.\n\t *\n\t * @param {Array<Vector2>} pts - An array of 2D points defining a polygon.\n\t * @return {boolean} Whether the given contour uses a clockwise winding order or not.\n\t */static isClockWise(t){return ShapeUtils.area(t)<0}\n/**\n\t * Triangulates the given shape definition.\n\t *\n\t * @param {Array<Vector2>} contour - An array of 2D points defining the contour.\n\t * @param {Array<Array<Vector2>>} holes - An array that holds arrays of 2D points defining the holes.\n\t * @return {Array<Array<number>>} An array that holds for each face definition an array with three indices.\n\t */static triangulateShape(t,e){const s=[];const i=[];const r=[];removeDupEndPts(t);addContour(s,t);let n=t.length;e.forEach(removeDupEndPts);for(let t=0;t<e.length;t++){i.push(n);n+=e[t].length;addContour(s,e[t])}const o=Earcut.triangulate(s,i);for(let t=0;t<o.length;t+=3)r.push(o.slice(t,t+3));return r}}function removeDupEndPts(t){const e=t.length;e>2&&t[e-1].equals(t[0])&&t.pop()}function addContour(t,e){for(let s=0;s<e.length;s++){t.push(e[s].x);t.push(e[s].y)}}class ExtrudeGeometry extends BufferGeometry{\n/**\n\t * Constructs a new extrude geometry.\n\t *\n\t * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.\n\t * @param {Object} [options={}] - The extrude settings.\n\t * @param {number} [options.curveSegments=12] - Number of points on the curves.\n\t * @param {number} [options.steps=1] - Number of points used for subdividing segments along the depth of the extruded spline.\n\t * @param {number} [options.depth=1] - Depth to extrude the shape.\n\t * @param {boolean} [options.bevelEnabled=true] - Whether to beveling to the shape or not.\n\t * @param {number} [options.bevelThickness=0.2] - How deep into the original shape the bevel goes.\n\t * @param {number} [options.bevelSize=bevelThickness-0.1] - Distance from the shape outline that the bevel extends.\n\t * @param {number} [options.bevelOffset=0] - Distance from the shape outline that the bevel starts.\n\t * @param {number} [options.bevelSegments=3] - Number of bevel layers.\n\t * @param {Curve} [options.extrudePath=3] - A 3D spline path along which the shape should be extruded. Bevels not supported for path extrusion.\n\t * @param {Object} [options.UVGenerator] - An object that provides UV generator functions for custom UV generation.\n\t */\nconstructor(t=new Shape([new Vector2(.5,.5),new Vector2(-.5,.5),new Vector2(-.5,-.5),new Vector2(.5,-.5)]),e={}){super();this.type=\"ExtrudeGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={shapes:t,options:e};t=Array.isArray(t)?t:[t];const s=this;const i=[];const r=[];for(let e=0,s=t.length;e<s;e++){const s=t[e];addShape(s)}this.setAttribute(\"position\",new Float32BufferAttribute(i,3));this.setAttribute(\"uv\",new Float32BufferAttribute(r,2));this.computeVertexNormals();function addShape(t){const n=[];const o=e.curveSegments!==void 0?e.curveSegments:12;const a=e.steps!==void 0?e.steps:1;const h=e.depth!==void 0?e.depth:1;let c=e.bevelEnabled===void 0||e.bevelEnabled;let l=e.bevelThickness!==void 0?e.bevelThickness:.2;let u=e.bevelSize!==void 0?e.bevelSize:l-.1;let d=e.bevelOffset!==void 0?e.bevelOffset:0;let p=e.bevelSegments!==void 0?e.bevelSegments:3;const m=e.extrudePath;const f=e.UVGenerator!==void 0?e.UVGenerator:ho;let y,g=false;let x,b,M,w;if(m){y=m.getSpacedPoints(a);g=true;c=false;x=m.computeFrenetFrames(a,false);b=new Vector3;M=new Vector3;w=new Vector3}if(!c){p=0;l=0;u=0;d=0}const S=t.extractPoints(o);let A=S.shape;const _=S.holes;const T=!ShapeUtils.isClockWise(A);if(T){A=A.reverse();for(let t=0,e=_.length;t<e;t++){const e=_[t];ShapeUtils.isClockWise(e)&&(_[t]=e.reverse())}}const C=ShapeUtils.triangulateShape(A,_);const z=A;for(let t=0,e=_.length;t<e;t++){const e=_[t];A=A.concat(e)}function scalePt2(t,e,s){e||console.error(\"THREE.ExtrudeGeometry: vec does not exist\");return t.clone().addScaledVector(e,s)}const B=A.length,I=C.length;function getBevelVec(t,e,s){let i,r,n;const o=t.x-e.x,a=t.y-e.y;const h=s.x-t.x,c=s.y-t.y;const l=o*o+a*a;const u=o*c-a*h;if(Math.abs(u)>Number.EPSILON){const u=Math.sqrt(l);const d=Math.sqrt(h*h+c*c);const p=e.x-a/u;const m=e.y+o/u;const f=s.x-c/d;const y=s.y+h/d;const g=((f-p)*c-(y-m)*h)/(o*c-a*h);i=p+o*g-t.x;r=m+a*g-t.y;const x=i*i+r*r;if(x<=2)return new Vector2(i,r);n=Math.sqrt(x/2)}else{let t=false;o>Number.EPSILON?h>Number.EPSILON&&(t=true):o<-Number.EPSILON?h<-Number.EPSILON&&(t=true):Math.sign(a)===Math.sign(c)&&(t=true);if(t){i=-a;r=o;n=Math.sqrt(l)}else{i=o;r=a;n=Math.sqrt(l/2)}}return new Vector2(i/n,r/n)}const V=[];for(let t=0,e=z.length,s=e-1,i=t+1;t<e;t++,s++,i++){s===e&&(s=0);i===e&&(i=0);V[t]=getBevelVec(z[t],z[s],z[i])}const P=[];let L,k=V.concat();for(let t=0,e=_.length;t<e;t++){const e=_[t];L=[];for(let t=0,s=e.length,i=s-1,r=t+1;t<s;t++,i++,r++){i===s&&(i=0);r===s&&(r=0);L[t]=getBevelVec(e[t],e[i],e[r])}P.push(L);k=k.concat(L)}for(let t=0;t<p;t++){const e=t/p;const s=l*Math.cos(e*Math.PI/2);const i=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=z.length;t<e;t++){const e=scalePt2(z[t],V[t],i);v(e.x,e.y,-s)}for(let t=0,e=_.length;t<e;t++){const e=_[t];L=P[t];for(let t=0,r=e.length;t<r;t++){const r=scalePt2(e[t],L[t],i);v(r.x,r.y,-s)}}}const R=u+d;for(let t=0;t<B;t++){const e=c?scalePt2(A[t],k[t],R):A[t];if(g){M.copy(x.normals[0]).multiplyScalar(e.x);b.copy(x.binormals[0]).multiplyScalar(e.y);w.copy(y[0]).add(M).add(b);v(w.x,w.y,w.z)}else v(e.x,e.y,0)}for(let t=1;t<=a;t++)for(let e=0;e<B;e++){const s=c?scalePt2(A[e],k[e],R):A[e];if(g){M.copy(x.normals[t]).multiplyScalar(s.x);b.copy(x.binormals[t]).multiplyScalar(s.y);w.copy(y[t]).add(M).add(b);v(w.x,w.y,w.z)}else v(s.x,s.y,h/a*t)}for(let t=p-1;t>=0;t--){const e=t/p;const s=l*Math.cos(e*Math.PI/2);const i=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=z.length;t<e;t++){const e=scalePt2(z[t],V[t],i);v(e.x,e.y,h+s)}for(let t=0,e=_.length;t<e;t++){const e=_[t];L=P[t];for(let t=0,r=e.length;t<r;t++){const r=scalePt2(e[t],L[t],i);g?v(r.x,r.y+y[a-1].y,y[a-1].x+s):v(r.x,r.y,h+s)}}}buildLidFaces();buildSideFaces();function buildLidFaces(){const t=i.length/3;if(c){let t=0;let e=B*t;for(let t=0;t<I;t++){const s=C[t];f3(s[2]+e,s[1]+e,s[0]+e)}t=a+p*2;e=B*t;for(let t=0;t<I;t++){const s=C[t];f3(s[0]+e,s[1]+e,s[2]+e)}}else{for(let t=0;t<I;t++){const e=C[t];f3(e[2],e[1],e[0])}for(let t=0;t<I;t++){const e=C[t];f3(e[0]+B*a,e[1]+B*a,e[2]+B*a)}}s.addGroup(t,i.length/3-t,0)}function buildSideFaces(){const t=i.length/3;let e=0;sidewalls(z,e);e+=z.length;for(let t=0,s=_.length;t<s;t++){const s=_[t];sidewalls(s,e);e+=s.length}s.addGroup(t,i.length/3-t,1)}function sidewalls(t,e){let s=t.length;while(--s>=0){const i=s;let r=s-1;r<0&&(r=t.length-1);for(let t=0,s=a+p*2;t<s;t++){const s=B*t;const n=B*(t+1);const o=e+i+s,a=e+r+s,h=e+r+n,c=e+i+n;f4(o,a,h,c)}}}function v(t,e,s){n.push(t);n.push(e);n.push(s)}function f3(t,e,r){addVertex(t);addVertex(e);addVertex(r);const n=i.length/3;const o=f.generateTopUV(s,i,n-3,n-2,n-1);addUV(o[0]);addUV(o[1]);addUV(o[2])}function f4(t,e,r,n){addVertex(t);addVertex(e);addVertex(n);addVertex(e);addVertex(r);addVertex(n);const o=i.length/3;const a=f.generateSideWallUV(s,i,o-6,o-3,o-2,o-1);addUV(a[0]);addUV(a[1]);addUV(a[3]);addUV(a[1]);addUV(a[2]);addUV(a[3])}function addVertex(t){i.push(n[t*3+0]);i.push(n[t*3+1]);i.push(n[t*3+2])}function addUV(t){r.push(t.x);r.push(t.y)}}}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}toJSON(){const t=super.toJSON();const e=this.parameters.shapes;const s=this.parameters.options;return toJSON$1(e,s,t)}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @param {Array<Shape>} shapes - An array of shapes.\n\t * @return {ExtrudeGeometry} A new instance.\n\t */static fromJSON(t,e){const s=[];for(let i=0,r=t.shapes.length;i<r;i++){const r=e[t.shapes[i]];s.push(r)}const i=t.options.extrudePath;i!==void 0&&(t.options.extrudePath=(new io[i.type]).fromJSON(i));return new ExtrudeGeometry(s,t.options)}}const ho={generateTopUV:function(t,e,s,i,r){const n=e[s*3];const o=e[s*3+1];const a=e[i*3];const h=e[i*3+1];const c=e[r*3];const l=e[r*3+1];return[new Vector2(n,o),new Vector2(a,h),new Vector2(c,l)]},generateSideWallUV:function(t,e,s,i,r,n){const o=e[s*3];const a=e[s*3+1];const h=e[s*3+2];const c=e[i*3];const l=e[i*3+1];const u=e[i*3+2];const d=e[r*3];const p=e[r*3+1];const m=e[r*3+2];const f=e[n*3];const y=e[n*3+1];const g=e[n*3+2];return Math.abs(a-l)<Math.abs(o-c)?[new Vector2(o,1-h),new Vector2(c,1-u),new Vector2(d,1-m),new Vector2(f,1-g)]:[new Vector2(a,1-h),new Vector2(l,1-u),new Vector2(p,1-m),new Vector2(y,1-g)]}};function toJSON$1(t,e,s){s.shapes=[];if(Array.isArray(t))for(let e=0,i=t.length;e<i;e++){const i=t[e];s.shapes.push(i.uuid)}else s.shapes.push(t.uuid);s.options=Object.assign({},e);e.extrudePath!==void 0&&(s.options.extrudePath=e.extrudePath.toJSON());return s}class IcosahedronGeometry extends PolyhedronGeometry{\n/**\n\t * Constructs a new icosahedron geometry.\n\t *\n\t * @param {number} [radius=1] - Radius of the icosahedron.\n\t * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron.\n\t */\nconstructor(t=1,e=0){const s=(1+Math.sqrt(5))/2;const i=[-1,s,0,1,s,0,-1,-s,0,1,-s,0,0,-1,s,0,1,s,0,-1,-s,0,1,-s,s,0,-1,s,0,1,-s,0,-1,-s,0,1];const r=[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(i,r,t,e);this.type=\"IcosahedronGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radius:t,detail:e}}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {IcosahedronGeometry} A new instance.\n\t */static fromJSON(t){return new IcosahedronGeometry(t.radius,t.detail)}}class OctahedronGeometry extends PolyhedronGeometry{\n/**\n\t * Constructs a new octahedron geometry.\n\t *\n\t * @param {number} [radius=1] - Radius of the octahedron.\n\t * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron.\n\t */\nconstructor(t=1,e=0){const s=[1,0,0,-1,0,0,0,1,0,0,-1,0,0,0,1,0,0,-1];const i=[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(s,i,t,e);this.type=\"OctahedronGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radius:t,detail:e}}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {OctahedronGeometry} A new instance.\n\t */static fromJSON(t){return new OctahedronGeometry(t.radius,t.detail)}}class PlaneGeometry extends BufferGeometry{\n/**\n\t * Constructs a new plane geometry.\n\t *\n\t * @param {number} [width=1] - The width along the X axis.\n\t * @param {number} [height=1] - The height along the Y axis\n\t * @param {number} [widthSegments=1] - The number of segments along the X axis.\n\t * @param {number} [heightSegments=1] - The number of segments along the Y axis.\n\t */\nconstructor(t=1,e=1,s=1,i=1){super();this.type=\"PlaneGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={width:t,height:e,widthSegments:s,heightSegments:i};const r=t/2;const n=e/2;const o=Math.floor(s);const a=Math.floor(i);const h=o+1;const c=a+1;const l=t/o;const u=e/a;const d=[];const p=[];const m=[];const f=[];for(let t=0;t<c;t++){const e=t*u-n;for(let s=0;s<h;s++){const i=s*l-r;p.push(i,-e,0);m.push(0,0,1);f.push(s/o);f.push(1-t/a)}}for(let t=0;t<a;t++)for(let e=0;e<o;e++){const s=e+h*t;const i=e+h*(t+1);const r=e+1+h*(t+1);const n=e+1+h*t;d.push(s,i,n);d.push(i,r,n)}this.setIndex(d);this.setAttribute(\"position\",new Float32BufferAttribute(p,3));this.setAttribute(\"normal\",new Float32BufferAttribute(m,3));this.setAttribute(\"uv\",new Float32BufferAttribute(f,2))}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {PlaneGeometry} A new instance.\n\t */static fromJSON(t){return new PlaneGeometry(t.width,t.height,t.widthSegments,t.heightSegments)}}class RingGeometry extends BufferGeometry{\n/**\n\t * Constructs a new ring geometry.\n\t *\n\t * @param {number} [innerRadius=0.5] - The inner radius of the ring.\n\t * @param {number} [outerRadius=1] - The outer radius of the ring.\n\t * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`.\n\t * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`.\n\t * @param {number} [thetaStart=0] - Starting angle in radians.\n\t * @param {number} [thetaLength=Math.PI*2] - Central angle in radians.\n\t */\nconstructor(t=.5,e=1,s=32,i=1,r=0,n=Math.PI*2){super();this.type=\"RingGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={innerRadius:t,outerRadius:e,thetaSegments:s,phiSegments:i,thetaStart:r,thetaLength:n};s=Math.max(3,s);i=Math.max(1,i);const o=[];const a=[];const h=[];const c=[];let l=t;const u=(e-t)/i;const d=new Vector3;const p=new Vector2;for(let t=0;t<=i;t++){for(let t=0;t<=s;t++){const i=r+t/s*n;d.x=l*Math.cos(i);d.y=l*Math.sin(i);a.push(d.x,d.y,d.z);h.push(0,0,1);p.x=(d.x/e+1)/2;p.y=(d.y/e+1)/2;c.push(p.x,p.y)}l+=u}for(let t=0;t<i;t++){const e=t*(s+1);for(let t=0;t<s;t++){const i=t+e;const r=i;const n=i+s+1;const a=i+s+2;const h=i+1;o.push(r,n,h);o.push(n,a,h)}}this.setIndex(o);this.setAttribute(\"position\",new Float32BufferAttribute(a,3));this.setAttribute(\"normal\",new Float32BufferAttribute(h,3));this.setAttribute(\"uv\",new Float32BufferAttribute(c,2))}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {RingGeometry} A new instance.\n\t */static fromJSON(t){return new RingGeometry(t.innerRadius,t.outerRadius,t.thetaSegments,t.phiSegments,t.thetaStart,t.thetaLength)}}class ShapeGeometry extends BufferGeometry{\n/**\n\t * Constructs a new shape geometry.\n\t *\n\t * @param {Shape|Array<Shape>} [shapes] - A shape or an array of shapes.\n\t * @param {number} [curveSegments=12] - Number of segments per shape.\n\t */\nconstructor(t=new Shape([new Vector2(0,.5),new Vector2(-.5,-.5),new Vector2(.5,-.5)]),e=12){super();this.type=\"ShapeGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={shapes:t,curveSegments:e};const s=[];const i=[];const r=[];const n=[];let o=0;let a=0;if(Array.isArray(t)===false)addShape(t);else for(let e=0;e<t.length;e++){addShape(t[e]);this.addGroup(o,a,e);o+=a;a=0}this.setIndex(s);this.setAttribute(\"position\",new Float32BufferAttribute(i,3));this.setAttribute(\"normal\",new Float32BufferAttribute(r,3));this.setAttribute(\"uv\",new Float32BufferAttribute(n,2));function addShape(t){const o=i.length/3;const h=t.extractPoints(e);let c=h.shape;const l=h.holes;ShapeUtils.isClockWise(c)===false&&(c=c.reverse());for(let t=0,e=l.length;t<e;t++){const e=l[t];ShapeUtils.isClockWise(e)===true&&(l[t]=e.reverse())}const u=ShapeUtils.triangulateShape(c,l);for(let t=0,e=l.length;t<e;t++){const e=l[t];c=c.concat(e)}for(let t=0,e=c.length;t<e;t++){const e=c[t];i.push(e.x,e.y,0);r.push(0,0,1);n.push(e.x,e.y)}for(let t=0,e=u.length;t<e;t++){const e=u[t];const i=e[0]+o;const r=e[1]+o;const n=e[2]+o;s.push(i,r,n);a+=3}}}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}toJSON(){const t=super.toJSON();const e=this.parameters.shapes;return toJSON(e,t)}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @param {Array<Shape>} shapes - An array of shapes.\n\t * @return {ShapeGeometry} A new instance.\n\t */static fromJSON(t,e){const s=[];for(let i=0,r=t.shapes.length;i<r;i++){const r=e[t.shapes[i]];s.push(r)}return new ShapeGeometry(s,t.curveSegments)}}function toJSON(t,e){e.shapes=[];if(Array.isArray(t))for(let s=0,i=t.length;s<i;s++){const i=t[s];e.shapes.push(i.uuid)}else e.shapes.push(t.uuid);return e}class SphereGeometry extends BufferGeometry{\n/**\n\t * Constructs a new sphere geometry.\n\t *\n\t * @param {number} [radius=1] - The sphere radius.\n\t * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`.\n\t * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`.\n\t * @param {number} [phiStart=0] - The horizontal starting angle in radians.\n\t * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size.\n\t * @param {number} [thetaStart=0] - The vertical starting angle in radians.\n\t * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size.\n\t */\nconstructor(t=1,e=32,s=16,i=0,r=Math.PI*2,n=0,o=Math.PI){super();this.type=\"SphereGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radius:t,widthSegments:e,heightSegments:s,phiStart:i,phiLength:r,thetaStart:n,thetaLength:o};e=Math.max(3,Math.floor(e));s=Math.max(2,Math.floor(s));const a=Math.min(n+o,Math.PI);let h=0;const c=[];const l=new Vector3;const u=new Vector3;const d=[];const p=[];const m=[];const f=[];for(let d=0;d<=s;d++){const y=[];const g=d/s;let x=0;d===0&&n===0?x=.5/e:d===s&&a===Math.PI&&(x=-.5/e);for(let s=0;s<=e;s++){const a=s/e;l.x=-t*Math.cos(i+a*r)*Math.sin(n+g*o);l.y=t*Math.cos(n+g*o);l.z=t*Math.sin(i+a*r)*Math.sin(n+g*o);p.push(l.x,l.y,l.z);u.copy(l).normalize();m.push(u.x,u.y,u.z);f.push(a+x,1-g);y.push(h++)}c.push(y)}for(let t=0;t<s;t++)for(let i=0;i<e;i++){const e=c[t][i+1];const r=c[t][i];const o=c[t+1][i];const h=c[t+1][i+1];(t!==0||n>0)&&d.push(e,r,h);(t!==s-1||a<Math.PI)&&d.push(r,o,h)}this.setIndex(d);this.setAttribute(\"position\",new Float32BufferAttribute(p,3));this.setAttribute(\"normal\",new Float32BufferAttribute(m,3));this.setAttribute(\"uv\",new Float32BufferAttribute(f,2))}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {SphereGeometry} A new instance.\n\t */static fromJSON(t){return new SphereGeometry(t.radius,t.widthSegments,t.heightSegments,t.phiStart,t.phiLength,t.thetaStart,t.thetaLength)}}class TetrahedronGeometry extends PolyhedronGeometry{\n/**\n\t * Constructs a new tetrahedron geometry.\n\t *\n\t * @param {number} [radius=1] - Radius of the tetrahedron.\n\t * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron.\n\t */\nconstructor(t=1,e=0){const s=[1,1,1,-1,-1,1,-1,1,-1,1,-1,-1];const i=[2,1,0,0,3,2,1,3,0,2,3,1];super(s,i,t,e);this.type=\"TetrahedronGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radius:t,detail:e}}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {TetrahedronGeometry} A new instance.\n\t */static fromJSON(t){return new TetrahedronGeometry(t.radius,t.detail)}}class TorusGeometry extends BufferGeometry{\n/**\n\t * Constructs a new torus geometry.\n\t *\n\t * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube.\n\t * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`.\n\t * @param {number} [radialSegments=12] - The number of radial segments.\n\t * @param {number} [tubularSegments=48] - The number of tubular segments.\n\t * @param {number} [arc=Math.PI*2] - Central angle in radians.\n\t */\nconstructor(t=1,e=.4,s=12,i=48,r=Math.PI*2){super();this.type=\"TorusGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radius:t,tube:e,radialSegments:s,tubularSegments:i,arc:r};s=Math.floor(s);i=Math.floor(i);const n=[];const o=[];const a=[];const h=[];const c=new Vector3;const l=new Vector3;const u=new Vector3;for(let n=0;n<=s;n++)for(let d=0;d<=i;d++){const p=d/i*r;const m=n/s*Math.PI*2;l.x=(t+e*Math.cos(m))*Math.cos(p);l.y=(t+e*Math.cos(m))*Math.sin(p);l.z=e*Math.sin(m);o.push(l.x,l.y,l.z);c.x=t*Math.cos(p);c.y=t*Math.sin(p);u.subVectors(l,c).normalize();a.push(u.x,u.y,u.z);h.push(d/i);h.push(n/s)}for(let t=1;t<=s;t++)for(let e=1;e<=i;e++){const s=(i+1)*t+e-1;const r=(i+1)*(t-1)+e-1;const o=(i+1)*(t-1)+e;const a=(i+1)*t+e;n.push(s,r,a);n.push(r,o,a)}this.setIndex(n);this.setAttribute(\"position\",new Float32BufferAttribute(o,3));this.setAttribute(\"normal\",new Float32BufferAttribute(a,3));this.setAttribute(\"uv\",new Float32BufferAttribute(h,2))}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {TorusGeometry} A new instance.\n\t */static fromJSON(t){return new TorusGeometry(t.radius,t.tube,t.radialSegments,t.tubularSegments,t.arc)}}class TorusKnotGeometry extends BufferGeometry{\n/**\n\t * Constructs a new torus knot geometry.\n\t *\n\t * @param {number} [radius=1] - Radius of the torus knot.\n\t * @param {number} [tube=0.4] - Radius of the tube.\n\t * @param {number} [tubularSegments=64] - The number of tubular segments.\n\t * @param {number} [radialSegments=8] - The number of radial segments.\n\t * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry.\n\t * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus.\n\t */\nconstructor(t=1,e=.4,s=64,i=8,r=2,n=3){super();this.type=\"TorusKnotGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={radius:t,tube:e,tubularSegments:s,radialSegments:i,p:r,q:n};s=Math.floor(s);i=Math.floor(i);const o=[];const a=[];const h=[];const c=[];const l=new Vector3;const u=new Vector3;const d=new Vector3;const p=new Vector3;const m=new Vector3;const f=new Vector3;const y=new Vector3;for(let o=0;o<=s;++o){const g=o/s*r*Math.PI*2;calculatePositionOnCurve(g,r,n,t,d);calculatePositionOnCurve(g+.01,r,n,t,p);f.subVectors(p,d);y.addVectors(p,d);m.crossVectors(f,y);y.crossVectors(m,f);m.normalize();y.normalize();for(let t=0;t<=i;++t){const r=t/i*Math.PI*2;const n=-e*Math.cos(r);const p=e*Math.sin(r);l.x=d.x+(n*y.x+p*m.x);l.y=d.y+(n*y.y+p*m.y);l.z=d.z+(n*y.z+p*m.z);a.push(l.x,l.y,l.z);u.subVectors(l,d).normalize();h.push(u.x,u.y,u.z);c.push(o/s);c.push(t/i)}}for(let t=1;t<=s;t++)for(let e=1;e<=i;e++){const s=(i+1)*(t-1)+(e-1);const r=(i+1)*t+(e-1);const n=(i+1)*t+e;const a=(i+1)*(t-1)+e;o.push(s,r,a);o.push(r,n,a)}this.setIndex(o);this.setAttribute(\"position\",new Float32BufferAttribute(a,3));this.setAttribute(\"normal\",new Float32BufferAttribute(h,3));this.setAttribute(\"uv\",new Float32BufferAttribute(c,2));function calculatePositionOnCurve(t,e,s,i,r){const n=Math.cos(t);const o=Math.sin(t);const a=s/e*t;const h=Math.cos(a);r.x=i*(2+h)*.5*n;r.y=i*(2+h)*o*.5;r.z=i*Math.sin(a)*.5}}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {TorusKnotGeometry} A new instance.\n\t */static fromJSON(t){return new TorusKnotGeometry(t.radius,t.tube,t.tubularSegments,t.radialSegments,t.p,t.q)}}class TubeGeometry extends BufferGeometry{\n/**\n\t * Constructs a new tube geometry.\n\t *\n\t * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube.\n\t * @param {number} [tubularSegments=64] - The number of segments that make up the tube.\n\t * @param {number} [radius=1] -The radius of the tube.\n\t * @param {number} [radialSegments=8] - The number of segments that make up the cross-section.\n\t * @param {boolean} [closed=false] - Whether the tube is closed or not.\n\t */\nconstructor(t=new QuadraticBezierCurve3(new Vector3(-1,-1,0),new Vector3(-1,1,0),new Vector3(1,1,0)),e=64,s=1,i=8,r=false){super();this.type=\"TubeGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={path:t,tubularSegments:e,radius:s,radialSegments:i,closed:r};const n=t.computeFrenetFrames(e,r);this.tangents=n.tangents;this.normals=n.normals;this.binormals=n.binormals;const o=new Vector3;const a=new Vector3;const h=new Vector2;let c=new Vector3;const l=[];const u=[];const d=[];const p=[];generateBufferData();this.setIndex(p);this.setAttribute(\"position\",new Float32BufferAttribute(l,3));this.setAttribute(\"normal\",new Float32BufferAttribute(u,3));this.setAttribute(\"uv\",new Float32BufferAttribute(d,2));function generateBufferData(){for(let t=0;t<e;t++)generateSegment(t);generateSegment(r===false?e:0);generateUVs();generateIndices()}function generateSegment(r){c=t.getPointAt(r/e,c);const h=n.normals[r];const d=n.binormals[r];for(let t=0;t<=i;t++){const e=t/i*Math.PI*2;const r=Math.sin(e);const n=-Math.cos(e);a.x=n*h.x+r*d.x;a.y=n*h.y+r*d.y;a.z=n*h.z+r*d.z;a.normalize();u.push(a.x,a.y,a.z);o.x=c.x+s*a.x;o.y=c.y+s*a.y;o.z=c.z+s*a.z;l.push(o.x,o.y,o.z)}}function generateIndices(){for(let t=1;t<=e;t++)for(let e=1;e<=i;e++){const s=(i+1)*(t-1)+(e-1);const r=(i+1)*t+(e-1);const n=(i+1)*t+e;const o=(i+1)*(t-1)+e;p.push(s,r,o);p.push(r,n,o)}}function generateUVs(){for(let t=0;t<=e;t++)for(let s=0;s<=i;s++){h.x=t/e;h.y=s/i;d.push(h.x,h.y)}}}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}toJSON(){const t=super.toJSON();t.path=this.parameters.path.toJSON();return t}\n/**\n\t * Factory method for creating an instance of this class from the given\n\t * JSON object.\n\t *\n\t * @param {Object} data - A JSON object representing the serialized geometry.\n\t * @return {TubeGeometry} A new instance.\n\t */static fromJSON(t){return new TubeGeometry((new io[t.path.type]).fromJSON(t.path),t.tubularSegments,t.radius,t.radialSegments,t.closed)}}class WireframeGeometry extends BufferGeometry{\n/**\n\t * Constructs a new wireframe geometry.\n\t *\n\t * @param {?BufferGeometry} [geometry=null] - The geometry.\n\t */\nconstructor(t=null){super();this.type=\"WireframeGeometry\";\n/**\n\t\t * Holds the constructor parameters that have been\n\t\t * used to generate the geometry. Any modification\n\t\t * after instantiation does not change the geometry.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.parameters={geometry:t};if(t!==null){const e=[];const s=new Set;const i=new Vector3;const r=new Vector3;if(t.index!==null){const n=t.attributes.position;const o=t.index;let a=t.groups;a.length===0&&(a=[{start:0,count:o.count,materialIndex:0}]);for(let t=0,h=a.length;t<h;++t){const h=a[t];const c=h.start;const l=h.count;for(let t=c,a=c+l;t<a;t+=3)for(let a=0;a<3;a++){const h=o.getX(t+a);const c=o.getX(t+(a+1)%3);i.fromBufferAttribute(n,h);r.fromBufferAttribute(n,c);if(isUniqueEdge(i,r,s)===true){e.push(i.x,i.y,i.z);e.push(r.x,r.y,r.z)}}}}else{const n=t.attributes.position;for(let t=0,o=n.count/3;t<o;t++)for(let o=0;o<3;o++){const a=3*t+o;const h=3*t+(o+1)%3;i.fromBufferAttribute(n,a);r.fromBufferAttribute(n,h);if(isUniqueEdge(i,r,s)===true){e.push(i.x,i.y,i.z);e.push(r.x,r.y,r.z)}}}this.setAttribute(\"position\",new Float32BufferAttribute(e,3))}}copy(t){super.copy(t);this.parameters=Object.assign({},t.parameters);return this}}function isUniqueEdge(t,e,s){const i=`${t.x},${t.y},${t.z}-${e.x},${e.y},${e.z}`;const r=`${e.x},${e.y},${e.z}-${t.x},${t.y},${t.z}`;if(s.has(i)===true||s.has(r)===true)return false;s.add(i);s.add(r);return true}var co=Object.freeze({__proto__:null,BoxGeometry:BoxGeometry,CapsuleGeometry:CapsuleGeometry,CircleGeometry:CircleGeometry,ConeGeometry:ConeGeometry,CylinderGeometry:CylinderGeometry,DodecahedronGeometry:DodecahedronGeometry,EdgesGeometry:EdgesGeometry,ExtrudeGeometry:ExtrudeGeometry,IcosahedronGeometry:IcosahedronGeometry,LatheGeometry:LatheGeometry,OctahedronGeometry:OctahedronGeometry,PlaneGeometry:PlaneGeometry,PolyhedronGeometry:PolyhedronGeometry,RingGeometry:RingGeometry,ShapeGeometry:ShapeGeometry,SphereGeometry:SphereGeometry,TetrahedronGeometry:TetrahedronGeometry,TorusGeometry:TorusGeometry,TorusKnotGeometry:TorusKnotGeometry,TubeGeometry:TubeGeometry,WireframeGeometry:WireframeGeometry});class ShadowMaterial extends Material{constructor(t){super();this.isShadowMaterial=true;this.type=\"ShadowMaterial\";this.color=new Color(0);this.transparent=true;this.fog=true;this.setValues(t)}copy(t){super.copy(t);this.color.copy(t.color);this.fog=t.fog;return this}}class RawShaderMaterial extends ShaderMaterial{constructor(t){super(t);this.isRawShaderMaterial=true;this.type=\"RawShaderMaterial\"}}class MeshStandardMaterial extends Material{constructor(t){super();this.isMeshStandardMaterial=true;this.type=\"MeshStandardMaterial\";this.defines={STANDARD:\"\"};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=Xe;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.envMapRotation=new Euler;this.envMapIntensity=1;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap=\"round\";this.wireframeLinejoin=\"round\";this.flatShading=false;this.fog=true;this.setValues(t)}copy(t){super.copy(t);this.defines={STANDARD:\"\"};this.color.copy(t.color);this.roughness=t.roughness;this.metalness=t.metalness;this.map=t.map;this.lightMap=t.lightMap;this.lightMapIntensity=t.lightMapIntensity;this.aoMap=t.aoMap;this.aoMapIntensity=t.aoMapIntensity;this.emissive.copy(t.emissive);this.emissiveMap=t.emissiveMap;this.emissiveIntensity=t.emissiveIntensity;this.bumpMap=t.bumpMap;this.bumpScale=t.bumpScale;this.normalMap=t.normalMap;this.normalMapType=t.normalMapType;this.normalScale.copy(t.normalScale);this.displacementMap=t.displacementMap;this.displacementScale=t.displacementScale;this.displacementBias=t.displacementBias;this.roughnessMap=t.roughnessMap;this.metalnessMap=t.metalnessMap;this.alphaMap=t.alphaMap;this.envMap=t.envMap;this.envMapRotation.copy(t.envMapRotation);this.envMapIntensity=t.envMapIntensity;this.wireframe=t.wireframe;this.wireframeLinewidth=t.wireframeLinewidth;this.wireframeLinecap=t.wireframeLinecap;this.wireframeLinejoin=t.wireframeLinejoin;this.flatShading=t.flatShading;this.fog=t.fog;return this}}class MeshPhysicalMaterial extends MeshStandardMaterial{constructor(t){super();this.isMeshPhysicalMaterial=true;this.defines={STANDARD:\"\",PHYSICAL:\"\"};this.type=\"MeshPhysicalMaterial\";this.anisotropyRotation=0;this.anisotropyMap=null;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(t){this.ior=(1+.4*t)/(1-.4*t)}});this.iridescenceMap=null;this.iridescenceIOR=1.3;this.iridescenceThicknessRange=[100,400];this.iridescenceThicknessMap=null;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=Infinity;this.attenuationColor=new Color(1,1,1);this.specularIntensity=1;this.specularIntensityMap=null;this.specularColor=new Color(1,1,1);this.specularColorMap=null;this._anisotropy=0;this._clearcoat=0;this._dispersion=0;this._iridescence=0;this._sheen=0;this._transmission=0;this.setValues(t)}get anisotropy(){return this._anisotropy}set anisotropy(t){this._anisotropy>0!==t>0&&this.version++;this._anisotropy=t}get clearcoat(){return this._clearcoat}set clearcoat(t){this._clearcoat>0!==t>0&&this.version++;this._clearcoat=t}get iridescence(){return this._iridescence}set iridescence(t){this._iridescence>0!==t>0&&this.version++;this._iridescence=t}get dispersion(){return this._dispersion}set dispersion(t){this._dispersion>0!==t>0&&this.version++;this._dispersion=t}get sheen(){return this._sheen}set sheen(t){this._sheen>0!==t>0&&this.version++;this._sheen=t}get transmission(){return this._transmission}set transmission(t){this._transmission>0!==t>0&&this.version++;this._transmission=t}copy(t){super.copy(t);this.defines={STANDARD:\"\",PHYSICAL:\"\"};this.anisotropy=t.anisotropy;this.anisotropyRotation=t.anisotropyRotation;this.anisotropyMap=t.anisotropyMap;this.clearcoat=t.clearcoat;this.clearcoatMap=t.clearcoatMap;this.clearcoatRoughness=t.clearcoatRoughness;this.clearcoatRoughnessMap=t.clearcoatRoughnessMap;this.clearcoatNormalMap=t.clearcoatNormalMap;this.clearcoatNormalScale.copy(t.clearcoatNormalScale);this.dispersion=t.dispersion;this.ior=t.ior;this.iridescence=t.iridescence;this.iridescenceMap=t.iridescenceMap;this.iridescenceIOR=t.iridescenceIOR;this.iridescenceThicknessRange=[...t.iridescenceThicknessRange];this.iridescenceThicknessMap=t.iridescenceThicknessMap;this.sheen=t.sheen;this.sheenColor.copy(t.sheenColor);this.sheenColorMap=t.sheenColorMap;this.sheenRoughness=t.sheenRoughness;this.sheenRoughnessMap=t.sheenRoughnessMap;this.transmission=t.transmission;this.transmissionMap=t.transmissionMap;this.thickness=t.thickness;this.thicknessMap=t.thicknessMap;this.attenuationDistance=t.attenuationDistance;this.attenuationColor.copy(t.attenuationColor);this.specularIntensity=t.specularIntensity;this.specularIntensityMap=t.specularIntensityMap;this.specularColor.copy(t.specularColor);this.specularColorMap=t.specularColorMap;return this}}class MeshPhongMaterial extends Material{constructor(t){super();this.isMeshPhongMaterial=true;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=Xe;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.envMapRotation=new Euler;this.combine=Y;this.reflectivity=1;this.refractionRatio=.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap=\"round\";this.wireframeLinejoin=\"round\";this.flatShading=false;this.fog=true;this.setValues(t)}copy(t){super.copy(t);this.color.copy(t.color);this.specular.copy(t.specular);this.shininess=t.shininess;this.map=t.map;this.lightMap=t.lightMap;this.lightMapIntensity=t.lightMapIntensity;this.aoMap=t.aoMap;this.aoMapIntensity=t.aoMapIntensity;this.emissive.copy(t.emissive);this.emissiveMap=t.emissiveMap;this.emissiveIntensity=t.emissiveIntensity;this.bumpMap=t.bumpMap;this.bumpScale=t.bumpScale;this.normalMap=t.normalMap;this.normalMapType=t.normalMapType;this.normalScale.copy(t.normalScale);this.displacementMap=t.displacementMap;this.displacementScale=t.displacementScale;this.displacementBias=t.displacementBias;this.specularMap=t.specularMap;this.alphaMap=t.alphaMap;this.envMap=t.envMap;this.envMapRotation.copy(t.envMapRotation);this.combine=t.combine;this.reflectivity=t.reflectivity;this.refractionRatio=t.refractionRatio;this.wireframe=t.wireframe;this.wireframeLinewidth=t.wireframeLinewidth;this.wireframeLinecap=t.wireframeLinecap;this.wireframeLinejoin=t.wireframeLinejoin;this.flatShading=t.flatShading;this.fog=t.fog;return this}}class MeshToonMaterial extends Material{constructor(t){super();this.isMeshToonMaterial=true;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=Xe;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.fog=true;this.setValues(t)}copy(t){super.copy(t);this.color.copy(t.color);this.map=t.map;this.gradientMap=t.gradientMap;this.lightMap=t.lightMap;this.lightMapIntensity=t.lightMapIntensity;this.aoMap=t.aoMap;this.aoMapIntensity=t.aoMapIntensity;this.emissive.copy(t.emissive);this.emissiveMap=t.emissiveMap;this.emissiveIntensity=t.emissiveIntensity;this.bumpMap=t.bumpMap;this.bumpScale=t.bumpScale;this.normalMap=t.normalMap;this.normalMapType=t.normalMapType;this.normalScale.copy(t.normalScale);this.displacementMap=t.displacementMap;this.displacementScale=t.displacementScale;this.displacementBias=t.displacementBias;this.alphaMap=t.alphaMap;this.wireframe=t.wireframe;this.wireframeLinewidth=t.wireframeLinewidth;this.wireframeLinecap=t.wireframeLinecap;this.wireframeLinejoin=t.wireframeLinejoin;this.fog=t.fog;return this}}class MeshNormalMaterial extends Material{constructor(t){super();this.isMeshNormalMaterial=true;this.type=\"MeshNormalMaterial\";this.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalMapType=Xe;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=false;this.wireframeLinewidth=1;this.flatShading=false;this.setValues(t)}copy(t){super.copy(t);this.bumpMap=t.bumpMap;this.bumpScale=t.bumpScale;this.normalMap=t.normalMap;this.normalMapType=t.normalMapType;this.normalScale.copy(t.normalScale);this.displacementMap=t.displacementMap;this.displacementScale=t.displacementScale;this.displacementBias=t.displacementBias;this.wireframe=t.wireframe;this.wireframeLinewidth=t.wireframeLinewidth;this.flatShading=t.flatShading;return this}}class MeshLambertMaterial extends Material{constructor(t){super();this.isMeshLambertMaterial=true;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.bumpMap=null;this.bumpScale=1;this.normalMap=null;this.normalMapType=Xe;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.envMapRotation=new Euler;this.combine=Y;this.reflectivity=1;this.refractionRatio=.98;this.wireframe=false;this.wireframeLinewidth=1;this.wireframeLinecap=\"round\";this.wireframeLinejoin=\"round\";this.flatShading=false;this.fog=true;this.setValues(t)}copy(t){super.copy(t);this.color.copy(t.color);this.map=t.map;this.lightMap=t.lightMap;this.lightMapIntensity=t.lightMapIntensity;this.aoMap=t.aoMap;this.aoMapIntensity=t.aoMapIntensity;this.emissive.copy(t.emissive);this.emissiveMap=t.emissiveMap;this.emissiveIntensity=t.emissiveIntensity;this.bumpMap=t.bumpMap;this.bumpScale=t.bumpScale;this.normalMap=t.normalMap;this.normalMapType=t.normalMapType;this.normalScale.copy(t.normalScale);this.displacementMap=t.displacementMap;this.displacementScale=t.displacementScale;this.displacementBias=t.displacementBias;this.specularMap=t.specularMap;this.alphaMap=t.alphaMap;this.envMap=t.envMap;this.envMapRotation.copy(t.envMapRotation);this.combine=t.combine;this.reflectivity=t.reflectivity;this.refractionRatio=t.refractionRatio;this.wireframe=t.wireframe;this.wireframeLinewidth=t.wireframeLinewidth;this.wireframeLinecap=t.wireframeLinecap;this.wireframeLinejoin=t.wireframeLinejoin;this.flatShading=t.flatShading;this.fog=t.fog;return this}}class MeshDepthMaterial extends Material{constructor(t){super();this.isMeshDepthMaterial=true;this.type=\"MeshDepthMaterial\";this.depthPacking=We;this.map=null;this.alphaMap=null;this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=false;this.wireframeLinewidth=1;this.setValues(t)}copy(t){super.copy(t);this.depthPacking=t.depthPacking;this.map=t.map;this.alphaMap=t.alphaMap;this.displacementMap=t.displacementMap;this.displacementScale=t.displacementScale;this.displacementBias=t.displacementBias;this.wireframe=t.wireframe;this.wireframeLinewidth=t.wireframeLinewidth;return this}}class MeshDistanceMaterial extends Material{constructor(t){super();this.isMeshDistanceMaterial=true;this.type=\"MeshDistanceMaterial\";this.map=null;this.alphaMap=null;this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.setValues(t)}copy(t){super.copy(t);this.map=t.map;this.alphaMap=t.alphaMap;this.displacementMap=t.displacementMap;this.displacementScale=t.displacementScale;this.displacementBias=t.displacementBias;return this}}class MeshMatcapMaterial extends Material{constructor(t){super();this.isMeshMatcapMaterial=true;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=Xe;this.normalScale=new Vector2(1,1);this.displacementMap=null;this.displacementScale=1;this.displacementBias=0;this.alphaMap=null;this.flatShading=false;this.fog=true;this.setValues(t)}copy(t){super.copy(t);this.defines={MATCAP:\"\"};this.color.copy(t.color);this.matcap=t.matcap;this.map=t.map;this.bumpMap=t.bumpMap;this.bumpScale=t.bumpScale;this.normalMap=t.normalMap;this.normalMapType=t.normalMapType;this.normalScale.copy(t.normalScale);this.displacementMap=t.displacementMap;this.displacementScale=t.displacementScale;this.displacementBias=t.displacementBias;this.alphaMap=t.alphaMap;this.flatShading=t.flatShading;this.fog=t.fog;return this}}class LineDashedMaterial extends LineBasicMaterial{constructor(t){super();this.isLineDashedMaterial=true;this.type=\"LineDashedMaterial\";this.scale=1;this.dashSize=3;this.gapSize=1;this.setValues(t)}copy(t){super.copy(t);this.scale=t.scale;this.dashSize=t.dashSize;this.gapSize=t.gapSize;return this}}function convertArray(t,e,s){return!t||!s&&t.constructor===e?t:typeof e.BYTES_PER_ELEMENT===\"number\"?new e(t):Array.prototype.slice.call(t)}function isTypedArray(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)}function getKeyframeOrder(t){function compareTime(e,s){return t[e]-t[s]}const e=t.length;const s=new Array(e);for(let t=0;t!==e;++t)s[t]=t;s.sort(compareTime);return s}function sortedArray(t,e,s){const i=t.length;const r=new t.constructor(i);for(let n=0,o=0;o!==i;++n){const i=s[n]*e;for(let s=0;s!==e;++s)r[o++]=t[i+s]}return r}function flattenJSON(t,e,s,i){let r=1,n=t[0];while(n!==void 0&&n[i]===void 0)n=t[r++];if(n===void 0)return;let o=n[i];if(o!==void 0)if(Array.isArray(o))do{o=n[i];if(o!==void 0){e.push(n.time);s.push(...o)}n=t[r++]}while(n!==void 0);else if(o.toArray!==void 0)do{o=n[i];if(o!==void 0){e.push(n.time);o.toArray(s,s.length)}n=t[r++]}while(n!==void 0);else do{o=n[i];if(o!==void 0){e.push(n.time);s.push(o)}n=t[r++]}while(n!==void 0)}function subclip(t,e,s,i,r=30){const n=t.clone();n.name=e;const o=[];for(let t=0;t<n.tracks.length;++t){const e=n.tracks[t];const a=e.getValueSize();const h=[];const c=[];for(let t=0;t<e.times.length;++t){const n=e.times[t]*r;if(!(n<s||n>=i)){h.push(e.times[t]);for(let s=0;s<a;++s)c.push(e.values[t*a+s])}}if(h.length!==0){e.times=convertArray(h,e.times.constructor);e.values=convertArray(c,e.values.constructor);o.push(e)}}n.tracks=o;let a=Infinity;for(let t=0;t<n.tracks.length;++t)a>n.tracks[t].times[0]&&(a=n.tracks[t].times[0]);for(let t=0;t<n.tracks.length;++t)n.tracks[t].shift(-1*a);n.resetDuration();return n}function makeClipAdditive(t,e=0,s=t,i=30){i<=0&&(i=30);const r=s.tracks.length;const n=e/i;for(let e=0;e<r;++e){const i=s.tracks[e];const r=i.ValueTypeName;if(r===\"bool\"||r===\"string\")continue;const o=t.tracks.find((function(t){return t.name===i.name&&t.ValueTypeName===r}));if(o===void 0)continue;let a=0;const h=i.getValueSize();i.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline&&(a=h/3);let c=0;const l=o.getValueSize();o.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline&&(c=l/3);const u=i.times.length-1;let d;if(n<=i.times[0]){const t=a;const e=h-a;d=i.values.slice(t,e)}else if(n>=i.times[u]){const t=u*h+a;const e=t+h-a;d=i.values.slice(t,e)}else{const t=i.createInterpolant();const e=a;const s=h-a;t.evaluate(n);d=t.resultBuffer.slice(e,s)}if(r===\"quaternion\"){const t=(new Quaternion).fromArray(d).normalize().conjugate();t.toArray(d)}const p=o.times.length;for(let t=0;t<p;++t){const e=t*l+c;if(r===\"quaternion\")Quaternion.multiplyQuaternionsFlat(o.values,e,d,0,o.values,e);else{const t=l-c*2;for(let s=0;s<t;++s)o.values[e+s]-=d[s]}}}t.blendMode=De;return t}const lo={convertArray:convertArray,isTypedArray:isTypedArray,getKeyframeOrder:getKeyframeOrder,sortedArray:sortedArray,flattenJSON:flattenJSON,subclip:subclip,makeClipAdditive:makeClipAdditive};class Interpolant{\n/**\n\t * Constructs a new interpolant.\n\t *\n\t * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n\t * @param {TypedArray} sampleValues - The sample values.\n\t * @param {number} sampleSize - The sample size\n\t * @param {TypedArray} [resultBuffer] - The result buffer.\n\t */\nconstructor(t,e,s,i){\n/**\n\t\t * The parameter positions.\n\t\t *\n\t\t * @type {TypedArray}\n\t\t */\nthis.parameterPositions=t;\n/**\n\t\t * A cache index.\n\t\t *\n\t\t * @private\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this._cachedIndex=0;\n/**\n\t\t * The result buffer.\n\t\t *\n\t\t * @type {TypedArray}\n\t\t */this.resultBuffer=i!==void 0?i:new e.constructor(s);\n/**\n\t\t * The sample values.\n\t\t *\n\t\t * @type {TypedArray}\n\t\t */this.sampleValues=e;\n/**\n\t\t * The value size.\n\t\t *\n\t\t * @type {TypedArray}\n\t\t */this.valueSize=s;\n/**\n\t\t * The interpolation settings.\n\t\t *\n\t\t * @type {?Object}\n\t\t * @default null\n\t\t */this.settings=null;\n/**\n\t\t * The default settings object.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.DefaultSettings_={}}\n/**\n\t * Evaluate the interpolant at position `t`.\n\t *\n\t * @param {number} t - The interpolation factor.\n\t * @return {TypedArray} The result buffer.\n\t */evaluate(t){const e=this.parameterPositions;let s=this._cachedIndex,i=e[s],r=e[s-1];t:{e:{let n;s:{i:if(!(t<i)){for(let n=s+2;;){if(i===void 0){if(t<r)break i;s=e.length;this._cachedIndex=s;return this.copySampleValue_(s-1)}if(s===n)break;r=i;i=e[++s];if(t<i)break e}n=e.length;break s}if(t>=r)break t;{const o=e[1];if(t<o){s=2;r=o}for(let n=s-2;;){if(r===void 0){this._cachedIndex=0;return this.copySampleValue_(0)}if(s===n)break;i=r;r=e[--s-1];if(t>=r)break e}n=s;s=0}}while(s<n){const i=s+n>>>1;t<e[i]?n=i:s=i+1}i=e[s];r=e[s-1];if(r===void 0){this._cachedIndex=0;return this.copySampleValue_(0)}if(i===void 0){s=e.length;this._cachedIndex=s;return this.copySampleValue_(s-1)}}this._cachedIndex=s;this.intervalChanged_(s,r,i)}return this.interpolate_(s,r,t,i)}getSettings_(){return this.settings||this.DefaultSettings_}\n/**\n\t * Copies a sample value to the result buffer.\n\t *\n\t * @param {number} index - An index into the sample value buffer.\n\t * @return {TypedArray} The result buffer.\n\t */copySampleValue_(t){const e=this.resultBuffer,s=this.sampleValues,i=this.valueSize,r=t*i;for(let t=0;t!==i;++t)e[t]=s[r+t];return e}\n/**\n\t * Copies a sample value to the result buffer.\n\t *\n\t * @abstract\n\t * @param {number} i1 - An index into the sample value buffer.\n\t * @param {number} t0 - The previous interpolation factor.\n\t * @param {number} t - The current interpolation factor.\n\t * @param {number} t1 - The next interpolation factor.\n\t * @return {TypedArray} The result buffer.\n\t */interpolate_(){throw new Error(\"call to abstract method\")}\n/**\n\t * Optional method that is executed when the interval has changed.\n\t *\n\t * @param {number} i1 - An index into the sample value buffer.\n\t * @param {number} t0 - The previous interpolation factor.\n\t * @param {number} t - The current interpolation factor.\n\t */intervalChanged_(){}}class CubicInterpolant extends Interpolant{\n/**\n\t * Constructs a new cubic interpolant.\n\t *\n\t * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n\t * @param {TypedArray} sampleValues - The sample values.\n\t * @param {number} sampleSize - The sample size\n\t * @param {TypedArray} [resultBuffer] - The result buffer.\n\t */\nconstructor(t,e,s,i){super(t,e,s,i);this._weightPrev=-0;this._offsetPrev=-0;this._weightNext=-0;this._offsetNext=-0;this.DefaultSettings_={endingStart:Ee,endingEnd:Ee}}intervalChanged_(t,e,s){const i=this.parameterPositions;let r=t-2,n=t+1,o=i[r],a=i[n];if(o===void 0)switch(this.getSettings_().endingStart){case Oe:r=t;o=2*e-s;break;case Fe:r=i.length-2;o=e+i[r]-i[r+1];break;default:r=t;o=s}if(a===void 0)switch(this.getSettings_().endingEnd){case Oe:n=t;a=2*s-e;break;case Fe:n=1;a=s+i[1]-i[0];break;default:n=t-1;a=e}const h=.5*(s-e),c=this.valueSize;this._weightPrev=h/(e-o);this._weightNext=h/(a-s);this._offsetPrev=r*c;this._offsetNext=n*c}interpolate_(t,e,s,i){const r=this.resultBuffer,n=this.sampleValues,o=this.valueSize,a=t*o,h=a-o,c=this._offsetPrev,l=this._offsetNext,u=this._weightPrev,d=this._weightNext,p=(s-e)/(i-e),m=p*p,f=m*p;const y=-u*f+2*u*m-u*p;const g=(1+u)*f+(-1.5-2*u)*m+(-.5+u)*p+1;const x=(-1-d)*f+(1.5+d)*m+.5*p;const b=d*f-d*m;for(let t=0;t!==o;++t)r[t]=y*n[c+t]+g*n[h+t]+x*n[a+t]+b*n[l+t];return r}}class LinearInterpolant extends Interpolant{\n/**\n\t * Constructs a new linear interpolant.\n\t *\n\t * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n\t * @param {TypedArray} sampleValues - The sample values.\n\t * @param {number} sampleSize - The sample size\n\t * @param {TypedArray} [resultBuffer] - The result buffer.\n\t */\nconstructor(t,e,s,i){super(t,e,s,i)}interpolate_(t,e,s,i){const r=this.resultBuffer,n=this.sampleValues,o=this.valueSize,a=t*o,h=a-o,c=(s-e)/(i-e),l=1-c;for(let t=0;t!==o;++t)r[t]=n[h+t]*l+n[a+t]*c;return r}}class DiscreteInterpolant extends Interpolant{\n/**\n\t * Constructs a new discrete interpolant.\n\t *\n\t * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n\t * @param {TypedArray} sampleValues - The sample values.\n\t * @param {number} sampleSize - The sample size\n\t * @param {TypedArray} [resultBuffer] - The result buffer.\n\t */\nconstructor(t,e,s,i){super(t,e,s,i)}interpolate_(t){return this.copySampleValue_(t-1)}}class KeyframeTrack{constructor(t,e,s,i){if(t===void 0)throw new Error(\"THREE.KeyframeTrack: track name is undefined\");if(e===void 0||e.length===0)throw new Error(\"THREE.KeyframeTrack: no keyframes in track named \"+t);this.name=t;this.times=convertArray(e,this.TimeBufferType);this.values=convertArray(s,this.ValueBufferType);this.setInterpolation(i||this.DefaultInterpolation)}static toJSON(t){const e=t.constructor;let s;if(e.toJSON!==this.toJSON)s=e.toJSON(t);else{s={name:t.name,times:convertArray(t.times,Array),values:convertArray(t.values,Array)};const e=t.getInterpolation();e!==t.DefaultInterpolation&&(s.interpolation=e)}s.type=t.ValueTypeName;return s}InterpolantFactoryMethodDiscrete(t){return new DiscreteInterpolant(this.times,this.values,this.getValueSize(),t)}InterpolantFactoryMethodLinear(t){return new LinearInterpolant(this.times,this.values,this.getValueSize(),t)}InterpolantFactoryMethodSmooth(t){return new CubicInterpolant(this.times,this.values,this.getValueSize(),t)}setInterpolation(t){let e;switch(t){case Le:e=this.InterpolantFactoryMethodDiscrete;break;case ke:e=this.InterpolantFactoryMethodLinear;break;case Re:e=this.InterpolantFactoryMethodSmooth;break}if(e===void 0){const e=\"unsupported interpolation for \"+this.ValueTypeName+\" keyframe track named \"+this.name;if(this.createInterpolant===void 0){if(t===this.DefaultInterpolation)throw new Error(e);this.setInterpolation(this.DefaultInterpolation)}console.warn(\"THREE.KeyframeTrack:\",e);return this}this.createInterpolant=e;return this}getInterpolation(){switch(this.createInterpolant){case this.InterpolantFactoryMethodDiscrete:return Le;case this.InterpolantFactoryMethodLinear:return ke;case this.InterpolantFactoryMethodSmooth:return Re}}getValueSize(){return this.values.length/this.times.length}shift(t){if(t!==0){const e=this.times;for(let s=0,i=e.length;s!==i;++s)e[s]+=t}return this}scale(t){if(t!==1){const e=this.times;for(let s=0,i=e.length;s!==i;++s)e[s]*=t}return this}trim(t,e){const s=this.times,i=s.length;let r=0,n=i-1;while(r!==i&&s[r]<t)++r;while(n!==-1&&s[n]>e)--n;++n;if(r!==0||n!==i){if(r>=n){n=Math.max(n,1);r=n-1}const t=this.getValueSize();this.times=s.slice(r,n);this.values=this.values.slice(r*t,n*t)}return this}validate(){let t=true;const e=this.getValueSize();if(e-Math.floor(e)!==0){console.error(\"THREE.KeyframeTrack: Invalid value size in track.\",this);t=false}const s=this.times,i=this.values,r=s.length;if(r===0){console.error(\"THREE.KeyframeTrack: Track is empty.\",this);t=false}let n=null;for(let e=0;e!==r;e++){const i=s[e];if(typeof i===\"number\"&&isNaN(i)){console.error(\"THREE.KeyframeTrack: Time is not a valid number.\",this,e,i);t=false;break}if(n!==null&&n>i){console.error(\"THREE.KeyframeTrack: Out of order keys.\",this,e,i,n);t=false;break}n=i}if(i!==void 0&&isTypedArray(i))for(let e=0,s=i.length;e!==s;++e){const s=i[e];if(isNaN(s)){console.error(\"THREE.KeyframeTrack: Value is not a valid number.\",this,e,s);t=false;break}}return t}optimize(){const t=this.times.slice(),e=this.values.slice(),s=this.getValueSize(),i=this.getInterpolation()===Re,r=t.length-1;let n=1;for(let o=1;o<r;++o){let r=false;const a=t[o];const h=t[o+1];if(a!==h&&(o!==1||a!==t[0]))if(i)r=true;else{const t=o*s,i=t-s,n=t+s;for(let o=0;o!==s;++o){const s=e[t+o];if(s!==e[i+o]||s!==e[n+o]){r=true;break}}}if(r){if(o!==n){t[n]=t[o];const i=o*s,r=n*s;for(let t=0;t!==s;++t)e[r+t]=e[i+t]}++n}}if(r>0){t[n]=t[r];for(let t=r*s,i=n*s,o=0;o!==s;++o)e[i+o]=e[t+o];++n}if(n!==t.length){this.times=t.slice(0,n);this.values=e.slice(0,n*s)}else{this.times=t;this.values=e}return this}clone(){const t=this.times.slice();const e=this.values.slice();const s=this.constructor;const i=new s(this.name,t,e);i.createInterpolant=this.createInterpolant;return i}}KeyframeTrack.prototype.TimeBufferType=Float32Array;KeyframeTrack.prototype.ValueBufferType=Float32Array;KeyframeTrack.prototype.DefaultInterpolation=ke;class BooleanKeyframeTrack extends KeyframeTrack{constructor(t,e,s){super(t,e,s)}}BooleanKeyframeTrack.prototype.ValueTypeName=\"bool\";BooleanKeyframeTrack.prototype.ValueBufferType=Array;BooleanKeyframeTrack.prototype.DefaultInterpolation=Le;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{\n/**\n\t * Constructs a new SLERP interpolant.\n\t *\n\t * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.\n\t * @param {TypedArray} sampleValues - The sample values.\n\t * @param {number} sampleSize - The sample size\n\t * @param {TypedArray} [resultBuffer] - The result buffer.\n\t */\nconstructor(t,e,s,i){super(t,e,s,i)}interpolate_(t,e,s,i){const r=this.resultBuffer,n=this.sampleValues,o=this.valueSize,a=(s-e)/(i-e);let h=t*o;for(let t=h+o;h!==t;h+=4)Quaternion.slerpFlat(r,0,n,h-o,n,h,a);return r}}class QuaternionKeyframeTrack extends KeyframeTrack{InterpolantFactoryMethodLinear(t){return new QuaternionLinearInterpolant(this.times,this.values,this.getValueSize(),t)}}QuaternionKeyframeTrack.prototype.ValueTypeName=\"quaternion\";QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth=void 0;class StringKeyframeTrack extends KeyframeTrack{constructor(t,e,s){super(t,e,s)}}StringKeyframeTrack.prototype.ValueTypeName=\"string\";StringKeyframeTrack.prototype.ValueBufferType=Array;StringKeyframeTrack.prototype.DefaultInterpolation=Le;StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear=void 0;StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth=void 0;class VectorKeyframeTrack extends KeyframeTrack{}VectorKeyframeTrack.prototype.ValueTypeName=\"vector\";class AnimationClip{constructor(t=\"\",e=-1,s=[],i=Ne){this.name=t;this.tracks=s;this.duration=e;this.blendMode=i;this.uuid=generateUUID();this.duration<0&&this.resetDuration()}static parse(t){const e=[],s=t.tracks,i=1/(t.fps||1);for(let t=0,r=s.length;t!==r;++t)e.push(parseKeyframeTrack(s[t]).scale(i));const r=new this(t.name,t.duration,e,t.blendMode);r.uuid=t.uuid;return r}static toJSON(t){const e=[],s=t.tracks;const i={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,i=s.length;t!==i;++t)e.push(KeyframeTrack.toJSON(s[t]));return i}static CreateFromMorphTargetSequence(t,e,s,i){const r=e.length;const n=[];for(let t=0;t<r;t++){let o=[];let a=[];o.push((t+r-1)%r,t,(t+1)%r);a.push(0,1,0);const h=getKeyframeOrder(o);o=sortedArray(o,1,h);a=sortedArray(a,1,h);if(!i&&o[0]===0){o.push(r);a.push(a[0])}n.push(new NumberKeyframeTrack(\".morphTargetInfluences[\"+e[t].name+\"]\",o,a).scale(1/s))}return new this(t,-1,n)}static findByName(t,e){let s=t;if(!Array.isArray(t)){const e=t;s=e.geometry&&e.geometry.animations||e.animations}for(let t=0;t<s.length;t++)if(s[t].name===e)return s[t];return null}static CreateClipsFromMorphTargetSequences(t,e,s){const i={};const r=/^([\\w-]*?)([\\d]+)$/;for(let e=0,s=t.length;e<s;e++){const s=t[e];const n=s.name.match(r);if(n&&n.length>1){const t=n[1];let e=i[t];e||(i[t]=e=[]);e.push(s)}}const n=[];for(const t in i)n.push(this.CreateFromMorphTargetSequence(t,i[t],e,s));return n}static parseAnimation(t,e){if(!t){console.error(\"THREE.AnimationClip: No animation in JSONLoader data.\");return null}const addNonemptyTrack=function(t,e,s,i,r){if(s.length!==0){const n=[];const o=[];flattenJSON(s,n,o,i);n.length!==0&&r.push(new t(e,n,o))}};const s=[];const i=t.name||\"default\";const r=t.fps||30;const n=t.blendMode;let o=t.length||-1;const a=t.hierarchy||[];for(let t=0;t<a.length;t++){const i=a[t].keys;if(i&&i.length!==0)if(i[0].morphTargets){const t={};let e;for(e=0;e<i.length;e++)if(i[e].morphTargets)for(let s=0;s<i[e].morphTargets.length;s++)t[i[e].morphTargets[s]]=-1;for(const r in t){const t=[];const n=[];for(let s=0;s!==i[e].morphTargets.length;++s){const s=i[e];t.push(s.time);n.push(s.morphTarget===r?1:0)}s.push(new NumberKeyframeTrack(\".morphTargetInfluence[\"+r+\"]\",t,n))}o=t.length*r}else{const r=\".bones[\"+e[t].name+\"]\";addNonemptyTrack(VectorKeyframeTrack,r+\".position\",i,\"pos\",s);addNonemptyTrack(QuaternionKeyframeTrack,r+\".quaternion\",i,\"rot\",s);addNonemptyTrack(VectorKeyframeTrack,r+\".scale\",i,\"scl\",s)}}if(s.length===0)return null;const h=new this(i,o,s,n);return h}resetDuration(){const t=this.tracks;let e=0;for(let s=0,i=t.length;s!==i;++s){const t=this.tracks[s];e=Math.max(e,t.times[t.times.length-1])}this.duration=e;return this}trim(){for(let t=0;t<this.tracks.length;t++)this.tracks[t].trim(0,this.duration);return this}validate(){let t=true;for(let e=0;e<this.tracks.length;e++)t=t&&this.tracks[e].validate();return t}optimize(){for(let t=0;t<this.tracks.length;t++)this.tracks[t].optimize();return this}clone(){const t=[];for(let e=0;e<this.tracks.length;e++)t.push(this.tracks[e].clone());return new this.constructor(this.name,this.duration,t,this.blendMode)}toJSON(){return this.constructor.toJSON(this)}}function getTrackTypeForValueTypeName(t){switch(t.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: \"+t)}function parseKeyframeTrack(t){if(t.type===void 0)throw new Error(\"THREE.KeyframeTrack: track type undefined, can not parse\");const e=getTrackTypeForValueTypeName(t.type);if(t.times===void 0){const e=[],s=[];flattenJSON(t.keys,e,s,\"value\");t.times=e;t.values=s}return e.parse!==void 0?e.parse(t):new e(t.name,t.times,t.values,t.interpolation)}const uo={enabled:false,files:{},add:function(t,e){this.enabled!==false&&(this.files[t]=e)},get:function(t){if(this.enabled!==false)return this.files[t]},remove:function(t){delete this.files[t]},clear:function(){this.files={}}};class LoadingManager{constructor(t,e,s){const i=this;let r=false;let n=0;let o=0;let a;const h=[];this.onStart=void 0;this.onLoad=t;this.onProgress=e;this.onError=s;this.itemStart=function(t){o++;r===false&&i.onStart!==void 0&&i.onStart(t,n,o);r=true};this.itemEnd=function(t){n++;i.onProgress!==void 0&&i.onProgress(t,n,o);if(n===o){r=false;i.onLoad!==void 0&&i.onLoad()}};this.itemError=function(t){i.onError!==void 0&&i.onError(t)};this.resolveURL=function(t){return a?a(t):t};this.setURLModifier=function(t){a=t;return this};this.addHandler=function(t,e){h.push(t,e);return this};this.removeHandler=function(t){const e=h.indexOf(t);e!==-1&&h.splice(e,2);return this};this.getHandler=function(t){for(let e=0,s=h.length;e<s;e+=2){const s=h[e];const i=h[e+1];s.global&&(s.lastIndex=0);if(s.test(t))return i}return null}}}const po=new LoadingManager;class Loader{\n/**\n\t * Constructs a new loader.\n\t *\n\t * @param {LoadingManager} [manager] - The loading manager.\n\t */\nconstructor(t){\n/**\n\t\t * The loading manager.\n\t\t *\n\t\t * @type {LoadingManager}\n\t\t * @default DefaultLoadingManager\n\t\t */\nthis.manager=t!==void 0?t:po;\n/**\n\t\t * The crossOrigin string to implement CORS for loading the url from a\n\t\t * different domain that allows CORS.\n\t\t *\n\t\t * @type {string}\n\t\t * @default 'anonymous'\n\t\t */this.crossOrigin=\"anonymous\";\n/**\n\t\t * Whether the XMLHttpRequest uses credentials.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.withCredentials=false;\n/**\n\t\t * The base path from which the asset will be loaded.\n\t\t *\n\t\t * @type {string}\n\t\t */this.path=\"\";\n/**\n\t\t * The base path from which additional resources like textures will be loaded.\n\t\t *\n\t\t * @type {string}\n\t\t */this.resourcePath=\"\";\n/**\n\t\t * The [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}\n\t\t * used in HTTP request.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.requestHeader={}}\n/**\n\t * This method needs to be implemented by all concrete loaders. It holds the\n\t * logic for loading assets from the backend.\n\t *\n\t * @param {string} url - The path/URL of the file to be loaded.\n\t * @param {Function} onLoad - Executed when the loading process has been finished.\n\t * @param {onProgressCallback} onProgress - Executed while the loading is in progress.\n\t * @param {onErrorCallback} onError - Executed when errors occur.\n\t */load(){}\n/**\n\t * A async version of {@link Loader#load}.\n\t *\n\t * @param {string} url - The path/URL of the file to be loaded.\n\t * @param {onProgressCallback} onProgress - Executed while the loading is in progress.\n\t * @return {Promise} A Promise that resolves when the asset has been loaded.\n\t */loadAsync(t,e){const s=this;return new Promise((function(i,r){s.load(t,i,e,r)}))}\n/**\n\t * This method needs to be implemented by all concrete loaders. It holds the\n\t * logic for parsing the asset into three.js entities.\n\t *\n\t * @param {any} data - The data to parse.\n\t */parse(){}\n/**\n\t * Sets the `crossOrigin` String to implement CORS for loading the URL\n\t * from a different domain that allows CORS.\n\t *\n\t * @param {string} crossOrigin - The `crossOrigin` value.\n\t * @return {Loader} A reference to this instance.\n\t */setCrossOrigin(t){this.crossOrigin=t;return this}\n/**\n\t * Whether the XMLHttpRequest uses credentials such as cookies, authorization\n\t * headers or TLS client certificates, see [XMLHttpRequest.withCredentials]{@link https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials}.\n\t *\n\t * Note: This setting has no effect if you are loading files locally or from the same domain.\n\t *\n\t * @param {boolean} value - The `withCredentials` value.\n\t * @return {Loader} A reference to this instance.\n\t */setWithCredentials(t){this.withCredentials=t;return this}\n/**\n\t * Sets the base path for the asset.\n\t *\n\t * @param {string} path - The base path.\n\t * @return {Loader} A reference to this instance.\n\t */setPath(t){this.path=t;return this}\n/**\n\t * Sets the base path for dependent resources like textures.\n\t *\n\t * @param {string} resourcePath - The resource path.\n\t * @return {Loader} A reference to this instance.\n\t */setResourcePath(t){this.resourcePath=t;return this}\n/**\n\t * Sets the given request header.\n\t *\n\t * @param {Object} requestHeader - A [request header]{@link https://developer.mozilla.org/en-US/docs/Glossary/Request_header}\n\t * for configuring the HTTP request.\n\t * @return {Loader} A reference to this instance.\n\t */setRequestHeader(t){this.requestHeader=t;return this}}\n/**\n * Callback for onProgress in loaders.\n *\n *\n * @callback onProgressCallback\n * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.\n */\n/**\n * Callback for onError in loaders.\n *\n *\n * @callback onErrorCallback\n * @param {Error} error - The error which occurred during the loading process.\n */\n/**\n * The default material name that is used by loaders\n * when creating materials for loaded 3D objects.\n *\n * Note: Not all loaders might honor this setting.\n *\n * @static\n * @type {string}\n * @default '__DEFAULT'\n */Loader.DEFAULT_MATERIAL_NAME=\"__DEFAULT\";const mo={};class HttpError extends Error{constructor(t,e){super(t);this.response=e}}class FileLoader extends Loader{constructor(t){super(t)}load(t,e,s,i){t===void 0&&(t=\"\");this.path!==void 0&&(t=this.path+t);t=this.manager.resolveURL(t);const r=uo.get(t);if(r!==void 0){this.manager.itemStart(t);setTimeout((()=>{e&&e(r);this.manager.itemEnd(t)}),0);return r}if(mo[t]!==void 0){mo[t].push({onLoad:e,onProgress:s,onError:i});return}mo[t]=[];mo[t].push({onLoad:e,onProgress:s,onError:i});const n=new Request(t,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?\"include\":\"same-origin\"});const o=this.mimeType;const a=this.responseType;fetch(n).then((e=>{if(e.status===200||e.status===0){e.status===0&&console.warn(\"THREE.FileLoader: HTTP Status 0 received.\");if(typeof ReadableStream===\"undefined\"||e.body===void 0||e.body.getReader===void 0)return e;const s=mo[t];const i=e.body.getReader();const r=e.headers.get(\"X-File-Size\")||e.headers.get(\"Content-Length\");const n=r?parseInt(r):0;const o=n!==0;let a=0;const h=new ReadableStream({start(t){readData();function readData(){i.read().then((({done:e,value:i})=>{if(e)t.close();else{a+=i.byteLength;const e=new ProgressEvent(\"progress\",{lengthComputable:o,loaded:a,total:n});for(let t=0,i=s.length;t<i;t++){const i=s[t];i.onProgress&&i.onProgress(e)}t.enqueue(i);readData()}}),(e=>{t.error(e)}))}}});return new Response(h)}throw new HttpError(`fetch for \"${e.url}\" responded with ${e.status}: ${e.statusText}`,e)})).then((t=>{switch(a){case\"arraybuffer\":return t.arrayBuffer();case\"blob\":return t.blob();case\"document\":return t.text().then((t=>{const e=new DOMParser;return e.parseFromString(t,o)}));case\"json\":return t.json();default:if(o===void 0)return t.text();{const e=/charset=\"?([^;\"\\s]*)\"?/i;const s=e.exec(o);const i=s&&s[1]?s[1].toLowerCase():void 0;const r=new TextDecoder(i);return t.arrayBuffer().then((t=>r.decode(t)))}}})).then((e=>{uo.add(t,e);const s=mo[t];delete mo[t];for(let t=0,i=s.length;t<i;t++){const i=s[t];i.onLoad&&i.onLoad(e)}})).catch((e=>{const s=mo[t];if(s===void 0){this.manager.itemError(t);throw e}delete mo[t];for(let t=0,i=s.length;t<i;t++){const i=s[t];i.onError&&i.onError(e)}this.manager.itemError(t)})).finally((()=>{this.manager.itemEnd(t)}));this.manager.itemStart(t)}setResponseType(t){this.responseType=t;return this}setMimeType(t){this.mimeType=t;return this}}class AnimationLoader extends Loader{constructor(t){super(t)}load(t,e,s,i){const r=this;const n=new FileLoader(this.manager);n.setPath(this.path);n.setRequestHeader(this.requestHeader);n.setWithCredentials(this.withCredentials);n.load(t,(function(s){try{e(r.parse(JSON.parse(s)))}catch(e){i?i(e):console.error(e);r.manager.itemError(t)}}),s,i)}parse(t){const e=[];for(let s=0;s<t.length;s++){const i=AnimationClip.parse(t[s]);e.push(i)}return e}}class CompressedTextureLoader extends Loader{constructor(t){super(t)}load(t,e,s,i){const r=this;const n=[];const o=new CompressedTexture;const a=new FileLoader(this.manager);a.setPath(this.path);a.setResponseType(\"arraybuffer\");a.setRequestHeader(this.requestHeader);a.setWithCredentials(r.withCredentials);let h=0;function loadTexture(c){a.load(t[c],(function(t){const s=r.parse(t,true);n[c]={width:s.width,height:s.height,format:s.format,mipmaps:s.mipmaps};h+=1;if(h===6){s.mipmapCount===1&&(o.minFilter=wt);o.image=n;o.format=s.format;o.needsUpdate=true;e&&e(o)}}),s,i)}if(Array.isArray(t))for(let e=0,s=t.length;e<s;++e)loadTexture(e);else a.load(t,(function(t){const s=r.parse(t,true);if(s.isCubemap){const t=s.mipmaps.length/s.mipmapCount;for(let e=0;e<t;e++){n[e]={mipmaps:[]};for(let t=0;t<s.mipmapCount;t++){n[e].mipmaps.push(s.mipmaps[e*s.mipmapCount+t]);n[e].format=s.format;n[e].width=s.width;n[e].height=s.height}}o.image=n}else{o.image.width=s.width;o.image.height=s.height;o.mipmaps=s.mipmaps}s.mipmapCount===1&&(o.minFilter=wt);o.format=s.format;o.needsUpdate=true;e&&e(o)}),s,i);return o}}class ImageLoader extends Loader{constructor(t){super(t)}load(t,e,s,i){this.path!==void 0&&(t=this.path+t);t=this.manager.resolveURL(t);const r=this;const n=uo.get(t);if(n!==void 0){r.manager.itemStart(t);setTimeout((function(){e&&e(n);r.manager.itemEnd(t)}),0);return n}const o=createElementNS(\"img\");function onImageLoad(){removeEventListeners();uo.add(t,this);e&&e(this);r.manager.itemEnd(t)}function onImageError(e){removeEventListeners();i&&i(e);r.manager.itemError(t);r.manager.itemEnd(t)}function removeEventListeners(){o.removeEventListener(\"load\",onImageLoad,false);o.removeEventListener(\"error\",onImageError,false)}o.addEventListener(\"load\",onImageLoad,false);o.addEventListener(\"error\",onImageError,false);t.slice(0,5)!==\"data:\"&&this.crossOrigin!==void 0&&(o.crossOrigin=this.crossOrigin);r.manager.itemStart(t);o.src=t;return o}}class CubeTextureLoader extends Loader{constructor(t){super(t)}load(t,e,s,i){const r=new CubeTexture;r.colorSpace=Qe;const n=new ImageLoader(this.manager);n.setCrossOrigin(this.crossOrigin);n.setPath(this.path);let o=0;function loadTexture(s){n.load(t[s],(function(t){r.images[s]=t;o++;if(o===6){r.needsUpdate=true;e&&e(r)}}),void 0,i)}for(let e=0;e<t.length;++e)loadTexture(e);return r}}class DataTextureLoader extends Loader{constructor(t){super(t)}load(t,e,s,i){const r=this;const n=new DataTexture;const o=new FileLoader(this.manager);o.setResponseType(\"arraybuffer\");o.setRequestHeader(this.requestHeader);o.setPath(this.path);o.setWithCredentials(r.withCredentials);o.load(t,(function(t){let s;try{s=r.parse(t)}catch(t){if(i===void 0){console.error(t);return}i(t)}if(s.image!==void 0)n.image=s.image;else if(s.data!==void 0){n.image.width=s.width;n.image.height=s.height;n.image.data=s.data}n.wrapS=s.wrapS!==void 0?s.wrapS:ft;n.wrapT=s.wrapT!==void 0?s.wrapT:ft;n.magFilter=s.magFilter!==void 0?s.magFilter:wt;n.minFilter=s.minFilter!==void 0?s.minFilter:wt;n.anisotropy=s.anisotropy!==void 0?s.anisotropy:1;s.colorSpace!==void 0&&(n.colorSpace=s.colorSpace);s.flipY!==void 0&&(n.flipY=s.flipY);s.format!==void 0&&(n.format=s.format);s.type!==void 0&&(n.type=s.type);if(s.mipmaps!==void 0){n.mipmaps=s.mipmaps;n.minFilter=_t}s.mipmapCount===1&&(n.minFilter=wt);s.generateMipmaps!==void 0&&(n.generateMipmaps=s.generateMipmaps);n.needsUpdate=true;e&&e(n,s)}),s,i);return n}}class TextureLoader extends Loader{constructor(t){super(t)}load(t,e,s,i){const r=new Texture;const n=new ImageLoader(this.manager);n.setCrossOrigin(this.crossOrigin);n.setPath(this.path);n.load(t,(function(t){r.image=t;r.needsUpdate=true;e!==void 0&&e(r)}),s,i);return r}}class Light extends Object3D{\n/**\n\t * Constructs a new light.\n\t *\n\t * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n\t * @param {number} [intensity=1] - The light's strength/intensity.\n\t */\nconstructor(t,e=1){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isLight=true;this.type=\"Light\";\n/**\n\t\t * The light's color.\n\t\t *\n\t\t * @type {Color}\n\t\t */this.color=new Color(t);\n/**\n\t\t * The light's intensity.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.intensity=e}dispose(){}copy(t,e){super.copy(t,e);this.color.copy(t.color);this.intensity=t.intensity;return this}toJSON(t){const e=super.toJSON(t);e.object.color=this.color.getHex();e.object.intensity=this.intensity;this.groundColor!==void 0&&(e.object.groundColor=this.groundColor.getHex());this.distance!==void 0&&(e.object.distance=this.distance);this.angle!==void 0&&(e.object.angle=this.angle);this.decay!==void 0&&(e.object.decay=this.decay);this.penumbra!==void 0&&(e.object.penumbra=this.penumbra);this.shadow!==void 0&&(e.object.shadow=this.shadow.toJSON());this.target!==void 0&&(e.object.target=this.target.uuid);return e}}class HemisphereLight extends Light{\n/**\n\t * Constructs a new hemisphere light.\n\t *\n\t * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color.\n\t * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color.\n\t * @param {number} [intensity=1] - The light's strength/intensity.\n\t */\nconstructor(t,e,s){super(t,s);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isHemisphereLight=true;this.type=\"HemisphereLight\";this.position.copy(Object3D.DEFAULT_UP);this.updateMatrix();\n/**\n\t\t * The light's ground color.\n\t\t *\n\t\t * @type {Color}\n\t\t */this.groundColor=new Color(e)}copy(t,e){super.copy(t,e);this.groundColor.copy(t.groundColor);return this}}const fo=new Matrix4;const yo=new Vector3;const go=new Vector3;class LightShadow{\n/**\n\t * Constructs a new light shadow.\n\t *\n\t * @param {Camera} camera - The light's view of the world.\n\t */\nconstructor(t){\n/**\n\t\t * The light's view of the world.\n\t\t *\n\t\t * @type {Camera}\n\t\t */\nthis.camera=t;\n/**\n\t\t * The intensity of the shadow. The default is `1`.\n\t\t * Valid values are in the range `[0, 1]`.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.intensity=1;\n/**\n\t\t * Shadow map bias, how much to add or subtract from the normalized depth\n\t\t * when deciding whether a surface is in shadow.\n\t\t *\n\t\t * The default is `0`. Very tiny adjustments here (in the order of `0.0001`)\n\t\t * may help reduce artifacts in shadows.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.bias=0;\n/**\n\t\t * Defines how much the position used to query the shadow map is offset along\n\t\t * the object normal. The default is `0`. Increasing this value can be used to\n\t\t * reduce shadow acne especially in large scenes where light shines onto\n\t\t * geometry at a shallow angle. The cost is that shadows may appear distorted.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.normalBias=0;\n/**\n\t\t * Setting this to values greater than 1 will blur the edges of the shadow.\n\t\t * High values will cause unwanted banding effects in the shadows - a greater\n\t\t * map size will allow for a higher value to be used here before these effects\n\t\t * become visible.\n\t\t *\n\t\t * The property has no effect when the shadow map type is `PCFSoftShadowMap` and\n\t\t * and it is recommended to increase softness by decreasing the shadow map size instead.\n\t\t *\n\t\t * The property has no effect when the shadow map type is `BasicShadowMap`.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.radius=1;\n/**\n\t\t * The amount of samples to use when blurring a VSM shadow map.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 8\n\t\t */this.blurSamples=8;\n/**\n\t\t * Defines the width and height of the shadow map. Higher values give better quality\n\t\t * shadows at the cost of computation time. Values must be powers of two.\n\t\t *\n\t\t * @type {Vector2}\n\t\t * @default (512,512)\n\t\t */this.mapSize=new Vector2(512,512);\n/**\n\t\t * The depth map generated using the internal camera; a location beyond a\n\t\t * pixel's depth is in shadow. Computed internally during rendering.\n\t\t *\n\t\t * @type {?RenderTarget}\n\t\t * @default null\n\t\t */this.map=null;\n/**\n\t\t * The distribution map generated using the internal camera; an occlusion is\n\t\t * calculated based on the distribution of depths. Computed internally during\n\t\t * rendering.\n\t\t *\n\t\t * @type {?RenderTarget}\n\t\t * @default null\n\t\t */this.mapPass=null;\n/**\n\t\t * Model to shadow camera space, to compute location and depth in shadow map.\n\t\t * This is computed internally during rendering.\n\t\t *\n\t\t * @type {Matrix4}\n\t\t */this.matrix=new Matrix4;\n/**\n\t\t * Enables automatic updates of the light's shadow. If you do not require dynamic\n\t\t * lighting / shadows, you may set this to `false`.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.autoUpdate=true;\n/**\n\t\t * When set to `true`, shadow maps will be updated in the next `render` call.\n\t\t * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to\n\t\t * set this property to `true` and then make a render call to update the light's shadow.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */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}\n/**\n\t * Update the matrices for the camera and shadow, used internally by the renderer.\n\t *\n\t * @param {Light} light - The light for which the shadow is being rendered.\n\t */updateMatrices(t){const e=this.camera;const s=this.matrix;yo.setFromMatrixPosition(t.matrixWorld);e.position.copy(yo);go.setFromMatrixPosition(t.target.matrixWorld);e.lookAt(go);e.updateMatrixWorld();fo.multiplyMatrices(e.projectionMatrix,e.matrixWorldInverse);this._frustum.setFromProjectionMatrix(fo);s.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1);s.multiply(fo)}\n/**\n\t * Returns a viewport definition for the given viewport index.\n\t *\n\t * @param {number} viewportIndex - The viewport index.\n\t * @return {Vector4} The viewport.\n\t */getViewport(t){return this._viewports[t]}getFrameExtents(){return this._frameExtents}dispose(){this.map&&this.map.dispose();this.mapPass&&this.mapPass.dispose()}\n/**\n\t * Copies the values of the given light shadow instance to this instance.\n\t *\n\t * @param {LightShadow} source - The light shadow to copy.\n\t * @return {LightShadow} A reference to this light shadow instance.\n\t */copy(t){this.camera=t.camera.clone();this.intensity=t.intensity;this.bias=t.bias;this.radius=t.radius;this.mapSize.copy(t.mapSize);return this}clone(){return(new this.constructor).copy(this)}toJSON(){const t={};this.intensity!==1&&(t.intensity=this.intensity);this.bias!==0&&(t.bias=this.bias);this.normalBias!==0&&(t.normalBias=this.normalBias);this.radius!==1&&(t.radius=this.radius);this.mapSize.x===512&&this.mapSize.y===512||(t.mapSize=this.mapSize.toArray());t.camera=this.camera.toJSON(false).object;delete t.camera.matrix;return t}}class SpotLightShadow extends LightShadow{constructor(){super(new PerspectiveCamera(50,1,.5,500));\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isSpotLightShadow=true;\n/**\n\t\t * Used to focus the shadow camera. The camera's field of view is set as a\n\t\t * percentage of the spotlight's field-of-view. Range is `[0, 1]`.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.focus=1}updateMatrices(t){const e=this.camera;const s=js*2*t.angle*this.focus;const i=this.mapSize.width/this.mapSize.height;const r=t.distance||e.far;if(s!==e.fov||i!==e.aspect||r!==e.far){e.fov=s;e.aspect=i;e.far=r;e.updateProjectionMatrix()}super.updateMatrices(t)}copy(t){super.copy(t);this.focus=t.focus;return this}}class SpotLight extends Light{\n/**\n\t * Constructs a new spot light.\n\t *\n\t * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n\t * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).\n\t * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.\n\t * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.\n\t * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`.\n\t * @param {number} [decay=2] - The amount the light dims along the distance of the light.\n\t */\nconstructor(t,e,s=0,i=Math.PI/3,r=0,n=2){super(t,e);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isSpotLight=true;this.type=\"SpotLight\";this.position.copy(Object3D.DEFAULT_UP);this.updateMatrix();\n/**\n\t\t * The spot light points from its position to the\n\t\t * target's position.\n\t\t *\n\t\t * For the target's position to be changed to anything other\n\t\t * than the default, it must be added to the scene.\n\t\t *\n\t\t * It is also possible to set the target to be another 3D object\n\t\t * in the scene. The light will now track the target object.\n\t\t *\n\t\t * @type {Object3D}\n\t\t */this.target=new Object3D;\n/**\n\t\t * Maximum range of the light. `0` means no limit.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.distance=s;\n/**\n\t\t * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`.\n\t\t *\n\t\t * @type {number}\n\t\t * @default Math.PI/3\n\t\t */this.angle=i;\n/**\n\t\t * Percent of the spotlight cone that is attenuated due to penumbra.\n\t\t * Value range is `[0,1]`.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.penumbra=r;\n/**\n\t\t * The amount the light dims along the distance of the light. In context of\n\t\t * physically-correct rendering the default value should not be changed.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 2\n\t\t */this.decay=n;\n/**\n\t\t * A texture used to modulate the color of the light. The spot light\n\t\t * color is mixed with the RGB value of this texture, with a ratio\n\t\t * corresponding to its alpha value. The cookie-like masking effect is\n\t\t * reproduced using pixel values (0, 0, 0, 1-cookie_value).\n\t\t *\n\t\t * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`.\n\t\t *\n\t\t * @type {?Texture}\n\t\t * @default null\n\t\t */this.map=null;\n/**\n\t\t * This property holds the light's shadow configuration.\n\t\t *\n\t\t * @type {SpotLightShadow}\n\t\t */this.shadow=new SpotLightShadow}\n/**\n\t * The light's power. Power is the luminous power of the light measured in lumens (lm).\n\t *  Changing the power will also change the light's intensity.\n\t *\n\t * @type {number}\n\t */get power(){return this.intensity*Math.PI}set power(t){this.intensity=t/Math.PI}dispose(){this.shadow.dispose()}copy(t,e){super.copy(t,e);this.distance=t.distance;this.angle=t.angle;this.penumbra=t.penumbra;this.decay=t.decay;this.target=t.target.clone();this.shadow=t.shadow.clone();return this}}const xo=new Matrix4;const bo=new Vector3;const vo=new Vector3;class PointLightShadow extends LightShadow{constructor(){super(new PerspectiveCamera(90,1,.5,500));\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isPointLightShadow=true;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)]}\n/**\n\t * Update the matrices for the camera and shadow, used internally by the renderer.\n\t *\n\t * @param {Light} light - The light for which the shadow is being rendered.\n\t * @param {number} [viewportIndex=0] - The viewport index.\n\t */updateMatrices(t,e=0){const s=this.camera;const i=this.matrix;const r=t.distance||s.far;if(r!==s.far){s.far=r;s.updateProjectionMatrix()}bo.setFromMatrixPosition(t.matrixWorld);s.position.copy(bo);vo.copy(s.position);vo.add(this._cubeDirections[e]);s.up.copy(this._cubeUps[e]);s.lookAt(vo);s.updateMatrixWorld();i.makeTranslation(-bo.x,-bo.y,-bo.z);xo.multiplyMatrices(s.projectionMatrix,s.matrixWorldInverse);this._frustum.setFromProjectionMatrix(xo)}}class PointLight extends Light{\n/**\n\t * Constructs a new point light.\n\t *\n\t * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n\t * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd).\n\t * @param {number} [distance=0] - Maximum range of the light. `0` means no limit.\n\t * @param {number} [decay=2] - The amount the light dims along the distance of the light.\n\t */\nconstructor(t,e,s=0,i=2){super(t,e);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isPointLight=true;this.type=\"PointLight\";\n/**\n\t\t * When distance is zero, light will attenuate according to inverse-square\n\t\t * law to infinite distance. When distance is non-zero, light will attenuate\n\t\t * according to inverse-square law until near the distance cutoff, where it\n\t\t * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not\n\t\t * physically correct.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.distance=s;\n/**\n\t\t * The amount the light dims along the distance of the light. In context of\n\t\t * physically-correct rendering the default value should not be changed.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 2\n\t\t */this.decay=i;\n/**\n\t\t * This property holds the light's shadow configuration.\n\t\t *\n\t\t * @type {PointLightShadow}\n\t\t */this.shadow=new PointLightShadow}\n/**\n\t * The light's power. Power is the luminous power of the light measured in lumens (lm).\n\t * Changing the power will also change the light's intensity.\n\t *\n\t * @type {number}\n\t */get power(){return this.intensity*4*Math.PI}set power(t){this.intensity=t/(4*Math.PI)}dispose(){this.shadow.dispose()}copy(t,e){super.copy(t,e);this.distance=t.distance;this.decay=t.decay;this.shadow=t.shadow.clone();return this}}class OrthographicCamera extends Camera{\n/**\n\t * Constructs a new orthographic camera.\n\t *\n\t * @param {number} [left=-1] - The left plane of the camera's frustum.\n\t * @param {number} [right=1] - The right plane of the camera's frustum.\n\t * @param {number} [top=1] - The top plane of the camera's frustum.\n\t * @param {number} [bottom=-1] - The bottom plane of the camera's frustum.\n\t * @param {number} [near=0.1] - The camera's near plane.\n\t * @param {number} [far=2000] - The camera's far plane.\n\t */\nconstructor(t=-1,e=1,s=1,i=-1,r=.1,n=2e3){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isOrthographicCamera=true;this.type=\"OrthographicCamera\";\n/**\n\t\t * The zoom factor of the camera.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.zoom=1;\n/**\n\t\t * Represents the frustum window specification. This property should not be edited\n\t\t * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.\n\t\t *\n\t\t * @type {?Object}\n\t\t * @default null\n\t\t */this.view=null;\n/**\n\t\t * The left plane of the camera's frustum.\n\t\t *\n\t\t * @type {number}\n\t\t * @default -1\n\t\t */this.left=t;\n/**\n\t\t * The right plane of the camera's frustum.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.right=e;\n/**\n\t\t * The top plane of the camera's frustum.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.top=s;\n/**\n\t\t * The bottom plane of the camera's frustum.\n\t\t *\n\t\t * @type {number}\n\t\t * @default -1\n\t\t */this.bottom=i;\n/**\n\t\t * The camera's near plane. The valid range is greater than `0`\n\t\t * and less than the current value of {@link OrthographicCamera#far}.\n\t\t *\n\t\t * Note that, unlike for the {@link PerspectiveCamera}, `0` is a\n\t\t * valid value for an orthographic camera's near plane.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0.1\n\t\t */this.near=r;\n/**\n\t\t * The camera's far plane. Must be greater than the\n\t\t * current value of {@link OrthographicCamera#near}.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 2000\n\t\t */this.far=n;this.updateProjectionMatrix()}copy(t,e){super.copy(t,e);this.left=t.left;this.right=t.right;this.top=t.top;this.bottom=t.bottom;this.near=t.near;this.far=t.far;this.zoom=t.zoom;this.view=t.view===null?null:Object.assign({},t.view);return this}\n/**\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 * @param {number} fullWidth - The full width of multiview setup.\n\t * @param {number} fullHeight - The full height of multiview setup.\n\t * @param {number} x - The horizontal offset of the subcamera.\n\t * @param {number} y - The vertical offset of the subcamera.\n\t * @param {number} width - The width of subcamera.\n\t * @param {number} height - The height of subcamera.\n\t * @see {@link PerspectiveCamera#setViewOffset}\n\t */setViewOffset(t,e,s,i,r,n){this.view===null&&(this.view={enabled:true,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1});this.view.enabled=true;this.view.fullWidth=t;this.view.fullHeight=e;this.view.offsetX=s;this.view.offsetY=i;this.view.width=r;this.view.height=n;this.updateProjectionMatrix()}clearViewOffset(){this.view!==null&&(this.view.enabled=false);this.updateProjectionMatrix()}updateProjectionMatrix(){const t=(this.right-this.left)/(2*this.zoom);const e=(this.top-this.bottom)/(2*this.zoom);const s=(this.right+this.left)/2;const i=(this.top+this.bottom)/2;let r=s-t;let n=s+t;let o=i+e;let a=i-e;if(this.view!==null&&this.view.enabled){const t=(this.right-this.left)/this.view.fullWidth/this.zoom;const e=(this.top-this.bottom)/this.view.fullHeight/this.zoom;r+=t*this.view.offsetX;n=r+t*this.view.width;o-=e*this.view.offsetY;a=o-e*this.view.height}this.projectionMatrix.makeOrthographic(r,n,o,a,this.near,this.far,this.coordinateSystem);this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);e.object.zoom=this.zoom;e.object.left=this.left;e.object.right=this.right;e.object.top=this.top;e.object.bottom=this.bottom;e.object.near=this.near;e.object.far=this.far;this.view!==null&&(e.object.view=Object.assign({},this.view));return e}}class DirectionalLightShadow extends LightShadow{constructor(){super(new OrthographicCamera(-5,5,5,-5,.5,500));\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isDirectionalLightShadow=true}}class DirectionalLight extends Light{\n/**\n\t * Constructs a new directional light.\n\t *\n\t * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n\t * @param {number} [intensity=1] - The light's strength/intensity.\n\t */\nconstructor(t,e){super(t,e);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isDirectionalLight=true;this.type=\"DirectionalLight\";this.position.copy(Object3D.DEFAULT_UP);this.updateMatrix();\n/**\n\t\t * The directional light points from its position to the\n\t\t * target's position.\n\t\t *\n\t\t * For the target's position to be changed to anything other\n\t\t * than the default, it must be added to the scene.\n\t\t *\n\t\t * It is also possible to set the target to be another 3D object\n\t\t * in the scene. The light will now track the target object.\n\t\t *\n\t\t * @type {Object3D}\n\t\t */this.target=new Object3D;\n/**\n\t\t * This property holds the light's shadow configuration.\n\t\t *\n\t\t * @type {DirectionalLightShadow}\n\t\t */this.shadow=new DirectionalLightShadow}dispose(){this.shadow.dispose()}copy(t){super.copy(t);this.target=t.target.clone();this.shadow=t.shadow.clone();return this}}class AmbientLight extends Light{\n/**\n\t * Constructs a new ambient light.\n\t *\n\t * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n\t * @param {number} [intensity=1] - The light's strength/intensity.\n\t */\nconstructor(t,e){super(t,e);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isAmbientLight=true;this.type=\"AmbientLight\"}}class RectAreaLight extends Light{\n/**\n\t * Constructs a new area light.\n\t *\n\t * @param {(number|Color|string)} [color=0xffffff] - The light's color.\n\t * @param {number} [intensity=1] - The light's strength/intensity.\n\t * @param {number} [width=10] - The width of the light.\n\t * @param {number} [height=10] - The height of the light.\n\t */\nconstructor(t,e,s=10,i=10){super(t,e);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isRectAreaLight=true;this.type=\"RectAreaLight\";\n/**\n\t\t * The width of the light.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 10\n\t\t */this.width=s;\n/**\n\t\t * The height of the light.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 10\n\t\t */this.height=i}\n/**\n\t * The light's power. Power is the luminous power of the light measured in lumens (lm).\n\t * Changing the power will also change the light's intensity.\n\t *\n\t * @type {number}\n\t */get power(){return this.intensity*this.width*this.height*Math.PI}set power(t){this.intensity=t/(this.width*this.height*Math.PI)}copy(t){super.copy(t);this.width=t.width;this.height=t.height;return this}toJSON(t){const e=super.toJSON(t);e.object.width=this.width;e.object.height=this.height;return e}}class SphericalHarmonics3{constructor(){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nthis.isSphericalHarmonics3=true;\n/**\n\t\t * An array holding the (9) SH coefficients.\n\t\t *\n\t\t * @type {Array<Vector3>}\n\t\t */this.coefficients=[];for(let t=0;t<9;t++)this.coefficients.push(new Vector3)}\n/**\n\t * Sets the given SH coefficients to this instance by copying\n\t * the values.\n\t *\n\t * @param {Array<Vector3>} coefficients - The SH coefficients.\n\t * @return {SphericalHarmonics3} A reference to this spherical harmonics.\n\t */set(t){for(let e=0;e<9;e++)this.coefficients[e].copy(t[e]);return this}zero(){for(let t=0;t<9;t++)this.coefficients[t].set(0,0,0);return this}\n/**\n\t * Returns the radiance in the direction of the given normal.\n\t *\n\t * @param {Vector3} normal - The normal vector (assumed to be unit length)\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The radiance.\n\t */getAt(t,e){const s=t.x,i=t.y,r=t.z;const n=this.coefficients;e.copy(n[0]).multiplyScalar(.282095);e.addScaledVector(n[1],.488603*i);e.addScaledVector(n[2],.488603*r);e.addScaledVector(n[3],.488603*s);e.addScaledVector(n[4],s*i*1.092548);e.addScaledVector(n[5],i*r*1.092548);e.addScaledVector(n[6],.315392*(3*r*r-1));e.addScaledVector(n[7],s*r*1.092548);e.addScaledVector(n[8],.546274*(s*s-i*i));return e}\n/**\n\t * Returns the irradiance (radiance convolved with cosine lobe) in the\n\t * direction of the given normal.\n\t *\n\t * @param {Vector3} normal - The normal vector (assumed to be unit length)\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The irradiance.\n\t */getIrradianceAt(t,e){const s=t.x,i=t.y,r=t.z;const n=this.coefficients;e.copy(n[0]).multiplyScalar(.886227);e.addScaledVector(n[1],1.023328*i);e.addScaledVector(n[2],1.023328*r);e.addScaledVector(n[3],1.023328*s);e.addScaledVector(n[4],.858086*s*i);e.addScaledVector(n[5],.858086*i*r);e.addScaledVector(n[6],.743125*r*r-.247708);e.addScaledVector(n[7],.858086*s*r);e.addScaledVector(n[8],.429043*(s*s-i*i));return e}\n/**\n\t * Adds the given SH to this instance.\n\t *\n\t * @param {SphericalHarmonics3} sh - The SH to add.\n\t * @return {SphericalHarmonics3} A reference to this spherical harmonics.\n\t */add(t){for(let e=0;e<9;e++)this.coefficients[e].add(t.coefficients[e]);return this}\n/**\n\t * A convenience method for performing {@link SphericalHarmonics3#add} and\n\t * {@link SphericalHarmonics3#scale} at once.\n\t *\n\t * @param {SphericalHarmonics3} sh - The SH to add.\n\t * @param {number} s - The scale factor.\n\t * @return {SphericalHarmonics3} A reference to this spherical harmonics.\n\t */addScaledSH(t,e){for(let s=0;s<9;s++)this.coefficients[s].addScaledVector(t.coefficients[s],e);return this}\n/**\n\t * Scales this SH by the given scale factor.\n\t *\n\t * @param {number} s - The scale factor.\n\t * @return {SphericalHarmonics3} A reference to this spherical harmonics.\n\t */scale(t){for(let e=0;e<9;e++)this.coefficients[e].multiplyScalar(t);return this}\n/**\n\t * Linear interpolates between the given SH and this instance by the given\n\t * alpha factor.\n\t *\n\t * @param {SphericalHarmonics3} sh - The SH to interpolate with.\n\t * @param {number} alpha - The alpha factor.\n\t * @return {SphericalHarmonics3} A reference to this spherical harmonics.\n\t */lerp(t,e){for(let s=0;s<9;s++)this.coefficients[s].lerp(t.coefficients[s],e);return this}\n/**\n\t * Returns `true` if this spherical harmonics is equal with the given one.\n\t *\n\t * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality.\n\t * @return {boolean} Whether this spherical harmonics is equal with the given one.\n\t */equals(t){for(let e=0;e<9;e++)if(!this.coefficients[e].equals(t.coefficients[e]))return false;return true}\n/**\n\t * Copies the values of the given spherical harmonics to this instance.\n\t *\n\t * @param {SphericalHarmonics3} sh - The spherical harmonics to copy.\n\t * @return {SphericalHarmonics3} A reference to this spherical harmonics.\n\t */copy(t){return this.set(t.coefficients)}clone(){return(new this.constructor).copy(this)}\n/**\n\t * Sets the SH coefficients of this instance from the given array.\n\t *\n\t * @param {Array<number>} array - An array holding the SH coefficients.\n\t * @param {number} [offset=0] - The array offset where to start copying.\n\t * @return {SphericalHarmonics3} A clone of this instance.\n\t */fromArray(t,e=0){const s=this.coefficients;for(let i=0;i<9;i++)s[i].fromArray(t,e+i*3);return this}\n/**\n\t * Returns an array with the SH coefficients, or copies them into the provided\n\t * array. The coefficients are represented as numbers.\n\t *\n\t * @param {Array<number>} [array=[]] - The target array.\n\t * @param {number} [offset=0] - The array offset where to start copying.\n\t * @return {Array<number>} An array with flat SH coefficients.\n\t */toArray(t=[],e=0){const s=this.coefficients;for(let i=0;i<9;i++)s[i].toArray(t,e+i*3);return t}\n/**\n\t * Computes the SH basis for the given normal vector.\n\t *\n\t * @param {Vector3} normal - The normal.\n\t * @param {Array<number>} shBasis - The target array holding the SH basis.\n\t */static getBasisAt(t,e){const s=t.x,i=t.y,r=t.z;e[0]=.282095;e[1]=.488603*i;e[2]=.488603*r;e[3]=.488603*s;e[4]=1.092548*s*i;e[5]=1.092548*i*r;e[6]=.315392*(3*r*r-1);e[7]=1.092548*s*r;e[8]=.546274*(s*s-i*i)}}class LightProbe extends Light{\n/**\n\t * Constructs a new light probe.\n\t *\n\t * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information.\n\t * @param {number} [intensity=1] - The light's strength/intensity.\n\t */\nconstructor(t=new SphericalHarmonics3,e=1){super(void 0,e);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isLightProbe=true;\n/**\n\t\t * A light probe uses spherical harmonics to encode lighting information.\n\t\t *\n\t\t * @type {SphericalHarmonics3}\n\t\t */this.sh=t}copy(t){super.copy(t);this.sh.copy(t.sh);return this}\n/**\n\t * Deserializes the light prove from the given JSON.\n\t *\n\t * @param {Object} json - The JSON holding the serialized light probe.\n\t * @return {LightProbe} A reference to this light probe.\n\t */fromJSON(t){this.intensity=t.intensity;this.sh.fromArray(t.sh);return this}toJSON(t){const e=super.toJSON(t);e.object.sh=this.sh.toArray();return e}}class MaterialLoader extends Loader{constructor(t){super(t);this.textures={}}load(t,e,s,i){const r=this;const n=new FileLoader(r.manager);n.setPath(r.path);n.setRequestHeader(r.requestHeader);n.setWithCredentials(r.withCredentials);n.load(t,(function(s){try{e(r.parse(JSON.parse(s)))}catch(e){i?i(e):console.error(e);r.manager.itemError(t)}}),s,i)}parse(t){const e=this.textures;function getTexture(t){e[t]===void 0&&console.warn(\"THREE.MaterialLoader: Undefined texture\",t);return e[t]}const s=this.createMaterialFromType(t.type);t.uuid!==void 0&&(s.uuid=t.uuid);t.name!==void 0&&(s.name=t.name);t.color!==void 0&&s.color!==void 0&&s.color.setHex(t.color);t.roughness!==void 0&&(s.roughness=t.roughness);t.metalness!==void 0&&(s.metalness=t.metalness);t.sheen!==void 0&&(s.sheen=t.sheen);t.sheenColor!==void 0&&(s.sheenColor=(new Color).setHex(t.sheenColor));t.sheenRoughness!==void 0&&(s.sheenRoughness=t.sheenRoughness);t.emissive!==void 0&&s.emissive!==void 0&&s.emissive.setHex(t.emissive);t.specular!==void 0&&s.specular!==void 0&&s.specular.setHex(t.specular);t.specularIntensity!==void 0&&(s.specularIntensity=t.specularIntensity);t.specularColor!==void 0&&s.specularColor!==void 0&&s.specularColor.setHex(t.specularColor);t.shininess!==void 0&&(s.shininess=t.shininess);t.clearcoat!==void 0&&(s.clearcoat=t.clearcoat);t.clearcoatRoughness!==void 0&&(s.clearcoatRoughness=t.clearcoatRoughness);t.dispersion!==void 0&&(s.dispersion=t.dispersion);t.iridescence!==void 0&&(s.iridescence=t.iridescence);t.iridescenceIOR!==void 0&&(s.iridescenceIOR=t.iridescenceIOR);t.iridescenceThicknessRange!==void 0&&(s.iridescenceThicknessRange=t.iridescenceThicknessRange);t.transmission!==void 0&&(s.transmission=t.transmission);t.thickness!==void 0&&(s.thickness=t.thickness);t.attenuationDistance!==void 0&&(s.attenuationDistance=t.attenuationDistance);t.attenuationColor!==void 0&&s.attenuationColor!==void 0&&s.attenuationColor.setHex(t.attenuationColor);t.anisotropy!==void 0&&(s.anisotropy=t.anisotropy);t.anisotropyRotation!==void 0&&(s.anisotropyRotation=t.anisotropyRotation);t.fog!==void 0&&(s.fog=t.fog);t.flatShading!==void 0&&(s.flatShading=t.flatShading);t.blending!==void 0&&(s.blending=t.blending);t.combine!==void 0&&(s.combine=t.combine);t.side!==void 0&&(s.side=t.side);t.shadowSide!==void 0&&(s.shadowSide=t.shadowSide);t.opacity!==void 0&&(s.opacity=t.opacity);t.transparent!==void 0&&(s.transparent=t.transparent);t.alphaTest!==void 0&&(s.alphaTest=t.alphaTest);t.alphaHash!==void 0&&(s.alphaHash=t.alphaHash);t.depthFunc!==void 0&&(s.depthFunc=t.depthFunc);t.depthTest!==void 0&&(s.depthTest=t.depthTest);t.depthWrite!==void 0&&(s.depthWrite=t.depthWrite);t.colorWrite!==void 0&&(s.colorWrite=t.colorWrite);t.blendSrc!==void 0&&(s.blendSrc=t.blendSrc);t.blendDst!==void 0&&(s.blendDst=t.blendDst);t.blendEquation!==void 0&&(s.blendEquation=t.blendEquation);t.blendSrcAlpha!==void 0&&(s.blendSrcAlpha=t.blendSrcAlpha);t.blendDstAlpha!==void 0&&(s.blendDstAlpha=t.blendDstAlpha);t.blendEquationAlpha!==void 0&&(s.blendEquationAlpha=t.blendEquationAlpha);t.blendColor!==void 0&&s.blendColor!==void 0&&s.blendColor.setHex(t.blendColor);t.blendAlpha!==void 0&&(s.blendAlpha=t.blendAlpha);t.stencilWriteMask!==void 0&&(s.stencilWriteMask=t.stencilWriteMask);t.stencilFunc!==void 0&&(s.stencilFunc=t.stencilFunc);t.stencilRef!==void 0&&(s.stencilRef=t.stencilRef);t.stencilFuncMask!==void 0&&(s.stencilFuncMask=t.stencilFuncMask);t.stencilFail!==void 0&&(s.stencilFail=t.stencilFail);t.stencilZFail!==void 0&&(s.stencilZFail=t.stencilZFail);t.stencilZPass!==void 0&&(s.stencilZPass=t.stencilZPass);t.stencilWrite!==void 0&&(s.stencilWrite=t.stencilWrite);t.wireframe!==void 0&&(s.wireframe=t.wireframe);t.wireframeLinewidth!==void 0&&(s.wireframeLinewidth=t.wireframeLinewidth);t.wireframeLinecap!==void 0&&(s.wireframeLinecap=t.wireframeLinecap);t.wireframeLinejoin!==void 0&&(s.wireframeLinejoin=t.wireframeLinejoin);t.rotation!==void 0&&(s.rotation=t.rotation);t.linewidth!==void 0&&(s.linewidth=t.linewidth);t.dashSize!==void 0&&(s.dashSize=t.dashSize);t.gapSize!==void 0&&(s.gapSize=t.gapSize);t.scale!==void 0&&(s.scale=t.scale);t.polygonOffset!==void 0&&(s.polygonOffset=t.polygonOffset);t.polygonOffsetFactor!==void 0&&(s.polygonOffsetFactor=t.polygonOffsetFactor);t.polygonOffsetUnits!==void 0&&(s.polygonOffsetUnits=t.polygonOffsetUnits);t.dithering!==void 0&&(s.dithering=t.dithering);t.alphaToCoverage!==void 0&&(s.alphaToCoverage=t.alphaToCoverage);t.premultipliedAlpha!==void 0&&(s.premultipliedAlpha=t.premultipliedAlpha);t.forceSinglePass!==void 0&&(s.forceSinglePass=t.forceSinglePass);t.visible!==void 0&&(s.visible=t.visible);t.toneMapped!==void 0&&(s.toneMapped=t.toneMapped);t.userData!==void 0&&(s.userData=t.userData);t.vertexColors!==void 0&&(typeof t.vertexColors===\"number\"?s.vertexColors=t.vertexColors>0:s.vertexColors=t.vertexColors);if(t.uniforms!==void 0)for(const e in t.uniforms){const i=t.uniforms[e];s.uniforms[e]={};switch(i.type){case\"t\":s.uniforms[e].value=getTexture(i.value);break;case\"c\":s.uniforms[e].value=(new Color).setHex(i.value);break;case\"v2\":s.uniforms[e].value=(new Vector2).fromArray(i.value);break;case\"v3\":s.uniforms[e].value=(new Vector3).fromArray(i.value);break;case\"v4\":s.uniforms[e].value=(new Vector4).fromArray(i.value);break;case\"m3\":s.uniforms[e].value=(new Matrix3).fromArray(i.value);break;case\"m4\":s.uniforms[e].value=(new Matrix4).fromArray(i.value);break;default:s.uniforms[e].value=i.value}}t.defines!==void 0&&(s.defines=t.defines);t.vertexShader!==void 0&&(s.vertexShader=t.vertexShader);t.fragmentShader!==void 0&&(s.fragmentShader=t.fragmentShader);t.glslVersion!==void 0&&(s.glslVersion=t.glslVersion);if(t.extensions!==void 0)for(const e in t.extensions)s.extensions[e]=t.extensions[e];t.lights!==void 0&&(s.lights=t.lights);t.clipping!==void 0&&(s.clipping=t.clipping);t.size!==void 0&&(s.size=t.size);t.sizeAttenuation!==void 0&&(s.sizeAttenuation=t.sizeAttenuation);t.map!==void 0&&(s.map=getTexture(t.map));t.matcap!==void 0&&(s.matcap=getTexture(t.matcap));t.alphaMap!==void 0&&(s.alphaMap=getTexture(t.alphaMap));t.bumpMap!==void 0&&(s.bumpMap=getTexture(t.bumpMap));t.bumpScale!==void 0&&(s.bumpScale=t.bumpScale);t.normalMap!==void 0&&(s.normalMap=getTexture(t.normalMap));t.normalMapType!==void 0&&(s.normalMapType=t.normalMapType);if(t.normalScale!==void 0){let e=t.normalScale;Array.isArray(e)===false&&(e=[e,e]);s.normalScale=(new Vector2).fromArray(e)}t.displacementMap!==void 0&&(s.displacementMap=getTexture(t.displacementMap));t.displacementScale!==void 0&&(s.displacementScale=t.displacementScale);t.displacementBias!==void 0&&(s.displacementBias=t.displacementBias);t.roughnessMap!==void 0&&(s.roughnessMap=getTexture(t.roughnessMap));t.metalnessMap!==void 0&&(s.metalnessMap=getTexture(t.metalnessMap));t.emissiveMap!==void 0&&(s.emissiveMap=getTexture(t.emissiveMap));t.emissiveIntensity!==void 0&&(s.emissiveIntensity=t.emissiveIntensity);t.specularMap!==void 0&&(s.specularMap=getTexture(t.specularMap));t.specularIntensityMap!==void 0&&(s.specularIntensityMap=getTexture(t.specularIntensityMap));t.specularColorMap!==void 0&&(s.specularColorMap=getTexture(t.specularColorMap));t.envMap!==void 0&&(s.envMap=getTexture(t.envMap));t.envMapRotation!==void 0&&s.envMapRotation.fromArray(t.envMapRotation);t.envMapIntensity!==void 0&&(s.envMapIntensity=t.envMapIntensity);t.reflectivity!==void 0&&(s.reflectivity=t.reflectivity);t.refractionRatio!==void 0&&(s.refractionRatio=t.refractionRatio);t.lightMap!==void 0&&(s.lightMap=getTexture(t.lightMap));t.lightMapIntensity!==void 0&&(s.lightMapIntensity=t.lightMapIntensity);t.aoMap!==void 0&&(s.aoMap=getTexture(t.aoMap));t.aoMapIntensity!==void 0&&(s.aoMapIntensity=t.aoMapIntensity);t.gradientMap!==void 0&&(s.gradientMap=getTexture(t.gradientMap));t.clearcoatMap!==void 0&&(s.clearcoatMap=getTexture(t.clearcoatMap));t.clearcoatRoughnessMap!==void 0&&(s.clearcoatRoughnessMap=getTexture(t.clearcoatRoughnessMap));t.clearcoatNormalMap!==void 0&&(s.clearcoatNormalMap=getTexture(t.clearcoatNormalMap));t.clearcoatNormalScale!==void 0&&(s.clearcoatNormalScale=(new Vector2).fromArray(t.clearcoatNormalScale));t.iridescenceMap!==void 0&&(s.iridescenceMap=getTexture(t.iridescenceMap));t.iridescenceThicknessMap!==void 0&&(s.iridescenceThicknessMap=getTexture(t.iridescenceThicknessMap));t.transmissionMap!==void 0&&(s.transmissionMap=getTexture(t.transmissionMap));t.thicknessMap!==void 0&&(s.thicknessMap=getTexture(t.thicknessMap));t.anisotropyMap!==void 0&&(s.anisotropyMap=getTexture(t.anisotropyMap));t.sheenColorMap!==void 0&&(s.sheenColorMap=getTexture(t.sheenColorMap));t.sheenRoughnessMap!==void 0&&(s.sheenRoughnessMap=getTexture(t.sheenRoughnessMap));return s}setTextures(t){this.textures=t;return this}createMaterialFromType(t){return MaterialLoader.createMaterialFromType(t)}static createMaterialFromType(t){const e={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};return new e[t]}}class LoaderUtils{static decodeText(t){console.warn(\"THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.\");if(typeof TextDecoder!==\"undefined\")return(new TextDecoder).decode(t);let e=\"\";for(let s=0,i=t.length;s<i;s++)e+=String.fromCharCode(t[s]);try{return decodeURIComponent(escape(e))}catch(t){return e}}static extractUrlBase(t){const e=t.lastIndexOf(\"/\");return e===-1?\"./\":t.slice(0,e+1)}static resolveURL(t,e){if(typeof t!==\"string\"||t===\"\")return\"\";/^https?:\\/\\//i.test(e)&&/^\\//.test(t)&&(e=e.replace(/(^https?:\\/\\/[^\\/]+).*/i,\"$1\"));return/^(https?:)?\\/\\//i.test(t)||/^data:.*,.*$/i.test(t)||/^blob:.*$/i.test(t)?t:e+t}}class InstancedBufferGeometry extends BufferGeometry{constructor(){super();this.isInstancedBufferGeometry=true;this.type=\"InstancedBufferGeometry\";this.instanceCount=Infinity}copy(t){super.copy(t);this.instanceCount=t.instanceCount;return this}toJSON(){const t=super.toJSON();t.instanceCount=this.instanceCount;t.isInstancedBufferGeometry=true;return t}}class BufferGeometryLoader extends Loader{constructor(t){super(t)}load(t,e,s,i){const r=this;const n=new FileLoader(r.manager);n.setPath(r.path);n.setRequestHeader(r.requestHeader);n.setWithCredentials(r.withCredentials);n.load(t,(function(s){try{e(r.parse(JSON.parse(s)))}catch(e){i?i(e):console.error(e);r.manager.itemError(t)}}),s,i)}parse(t){const e={};const s={};function getInterleavedBuffer(t,s){if(e[s]!==void 0)return e[s];const i=t.interleavedBuffers;const r=i[s];const n=getArrayBuffer(t,r.buffer);const o=getTypedArray(r.type,n);const a=new InterleavedBuffer(o,r.stride);a.uuid=r.uuid;e[s]=a;return a}function getArrayBuffer(t,e){if(s[e]!==void 0)return s[e];const i=t.arrayBuffers;const r=i[e];const n=new Uint32Array(r).buffer;s[e]=n;return n}const i=t.isInstancedBufferGeometry?new InstancedBufferGeometry:new BufferGeometry;const r=t.data.index;if(r!==void 0){const t=getTypedArray(r.type,r.array);i.setIndex(new BufferAttribute(t,1))}const n=t.data.attributes;for(const e in n){const s=n[e];let r;if(s.isInterleavedBufferAttribute){const e=getInterleavedBuffer(t.data,s.data);r=new InterleavedBufferAttribute(e,s.itemSize,s.offset,s.normalized)}else{const t=getTypedArray(s.type,s.array);const e=s.isInstancedBufferAttribute?InstancedBufferAttribute:BufferAttribute;r=new e(t,s.itemSize,s.normalized)}s.name!==void 0&&(r.name=s.name);s.usage!==void 0&&r.setUsage(s.usage);i.setAttribute(e,r)}const o=t.data.morphAttributes;if(o)for(const e in o){const s=o[e];const r=[];for(let e=0,i=s.length;e<i;e++){const i=s[e];let n;if(i.isInterleavedBufferAttribute){const e=getInterleavedBuffer(t.data,i.data);n=new InterleavedBufferAttribute(e,i.itemSize,i.offset,i.normalized)}else{const t=getTypedArray(i.type,i.array);n=new BufferAttribute(t,i.itemSize,i.normalized)}i.name!==void 0&&(n.name=i.name);r.push(n)}i.morphAttributes[e]=r}const a=t.data.morphTargetsRelative;a&&(i.morphTargetsRelative=true);const h=t.data.groups||t.data.drawcalls||t.data.offsets;if(h!==void 0)for(let t=0,e=h.length;t!==e;++t){const e=h[t];i.addGroup(e.start,e.count,e.materialIndex)}const c=t.data.boundingSphere;if(c!==void 0){const t=new Vector3;c.center!==void 0&&t.fromArray(c.center);i.boundingSphere=new Sphere(t,c.radius)}t.name&&(i.name=t.name);t.userData&&(i.userData=t.userData);return i}}class ObjectLoader extends Loader{constructor(t){super(t)}load(t,e,s,i){const r=this;const n=this.path===\"\"?LoaderUtils.extractUrlBase(t):this.path;this.resourcePath=this.resourcePath||n;const o=new FileLoader(this.manager);o.setPath(this.path);o.setRequestHeader(this.requestHeader);o.setWithCredentials(this.withCredentials);o.load(t,(function(s){let n=null;try{n=JSON.parse(s)}catch(e){i!==void 0&&i(e);console.error(\"THREE:ObjectLoader: Can't parse \"+t+\".\",e.message);return}const o=n.metadata;if(o!==void 0&&o.type!==void 0&&o.type.toLowerCase()!==\"geometry\")r.parse(n,e);else{i!==void 0&&i(new Error(\"THREE.ObjectLoader: Can't load \"+t));console.error(\"THREE.ObjectLoader: Can't load \"+t)}}),s,i)}async loadAsync(t,e){const s=this;const i=this.path===\"\"?LoaderUtils.extractUrlBase(t):this.path;this.resourcePath=this.resourcePath||i;const r=new FileLoader(this.manager);r.setPath(this.path);r.setRequestHeader(this.requestHeader);r.setWithCredentials(this.withCredentials);const n=await r.loadAsync(t,e);const o=JSON.parse(n);const a=o.metadata;if(a===void 0||a.type===void 0||a.type.toLowerCase()===\"geometry\")throw new Error(\"THREE.ObjectLoader: Can't load \"+t);return await s.parseAsync(o)}parse(t,e){const s=this.parseAnimations(t.animations);const i=this.parseShapes(t.shapes);const r=this.parseGeometries(t.geometries,i);const n=this.parseImages(t.images,(function(){e!==void 0&&e(h)}));const o=this.parseTextures(t.textures,n);const a=this.parseMaterials(t.materials,o);const h=this.parseObject(t.object,r,a,o,s);const c=this.parseSkeletons(t.skeletons,h);this.bindSkeletons(h,c);this.bindLightTargets(h);if(e!==void 0){let t=false;for(const e in n)if(n[e].data instanceof HTMLImageElement){t=true;break}t===false&&e(h)}return h}async parseAsync(t){const e=this.parseAnimations(t.animations);const s=this.parseShapes(t.shapes);const i=this.parseGeometries(t.geometries,s);const r=await this.parseImagesAsync(t.images);const n=this.parseTextures(t.textures,r);const o=this.parseMaterials(t.materials,n);const a=this.parseObject(t.object,i,o,n,e);const h=this.parseSkeletons(t.skeletons,a);this.bindSkeletons(a,h);this.bindLightTargets(a);return a}parseShapes(t){const e={};if(t!==void 0)for(let s=0,i=t.length;s<i;s++){const i=(new Shape).fromJSON(t[s]);e[i.uuid]=i}return e}parseSkeletons(t,e){const s={};const i={};e.traverse((function(t){t.isBone&&(i[t.uuid]=t)}));if(t!==void 0)for(let e=0,r=t.length;e<r;e++){const r=(new Skeleton).fromJSON(t[e],i);s[r.uuid]=r}return s}parseGeometries(t,e){const s={};if(t!==void 0){const i=new BufferGeometryLoader;for(let r=0,n=t.length;r<n;r++){let n;const o=t[r];switch(o.type){case\"BufferGeometry\":case\"InstancedBufferGeometry\":n=i.parse(o);break;default:o.type in co?n=co[o.type].fromJSON(o,e):console.warn(`THREE.ObjectLoader: Unsupported geometry type \"${o.type}\"`)}n.uuid=o.uuid;o.name!==void 0&&(n.name=o.name);o.userData!==void 0&&(n.userData=o.userData);s[o.uuid]=n}}return s}parseMaterials(t,e){const s={};const i={};if(t!==void 0){const r=new MaterialLoader;r.setTextures(e);for(let e=0,n=t.length;e<n;e++){const n=t[e];s[n.uuid]===void 0&&(s[n.uuid]=r.parse(n));i[n.uuid]=s[n.uuid]}}return i}parseAnimations(t){const e={};if(t!==void 0)for(let s=0;s<t.length;s++){const i=t[s];const r=AnimationClip.parse(i);e[r.uuid]=r}return e}parseImages(t,e){const s=this;const i={};let r;function loadImage(t){s.manager.itemStart(t);return r.load(t,(function(){s.manager.itemEnd(t)}),void 0,(function(){s.manager.itemError(t);s.manager.itemEnd(t)}))}function deserializeImage(t){if(typeof t===\"string\"){const e=t;const i=/^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(e)?e:s.resourcePath+e;return loadImage(i)}return t.data?{data:getTypedArray(t.type,t.data),width:t.width,height:t.height}:null}if(t!==void 0&&t.length>0){const s=new LoadingManager(e);r=new ImageLoader(s);r.setCrossOrigin(this.crossOrigin);for(let e=0,s=t.length;e<s;e++){const s=t[e];const r=s.url;if(Array.isArray(r)){const t=[];for(let e=0,s=r.length;e<s;e++){const s=r[e];const i=deserializeImage(s);i!==null&&(i instanceof HTMLImageElement?t.push(i):t.push(new DataTexture(i.data,i.width,i.height)))}i[s.uuid]=new Source(t)}else{const t=deserializeImage(s.url);i[s.uuid]=new Source(t)}}}return i}async parseImagesAsync(t){const e=this;const s={};let i;async function deserializeImage(t){if(typeof t===\"string\"){const s=t;const r=/^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(s)?s:e.resourcePath+s;return await i.loadAsync(r)}return t.data?{data:getTypedArray(t.type,t.data),width:t.width,height:t.height}:null}if(t!==void 0&&t.length>0){i=new ImageLoader(this.manager);i.setCrossOrigin(this.crossOrigin);for(let e=0,i=t.length;e<i;e++){const i=t[e];const r=i.url;if(Array.isArray(r)){const t=[];for(let e=0,s=r.length;e<s;e++){const s=r[e];const i=await deserializeImage(s);i!==null&&(i instanceof HTMLImageElement?t.push(i):t.push(new DataTexture(i.data,i.width,i.height)))}s[i.uuid]=new Source(t)}else{const t=await deserializeImage(i.url);s[i.uuid]=new Source(t)}}}return s}parseTextures(t,e){function parseConstant(t,e){if(typeof t===\"number\")return t;console.warn(\"THREE.ObjectLoader.parseTexture: Constant should be in numeric form.\",t);return e[t]}const s={};if(t!==void 0)for(let i=0,r=t.length;i<r;i++){const r=t[i];r.image===void 0&&console.warn('THREE.ObjectLoader: No \"image\" specified for',r.uuid);e[r.image]===void 0&&console.warn(\"THREE.ObjectLoader: Undefined image\",r.image);const n=e[r.image];const o=n.data;let a;if(Array.isArray(o)){a=new CubeTexture;o.length===6&&(a.needsUpdate=true)}else{a=o&&o.data?new DataTexture:new Texture;o&&(a.needsUpdate=true)}a.source=n;a.uuid=r.uuid;r.name!==void 0&&(a.name=r.name);r.mapping!==void 0&&(a.mapping=parseConstant(r.mapping,Mo));r.channel!==void 0&&(a.channel=r.channel);r.offset!==void 0&&a.offset.fromArray(r.offset);r.repeat!==void 0&&a.repeat.fromArray(r.repeat);r.center!==void 0&&a.center.fromArray(r.center);r.rotation!==void 0&&(a.rotation=r.rotation);if(r.wrap!==void 0){a.wrapS=parseConstant(r.wrap[0],wo);a.wrapT=parseConstant(r.wrap[1],wo)}r.format!==void 0&&(a.format=r.format);r.internalFormat!==void 0&&(a.internalFormat=r.internalFormat);r.type!==void 0&&(a.type=r.type);r.colorSpace!==void 0&&(a.colorSpace=r.colorSpace);r.minFilter!==void 0&&(a.minFilter=parseConstant(r.minFilter,So));r.magFilter!==void 0&&(a.magFilter=parseConstant(r.magFilter,So));r.anisotropy!==void 0&&(a.anisotropy=r.anisotropy);r.flipY!==void 0&&(a.flipY=r.flipY);r.generateMipmaps!==void 0&&(a.generateMipmaps=r.generateMipmaps);r.premultiplyAlpha!==void 0&&(a.premultiplyAlpha=r.premultiplyAlpha);r.unpackAlignment!==void 0&&(a.unpackAlignment=r.unpackAlignment);r.compareFunction!==void 0&&(a.compareFunction=r.compareFunction);r.userData!==void 0&&(a.userData=r.userData);s[r.uuid]=a}return s}parseObject(t,e,s,i,r){let n;function getGeometry(t){e[t]===void 0&&console.warn(\"THREE.ObjectLoader: Undefined geometry\",t);return e[t]}function getMaterial(t){if(t!==void 0){if(Array.isArray(t)){const e=[];for(let i=0,r=t.length;i<r;i++){const r=t[i];s[r]===void 0&&console.warn(\"THREE.ObjectLoader: Undefined material\",r);e.push(s[r])}return e}s[t]===void 0&&console.warn(\"THREE.ObjectLoader: Undefined material\",t);return s[t]}}function getTexture(t){i[t]===void 0&&console.warn(\"THREE.ObjectLoader: Undefined texture\",t);return i[t]}let o,a;switch(t.type){case\"Scene\":n=new Scene;t.background!==void 0&&(Number.isInteger(t.background)?n.background=new Color(t.background):n.background=getTexture(t.background));t.environment!==void 0&&(n.environment=getTexture(t.environment));if(t.fog!==void 0){t.fog.type===\"Fog\"?n.fog=new Fog(t.fog.color,t.fog.near,t.fog.far):t.fog.type===\"FogExp2\"&&(n.fog=new FogExp2(t.fog.color,t.fog.density));t.fog.name!==\"\"&&(n.fog.name=t.fog.name)}t.backgroundBlurriness!==void 0&&(n.backgroundBlurriness=t.backgroundBlurriness);t.backgroundIntensity!==void 0&&(n.backgroundIntensity=t.backgroundIntensity);t.backgroundRotation!==void 0&&n.backgroundRotation.fromArray(t.backgroundRotation);t.environmentIntensity!==void 0&&(n.environmentIntensity=t.environmentIntensity);t.environmentRotation!==void 0&&n.environmentRotation.fromArray(t.environmentRotation);break;case\"PerspectiveCamera\":n=new PerspectiveCamera(t.fov,t.aspect,t.near,t.far);t.focus!==void 0&&(n.focus=t.focus);t.zoom!==void 0&&(n.zoom=t.zoom);t.filmGauge!==void 0&&(n.filmGauge=t.filmGauge);t.filmOffset!==void 0&&(n.filmOffset=t.filmOffset);t.view!==void 0&&(n.view=Object.assign({},t.view));break;case\"OrthographicCamera\":n=new OrthographicCamera(t.left,t.right,t.top,t.bottom,t.near,t.far);t.zoom!==void 0&&(n.zoom=t.zoom);t.view!==void 0&&(n.view=Object.assign({},t.view));break;case\"AmbientLight\":n=new AmbientLight(t.color,t.intensity);break;case\"DirectionalLight\":n=new DirectionalLight(t.color,t.intensity);n.target=t.target||\"\";break;case\"PointLight\":n=new PointLight(t.color,t.intensity,t.distance,t.decay);break;case\"RectAreaLight\":n=new RectAreaLight(t.color,t.intensity,t.width,t.height);break;case\"SpotLight\":n=new SpotLight(t.color,t.intensity,t.distance,t.angle,t.penumbra,t.decay);n.target=t.target||\"\";break;case\"HemisphereLight\":n=new HemisphereLight(t.color,t.groundColor,t.intensity);break;case\"LightProbe\":n=(new LightProbe).fromJSON(t);break;case\"SkinnedMesh\":o=getGeometry(t.geometry);a=getMaterial(t.material);n=new SkinnedMesh(o,a);t.bindMode!==void 0&&(n.bindMode=t.bindMode);t.bindMatrix!==void 0&&n.bindMatrix.fromArray(t.bindMatrix);t.skeleton!==void 0&&(n.skeleton=t.skeleton);break;case\"Mesh\":o=getGeometry(t.geometry);a=getMaterial(t.material);n=new Mesh(o,a);break;case\"InstancedMesh\":o=getGeometry(t.geometry);a=getMaterial(t.material);const e=t.count;const s=t.instanceMatrix;const i=t.instanceColor;n=new InstancedMesh(o,a,e);n.instanceMatrix=new InstancedBufferAttribute(new Float32Array(s.array),16);i!==void 0&&(n.instanceColor=new InstancedBufferAttribute(new Float32Array(i.array),i.itemSize));break;case\"BatchedMesh\":o=getGeometry(t.geometry);a=getMaterial(t.material);n=new BatchedMesh(t.maxInstanceCount,t.maxVertexCount,t.maxIndexCount,a);n.geometry=o;n.perObjectFrustumCulled=t.perObjectFrustumCulled;n.sortObjects=t.sortObjects;n._drawRanges=t.drawRanges;n._reservedRanges=t.reservedRanges;n._visibility=t.visibility;n._active=t.active;n._bounds=t.bounds.map((t=>{const e=new Box3;e.min.fromArray(t.boxMin);e.max.fromArray(t.boxMax);const s=new Sphere;s.radius=t.sphereRadius;s.center.fromArray(t.sphereCenter);return{boxInitialized:t.boxInitialized,box:e,sphereInitialized:t.sphereInitialized,sphere:s}}));n._maxInstanceCount=t.maxInstanceCount;n._maxVertexCount=t.maxVertexCount;n._maxIndexCount=t.maxIndexCount;n._geometryInitialized=t.geometryInitialized;n._geometryCount=t.geometryCount;n._matricesTexture=getTexture(t.matricesTexture.uuid);t.colorsTexture!==void 0&&(n._colorsTexture=getTexture(t.colorsTexture.uuid));break;case\"LOD\":n=new LOD;break;case\"Line\":n=new Line(getGeometry(t.geometry),getMaterial(t.material));break;case\"LineLoop\":n=new LineLoop(getGeometry(t.geometry),getMaterial(t.material));break;case\"LineSegments\":n=new LineSegments(getGeometry(t.geometry),getMaterial(t.material));break;case\"PointCloud\":case\"Points\":n=new Points(getGeometry(t.geometry),getMaterial(t.material));break;case\"Sprite\":n=new Sprite(getMaterial(t.material));break;case\"Group\":n=new Group;break;case\"Bone\":n=new Bone;break;default:n=new Object3D}n.uuid=t.uuid;t.name!==void 0&&(n.name=t.name);if(t.matrix!==void 0){n.matrix.fromArray(t.matrix);t.matrixAutoUpdate!==void 0&&(n.matrixAutoUpdate=t.matrixAutoUpdate);n.matrixAutoUpdate&&n.matrix.decompose(n.position,n.quaternion,n.scale)}else{t.position!==void 0&&n.position.fromArray(t.position);t.rotation!==void 0&&n.rotation.fromArray(t.rotation);t.quaternion!==void 0&&n.quaternion.fromArray(t.quaternion);t.scale!==void 0&&n.scale.fromArray(t.scale)}t.up!==void 0&&n.up.fromArray(t.up);t.castShadow!==void 0&&(n.castShadow=t.castShadow);t.receiveShadow!==void 0&&(n.receiveShadow=t.receiveShadow);if(t.shadow){t.shadow.intensity!==void 0&&(n.shadow.intensity=t.shadow.intensity);t.shadow.bias!==void 0&&(n.shadow.bias=t.shadow.bias);t.shadow.normalBias!==void 0&&(n.shadow.normalBias=t.shadow.normalBias);t.shadow.radius!==void 0&&(n.shadow.radius=t.shadow.radius);t.shadow.mapSize!==void 0&&n.shadow.mapSize.fromArray(t.shadow.mapSize);t.shadow.camera!==void 0&&(n.shadow.camera=this.parseObject(t.shadow.camera))}t.visible!==void 0&&(n.visible=t.visible);t.frustumCulled!==void 0&&(n.frustumCulled=t.frustumCulled);t.renderOrder!==void 0&&(n.renderOrder=t.renderOrder);t.userData!==void 0&&(n.userData=t.userData);t.layers!==void 0&&(n.layers.mask=t.layers);if(t.children!==void 0){const o=t.children;for(let t=0;t<o.length;t++)n.add(this.parseObject(o[t],e,s,i,r))}if(t.animations!==void 0){const e=t.animations;for(let t=0;t<e.length;t++){const s=e[t];n.animations.push(r[s])}}if(t.type===\"LOD\"){t.autoUpdate!==void 0&&(n.autoUpdate=t.autoUpdate);const e=t.levels;for(let t=0;t<e.length;t++){const s=e[t];const i=n.getObjectByProperty(\"uuid\",s.object);i!==void 0&&n.addLevel(i,s.distance,s.hysteresis)}}return n}bindSkeletons(t,e){Object.keys(e).length!==0&&t.traverse((function(t){if(t.isSkinnedMesh===true&&t.skeleton!==void 0){const s=e[t.skeleton];s===void 0?console.warn(\"THREE.ObjectLoader: No skeleton found with UUID:\",t.skeleton):t.bind(s,t.bindMatrix)}}))}bindLightTargets(t){t.traverse((function(e){if(e.isDirectionalLight||e.isSpotLight){const s=e.target;const i=t.getObjectByProperty(\"uuid\",s);e.target=i!==void 0?i:new Object3D}}))}}const Mo={UVMapping:ht,CubeReflectionMapping:ct,CubeRefractionMapping:lt,EquirectangularReflectionMapping:ut,EquirectangularRefractionMapping:dt,CubeUVReflectionMapping:pt};const wo={RepeatWrapping:mt,ClampToEdgeWrapping:ft,MirroredRepeatWrapping:yt};const So={NearestFilter:gt,NearestMipmapNearestFilter:xt,NearestMipmapLinearFilter:vt,LinearFilter:wt,LinearMipmapNearestFilter:St,LinearMipmapLinearFilter:_t};class ImageBitmapLoader extends Loader{constructor(t){super(t);this.isImageBitmapLoader=true;typeof createImageBitmap===\"undefined\"&&console.warn(\"THREE.ImageBitmapLoader: createImageBitmap() not supported.\");typeof fetch===\"undefined\"&&console.warn(\"THREE.ImageBitmapLoader: fetch() not supported.\");this.options={premultiplyAlpha:\"none\"}}setOptions(t){this.options=t;return this}load(t,e,s,i){t===void 0&&(t=\"\");this.path!==void 0&&(t=this.path+t);t=this.manager.resolveURL(t);const r=this;const n=uo.get(t);if(n!==void 0){r.manager.itemStart(t);if(n.then){n.then((s=>{e&&e(s);r.manager.itemEnd(t)})).catch((t=>{i&&i(t)}));return}setTimeout((function(){e&&e(n);r.manager.itemEnd(t)}),0);return n}const o={};o.credentials=this.crossOrigin===\"anonymous\"?\"same-origin\":\"include\";o.headers=this.requestHeader;const a=fetch(t,o).then((function(t){return t.blob()})).then((function(t){return createImageBitmap(t,Object.assign(r.options,{colorSpaceConversion:\"none\"}))})).then((function(s){uo.add(t,s);e&&e(s);r.manager.itemEnd(t);return s})).catch((function(e){i&&i(e);uo.remove(t);r.manager.itemError(t);r.manager.itemEnd(t)}));uo.add(t,a);r.manager.itemStart(t)}}let Ao;class AudioContext{static getContext(){Ao===void 0&&(Ao=new(window.AudioContext||window.webkitAudioContext));return Ao}\n/**\n\t * Allows to set the global native audio context from outside.\n\t *\n\t * @param {AudioContext} value - The native context to set.\n\t */static setContext(t){Ao=t}}class AudioLoader extends Loader{constructor(t){super(t)}load(t,e,s,i){const r=this;const n=new FileLoader(this.manager);n.setResponseType(\"arraybuffer\");n.setPath(this.path);n.setRequestHeader(this.requestHeader);n.setWithCredentials(this.withCredentials);n.load(t,(function(t){try{const s=t.slice(0);const i=AudioContext.getContext();i.decodeAudioData(s,(function(t){e(t)})).catch(handleError)}catch(t){handleError(t)}}),s,i);function handleError(e){i?i(e):console.error(e);r.manager.itemError(t)}}}const _o=new Matrix4;const To=new Matrix4;const Co=new Matrix4;class StereoCamera{constructor(){\n/**\n\t\t * The type property is used for detecting the object type\n\t\t * in context of serialization/deserialization.\n\t\t *\n\t\t * @type {string}\n\t\t * @readonly\n\t\t */\nthis.type=\"StereoCamera\";\n/**\n\t\t * The aspect.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.aspect=1;\n/**\n\t\t * The eye separation which represents the distance\n\t\t * between the left and right camera.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0.064\n\t\t */this.eyeSep=.064;\n/**\n\t\t * The camera representing the left eye. This is added to layer `1` so objects to be\n\t\t * rendered by the left camera must also be added to this layer.\n\t\t *\n\t\t * @type {PerspectiveCamera}\n\t\t */this.cameraL=new PerspectiveCamera;this.cameraL.layers.enable(1);this.cameraL.matrixAutoUpdate=false;\n/**\n\t\t * The camera representing the right eye. This is added to layer `2` so objects to be\n\t\t * rendered by the right camera must also be added to this layer.\n\t\t *\n\t\t * @type {PerspectiveCamera}\n\t\t */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}}\n/**\n\t * Updates the stereo camera based on the given perspective camera.\n\t *\n\t * @param {PerspectiveCamera} camera - The perspective camera.\n\t */update(t){const e=this._cache;const s=e.focus!==t.focus||e.fov!==t.fov||e.aspect!==t.aspect*this.aspect||e.near!==t.near||e.far!==t.far||e.zoom!==t.zoom||e.eyeSep!==this.eyeSep;if(s){e.focus=t.focus;e.fov=t.fov;e.aspect=t.aspect*this.aspect;e.near=t.near;e.far=t.far;e.zoom=t.zoom;e.eyeSep=this.eyeSep;Co.copy(t.projectionMatrix);const s=e.eyeSep/2;const i=s*e.near/e.focus;const r=e.near*Math.tan(Us*e.fov*.5)/e.zoom;let n,o;To.elements[12]=-s;_o.elements[12]=s;n=-r*e.aspect+i;o=r*e.aspect+i;Co.elements[0]=2*e.near/(o-n);Co.elements[8]=(o+n)/(o-n);this.cameraL.projectionMatrix.copy(Co);n=-r*e.aspect-i;o=r*e.aspect-i;Co.elements[0]=2*e.near/(o-n);Co.elements[8]=(o+n)/(o-n);this.cameraR.projectionMatrix.copy(Co)}this.cameraL.matrixWorld.copy(t.matrixWorld).multiply(To);this.cameraR.matrixWorld.copy(t.matrixWorld).multiply(_o)}}class ArrayCamera extends PerspectiveCamera{\n/**\n\t * Constructs a new array camera.\n\t *\n\t * @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.\n\t */\nconstructor(t=[]){super();\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isArrayCamera=true;\n/**\n\t\t * An array of perspective sub cameras.\n\t\t *\n\t\t * @type {Array<PerspectiveCamera>}\n\t\t */this.cameras=t;this.index=0}}class Clock{constructor(t=true){this.autoStart=t;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 t=0;if(this.autoStart&&!this.running){this.start();return 0}if(this.running){const e=now();t=(e-this.oldTime)/1e3;this.oldTime=e;this.elapsedTime+=t}return t}}function now(){return performance.now()}const zo=new Vector3;const Bo=new Quaternion;const Io=new Vector3;const Vo=new Vector3;class AudioListener extends Object3D{constructor(){super();this.type=\"AudioListener\";\n/**\n\t\t * The native audio context.\n\t\t *\n\t\t * @type {AudioContext}\n\t\t * @readonly\n\t\t */this.context=AudioContext.getContext();\n/**\n\t\t * The gain node used for volume control.\n\t\t *\n\t\t * @type {GainNode}\n\t\t * @readonly\n\t\t */this.gain=this.context.createGain();this.gain.connect(this.context.destination);\n/**\n\t\t * An optional filter.\n\t\t *\n\t\t * Defined via {@AudioListener#setFilter}.\n\t\t *\n\t\t * @type {?AudioNode}\n\t\t * @default null\n\t\t * @readonly\n\t\t */this.filter=null;\n/**\n\t\t * Time delta values required for `linearRampToValueAtTime()` usage.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t * @readonly\n\t\t */this.timeDelta=0;this._clock=new Clock}getInput(){return this.gain}removeFilter(){if(this.filter!==null){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}\n/**\n\t * Sets the given filter to this listener.\n\t *\n\t * @param {AudioNode} value - The filter to set.\n\t * @return {AudioListener} A reference to this listener.\n\t */setFilter(t){if(this.filter!==null){this.gain.disconnect(this.filter);this.filter.disconnect(this.context.destination)}else this.gain.disconnect(this.context.destination);this.filter=t;this.gain.connect(this.filter);this.filter.connect(this.context.destination);return this}getMasterVolume(){return this.gain.gain.value}\n/**\n\t * Sets the applications master volume. This volume setting affects\n\t * all audio nodes in the scene.\n\t *\n\t * @param {number} value - The master volume to set.\n\t * @return {AudioListener} A reference to this listener.\n\t */setMasterVolume(t){this.gain.gain.setTargetAtTime(t,this.context.currentTime,.01);return this}updateMatrixWorld(t){super.updateMatrixWorld(t);const e=this.context.listener;const s=this.up;this.timeDelta=this._clock.getDelta();this.matrixWorld.decompose(zo,Bo,Io);Vo.set(0,0,-1).applyQuaternion(Bo);if(e.positionX){const t=this.context.currentTime+this.timeDelta;e.positionX.linearRampToValueAtTime(zo.x,t);e.positionY.linearRampToValueAtTime(zo.y,t);e.positionZ.linearRampToValueAtTime(zo.z,t);e.forwardX.linearRampToValueAtTime(Vo.x,t);e.forwardY.linearRampToValueAtTime(Vo.y,t);e.forwardZ.linearRampToValueAtTime(Vo.z,t);e.upX.linearRampToValueAtTime(s.x,t);e.upY.linearRampToValueAtTime(s.y,t);e.upZ.linearRampToValueAtTime(s.z,t)}else{e.setPosition(zo.x,zo.y,zo.z);e.setOrientation(Vo.x,Vo.y,Vo.z,s.x,s.y,s.z)}}}class Audio extends Object3D{\n/**\n\t * Constructs a new audio.\n\t *\n\t * @param {AudioListener} listener - The global audio listener.\n\t */\nconstructor(t){super();this.type=\"Audio\";\n/**\n\t\t * The global audio listener.\n\t\t *\n\t\t * @type {AudioListener}\n\t\t * @readonly\n\t\t */this.listener=t;\n/**\n\t\t * The audio context.\n\t\t *\n\t\t * @type {AudioContext}\n\t\t * @readonly\n\t\t */this.context=t.context;\n/**\n\t\t * The gain node used for volume control.\n\t\t *\n\t\t * @type {GainNode}\n\t\t * @readonly\n\t\t */this.gain=this.context.createGain();this.gain.connect(t.getInput());\n/**\n\t\t * Whether to start playback automatically or not.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t */this.autoplay=false;\n/**\n\t\t * A reference to an audio buffer.\n\t\t *\n\t\t * Defined via {@link Audio#setBuffer}.\n\t\t *\n\t\t * @type {?AudioBuffer}\n\t\t * @default null\n\t\t * @readonly\n\t\t */this.buffer=null;\n/**\n\t\t * Modify pitch, measured in cents. +/- 100 is a semitone.\n\t\t * +/- 1200 is an octave.\n\t\t *\n\t\t * Defined via {@link Audio#setDetune}.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t * @readonly\n\t\t */this.detune=0;\n/**\n\t\t * Whether the audio should loop or not.\n\t\t *\n\t\t * Defined via {@link Audio#setLoop}.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default false\n\t\t * @readonly\n\t\t */this.loop=false;\n/**\n\t\t * Defines where in the audio buffer the replay should\n\t\t * start, in seconds.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.loopStart=0;\n/**\n\t\t * Defines where in the audio buffer the replay should\n\t\t * stop, in seconds.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.loopEnd=0;\n/**\n\t\t * An offset to the time within the audio buffer the playback\n\t\t * should begin, in seconds.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.offset=0;\n/**\n\t\t * Overrides the default duration of the audio.\n\t\t *\n\t\t * @type {undefined|number}\n\t\t * @default undefined\n\t\t */this.duration=void 0;\n/**\n\t\t * The playback speed.\n\t\t *\n\t\t * Defined via {@link Audio#setPlaybackRate}.\n\t\t *\n\t\t * @type {number}\n\t\t * @readonly\n\t\t * @default 1\n\t\t */this.playbackRate=1;\n/**\n\t\t * Indicates whether the audio is playing or not.\n\t\t *\n\t\t * This flag will be automatically set when using {@link Audio#play},\n\t\t * {@link Audio#pause}, {@link Audio#stop}.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default false\n\t\t */this.isPlaying=false;\n/**\n\t\t * Indicates whether the audio playback can be controlled\n\t\t * with method like {@link Audio#play} or {@link Audio#pause}.\n\t\t *\n\t\t * This flag will be automatically set when audio sources are\n\t\t * defined.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.hasPlaybackControl=true;\n/**\n\t\t * Holds a reference to the current audio source.\n\t\t *\n\t\t * The property is automatically by one of the `set*()` methods.\n\t\t *\n\t\t * @type {?AudioNode}\n\t\t * @readonly\n\t\t * @default null\n\t\t */this.source=null;\n/**\n\t\t * Defines the source type.\n\t\t *\n\t\t * The property is automatically by one of the `set*()` methods.\n\t\t *\n\t\t * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')}\n\t\t * @readonly\n\t\t * @default 'empty'\n\t\t */this.sourceType=\"empty\";this._startedAt=0;this._progress=0;this._connected=false;\n/**\n\t\t * Can be used to apply a variety of low-order filters to create\n\t\t * more complex sound effects e.g. via `BiquadFilterNode`.\n\t\t *\n\t\t * The property is automatically set by {@link Audio#setFilters}.\n\t\t *\n\t\t * @type {Array<AudioNode>}\n\t\t * @readonly\n\t\t */this.filters=[]}getOutput(){return this.gain}\n/**\n\t * Sets the given audio node as the source of this instance.\n\t *\n\t * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`.\n\t *\n\t * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`.\n\t * @return {Audio} A reference to this instance.\n\t */setNodeSource(t){this.hasPlaybackControl=false;this.sourceType=\"audioNode\";this.source=t;this.connect();return this}\n/**\n\t * Sets the given media element as the source of this instance.\n\t *\n\t * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`.\n\t *\n\t * @param {HTMLMediaElement} mediaElement - The media element.\n\t * @return {Audio} A reference to this instance.\n\t */setMediaElementSource(t){this.hasPlaybackControl=false;this.sourceType=\"mediaNode\";this.source=this.context.createMediaElementSource(t);this.connect();return this}\n/**\n\t * Sets the given media stream as the source of this instance.\n\t *\n\t * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`.\n\t *\n\t * @param {MediaStream} mediaStream - The media stream.\n\t * @return {Audio} A reference to this instance.\n\t */setMediaStreamSource(t){this.hasPlaybackControl=false;this.sourceType=\"mediaStreamNode\";this.source=this.context.createMediaStreamSource(t);this.connect();return this}\n/**\n\t * Sets the given audio buffer as the source of this instance.\n\t *\n\t * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`.\n\t *\n\t * @param {AudioBuffer} audioBuffer - The audio buffer.\n\t * @return {Audio} A reference to this instance.\n\t */setBuffer(t){this.buffer=t;this.sourceType=\"buffer\";this.autoplay&&this.play();return this}\n/**\n\t * Starts the playback of the audio.\n\t *\n\t * Can only be used with compatible audio sources that allow playback control.\n\t *\n\t * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing.\n\t * @return {Audio|undefined} A reference to this instance.\n\t */play(t=0){if(this.isPlaying===true){console.warn(\"THREE.Audio: Audio is already playing.\");return}if(this.hasPlaybackControl===false){console.warn(\"THREE.Audio: this Audio has no playback control.\");return}this._startedAt=this.context.currentTime+t;const e=this.context.createBufferSource();e.buffer=this.buffer;e.loop=this.loop;e.loopStart=this.loopStart;e.loopEnd=this.loopEnd;e.onended=this.onEnded.bind(this);e.start(this._startedAt,this._progress+this.offset,this.duration);this.isPlaying=true;this.source=e;this.setDetune(this.detune);this.setPlaybackRate(this.playbackRate);return this.connect()}pause(){if(this.hasPlaybackControl!==false){if(this.isPlaying===true){this._progress+=Math.max(this.context.currentTime-this._startedAt,0)*this.playbackRate;this.loop===true&&(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.\")}\n/**\n\t * Stops the playback of the audio.\n\t *\n\t * Can only be used with compatible audio sources that allow playback control.\n\t *\n\t * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing.\n\t * @return {Audio|undefined} A reference to this instance.\n\t */stop(t=0){if(this.hasPlaybackControl!==false){this._progress=0;if(this.source!==null){this.source.stop(this.context.currentTime+t);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 t=1,e=this.filters.length;t<e;t++)this.filters[t-1].connect(this.filters[t]);this.filters[this.filters.length-1].connect(this.getOutput())}else this.source.connect(this.getOutput());this._connected=true;return this}disconnect(){if(this._connected!==false){if(this.filters.length>0){this.source.disconnect(this.filters[0]);for(let t=1,e=this.filters.length;t<e;t++)this.filters[t-1].disconnect(this.filters[t]);this.filters[this.filters.length-1].disconnect(this.getOutput())}else this.source.disconnect(this.getOutput());this._connected=false;return this}}getFilters(){return this.filters}\n/**\n\t * Sets an array of filters and connects them with the audio source.\n\t *\n\t * @param {Array<AudioNode>} [value] - A list of filters.\n\t * @return {Audio} A reference to this instance.\n\t */setFilters(t){t||(t=[]);if(this._connected===true){this.disconnect();this.filters=t.slice();this.connect()}else this.filters=t.slice();return this}\n/**\n\t * Defines the detuning of oscillation in cents.\n\t *\n\t * @param {number} value - The detuning of oscillation in cents.\n\t * @return {Audio} A reference to this instance.\n\t */setDetune(t){this.detune=t;this.isPlaying===true&&this.source.detune!==void 0&&this.source.detune.setTargetAtTime(this.detune,this.context.currentTime,.01);return this}getDetune(){return this.detune}getFilter(){return this.getFilters()[0]}\n/**\n\t * Applies a single filter node to the audio.\n\t *\n\t * @param {AudioNode} [filter] - The filter to set.\n\t * @return {Audio} A reference to this instance.\n\t */setFilter(t){return this.setFilters(t?[t]:[])}\n/**\n\t * Sets the playback rate.\n\t *\n\t * Can only be used with compatible audio sources that allow playback control.\n\t *\n\t * @param {number} [value] - The playback rate to set.\n\t * @return {Audio|undefined} A reference to this instance.\n\t */setPlaybackRate(t){if(this.hasPlaybackControl!==false){this.playbackRate=t;this.isPlaying===true&&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;this._progress=0}getLoop(){if(this.hasPlaybackControl===false){console.warn(\"THREE.Audio: this Audio has no playback control.\");return false}return this.loop}\n/**\n\t * Sets the loop flag.\n\t *\n\t * Can only be used with compatible audio sources that allow playback control.\n\t *\n\t * @param {boolean} value - Whether the audio should loop or not.\n\t * @return {Audio|undefined} A reference to this instance.\n\t */setLoop(t){if(this.hasPlaybackControl!==false){this.loop=t;this.isPlaying===true&&(this.source.loop=this.loop);return this}console.warn(\"THREE.Audio: this Audio has no playback control.\")}\n/**\n\t * Sets the loop start value which defines where in the audio buffer the replay should\n\t * start, in seconds.\n\t *\n\t * @param {number} value - The loop start value.\n\t * @return {Audio} A reference to this instance.\n\t */setLoopStart(t){this.loopStart=t;return this}\n/**\n\t * Sets the loop end value which defines where in the audio buffer the replay should\n\t * stop, in seconds.\n\t *\n\t * @param {number} value - The loop end value.\n\t * @return {Audio} A reference to this instance.\n\t */setLoopEnd(t){this.loopEnd=t;return this}getVolume(){return this.gain.gain.value}\n/**\n\t * Sets the volume.\n\t *\n\t * @param {number} value - The volume to set.\n\t * @return {Audio} A reference to this instance.\n\t */setVolume(t){this.gain.gain.setTargetAtTime(t,this.context.currentTime,.01);return this}copy(t,e){super.copy(t,e);if(t.sourceType!==\"buffer\"){console.warn(\"THREE.Audio: Audio source type cannot be copied.\");return this}this.autoplay=t.autoplay;this.buffer=t.buffer;this.detune=t.detune;this.loop=t.loop;this.loopStart=t.loopStart;this.loopEnd=t.loopEnd;this.offset=t.offset;this.duration=t.duration;this.playbackRate=t.playbackRate;this.hasPlaybackControl=t.hasPlaybackControl;this.sourceType=t.sourceType;this.filters=t.filters.slice();return this}clone(t){return new this.constructor(this.listener).copy(this,t)}}const Po=new Vector3;const Lo=new Quaternion;const ko=new Vector3;const Ro=new Vector3;class PositionalAudio extends Audio{\n/**\n\t * Constructs a positional audio.\n\t *\n\t * @param {AudioListener} listener - The global audio listener.\n\t */\nconstructor(t){super(t);\n/**\n\t\t * The panner node represents the location, direction, and behavior of an audio\n\t\t * source in 3D space.\n\t\t *\n\t\t * @type {PannerNode}\n\t\t * @readonly\n\t\t */this.panner=this.context.createPanner();this.panner.panningModel=\"HRTF\";this.panner.connect(this.gain)}connect(){super.connect();this.panner.connect(this.gain);return this}disconnect(){super.disconnect();this.panner.disconnect(this.gain);return this}getOutput(){return this.panner}getRefDistance(){return this.panner.refDistance}\n/**\n\t * Defines the reference distance for reducing volume as the audio source moves\n\t * further from the listener – i.e. the distance at which the volume reduction\n\t * starts taking effect.\n\t *\n\t * @param {number} value - The reference distance to set.\n\t * @return {Audio} A reference to this instance.\n\t */setRefDistance(t){this.panner.refDistance=t;return this}getRolloffFactor(){return this.panner.rolloffFactor}\n/**\n\t * Defines how quickly the volume is reduced as the source moves away from the listener.\n\t *\n\t * @param {number} value - The rolloff factor.\n\t * @return {Audio} A reference to this instance.\n\t */setRolloffFactor(t){this.panner.rolloffFactor=t;return this}getDistanceModel(){return this.panner.distanceModel}\n/**\n\t * Defines which algorithm to use to reduce the volume of the audio source\n\t * as it moves away from the listener.\n\t *\n\t * Read [the spec]{@link https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype}\n\t * for more details.\n\t *\n\t * @param {('linear'|'inverse'|'exponential')} value - The distance model to set.\n\t * @return {Audio} A reference to this instance.\n\t */setDistanceModel(t){this.panner.distanceModel=t;return this}getMaxDistance(){return this.panner.maxDistance}\n/**\n\t * Defines the maximum distance between the audio source and the listener,\n\t * after which the volume is not reduced any further.\n\t *\n\t * This value is used only by the `linear` distance model.\n\t *\n\t * @param {number} value - The max distance.\n\t * @return {Audio} A reference to this instance.\n\t */setMaxDistance(t){this.panner.maxDistance=t;return this}\n/**\n\t * Sets the directional cone in which the audio can be listened.\n\t *\n\t * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction.\n\t * @param {number} coneOuterAngle - An angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by the `coneOuterGain` parameter.\n\t * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard.\n\t * @return {Audio} A reference to this instance.\n\t */setDirectionalCone(t,e,s){this.panner.coneInnerAngle=t;this.panner.coneOuterAngle=e;this.panner.coneOuterGain=s;return this}updateMatrixWorld(t){super.updateMatrixWorld(t);if(this.hasPlaybackControl===true&&this.isPlaying===false)return;this.matrixWorld.decompose(Po,Lo,ko);Ro.set(0,0,1).applyQuaternion(Lo);const e=this.panner;if(e.positionX){const t=this.context.currentTime+this.listener.timeDelta;e.positionX.linearRampToValueAtTime(Po.x,t);e.positionY.linearRampToValueAtTime(Po.y,t);e.positionZ.linearRampToValueAtTime(Po.z,t);e.orientationX.linearRampToValueAtTime(Ro.x,t);e.orientationY.linearRampToValueAtTime(Ro.y,t);e.orientationZ.linearRampToValueAtTime(Ro.z,t)}else{e.setPosition(Po.x,Po.y,Po.z);e.setOrientation(Ro.x,Ro.y,Ro.z)}}}class AudioAnalyser{\n/**\n\t * Constructs a new audio analyzer.\n\t *\n\t * @param {Audio} audio - The audio to analyze.\n\t * @param {Audio} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data.\n\t */\nconstructor(t,e=2048){\n/**\n\t\t * The global audio listener.\n\t\t *\n\t\t * @type {AnalyserNode}\n\t\t */\nthis.analyser=t.context.createAnalyser();this.analyser.fftSize=e;\n/**\n\t\t * Holds the analyzed data.\n\t\t *\n\t\t * @type {Uint8Array}\n\t\t */this.data=new Uint8Array(this.analyser.frequencyBinCount);t.getOutput().connect(this.analyser)}getFrequencyData(){this.analyser.getByteFrequencyData(this.data);return this.data}getAverageFrequency(){let t=0;const e=this.getFrequencyData();for(let s=0;s<e.length;s++)t+=e[s];return t/e.length}}class PropertyMixer{constructor(t,e,s){this.binding=t;this.valueSize=s;let i,r,n;switch(e){case\"quaternion\":i=this._slerp;r=this._slerpAdditive;n=this._setAdditiveIdentityQuaternion;this.buffer=new Float64Array(s*6);this._workIndex=5;break;case\"string\":case\"bool\":i=this._select;r=this._select;n=this._setAdditiveIdentityOther;this.buffer=new Array(s*5);break;default:i=this._lerp;r=this._lerpAdditive;n=this._setAdditiveIdentityNumeric;this.buffer=new Float64Array(s*5)}this._mixBufferRegion=i;this._mixBufferRegionAdditive=r;this._setIdentity=n;this._origIndex=3;this._addIndex=4;this.cumulativeWeight=0;this.cumulativeWeightAdditive=0;this.useCount=0;this.referenceCount=0}accumulate(t,e){const s=this.buffer,i=this.valueSize,r=t*i+i;let n=this.cumulativeWeight;if(n===0){for(let t=0;t!==i;++t)s[r+t]=s[t];n=e}else{n+=e;const t=e/n;this._mixBufferRegion(s,r,0,t,i)}this.cumulativeWeight=n}accumulateAdditive(t){const e=this.buffer,s=this.valueSize,i=s*this._addIndex;this.cumulativeWeightAdditive===0&&this._setIdentity();this._mixBufferRegionAdditive(e,i,0,t,s);this.cumulativeWeightAdditive+=t}apply(t){const e=this.valueSize,s=this.buffer,i=t*e+e,r=this.cumulativeWeight,n=this.cumulativeWeightAdditive,o=this.binding;this.cumulativeWeight=0;this.cumulativeWeightAdditive=0;if(r<1){const t=e*this._origIndex;this._mixBufferRegion(s,i,t,1-r,e)}n>0&&this._mixBufferRegionAdditive(s,i,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(s[t]!==s[t+e]){o.setValue(s,i);break}}saveOriginalState(){const t=this.binding;const e=this.buffer,s=this.valueSize,i=s*this._origIndex;t.getValue(e,i);for(let t=s,r=i;t!==r;++t)e[t]=e[i+t%s];this._setIdentity();this.cumulativeWeight=0;this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=this.valueSize*3;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize;const e=t+this.valueSize;for(let s=t;s<e;s++)this.buffer[s]=0}_setAdditiveIdentityQuaternion(){this._setAdditiveIdentityNumeric();this.buffer[this._addIndex*this.valueSize+3]=1}_setAdditiveIdentityOther(){const t=this._origIndex*this.valueSize;const e=this._addIndex*this.valueSize;for(let s=0;s<this.valueSize;s++)this.buffer[e+s]=this.buffer[t+s]}_select(t,e,s,i,r){if(i>=.5)for(let i=0;i!==r;++i)t[e+i]=t[s+i]}_slerp(t,e,s,i){Quaternion.slerpFlat(t,e,t,e,t,s,i)}_slerpAdditive(t,e,s,i,r){const n=this._workIndex*r;Quaternion.multiplyQuaternionsFlat(t,n,t,e,t,s);Quaternion.slerpFlat(t,e,t,e,t,n,i)}_lerp(t,e,s,i,r){const n=1-i;for(let o=0;o!==r;++o){const r=e+o;t[r]=t[r]*n+t[s+o]*i}}_lerpAdditive(t,e,s,i,r){for(let n=0;n!==r;++n){const r=e+n;t[r]=t[r]+t[s+n]*i}}}const Eo=\"\\\\[\\\\]\\\\.:\\\\/\";const Oo=new RegExp(\"[\"+Eo+\"]\",\"g\");const Fo=\"[^\"+Eo+\"]\";const No=\"[^\"+Eo.replace(\"\\\\.\",\"\")+\"]\";const Do=/((?:WC+[\\/:])*)/.source.replace(\"WC\",Fo);const Uo=/(WCOD+)?/.source.replace(\"WCOD\",No);const jo=/(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace(\"WC\",Fo);const Go=/\\.(WC+)(?:\\[(.+)\\])?/.source.replace(\"WC\",Fo);const Wo=new RegExp(\"^\"+Do+Uo+jo+Go+\"$\");const Ho=[\"material\",\"materials\",\"bones\",\"map\"];class Composite{constructor(t,e,s){const i=s||PropertyBinding.parseTrackName(e);this._targetGroup=t;this._bindings=t.subscribe_(e,i)}getValue(t,e){this.bind();const s=this._targetGroup.nCachedObjects_,i=this._bindings[s];i!==void 0&&i.getValue(t,e)}setValue(t,e){const s=this._bindings;for(let i=this._targetGroup.nCachedObjects_,r=s.length;i!==r;++i)s[i].setValue(t,e)}bind(){const t=this._bindings;for(let e=this._targetGroup.nCachedObjects_,s=t.length;e!==s;++e)t[e].bind()}unbind(){const t=this._bindings;for(let e=this._targetGroup.nCachedObjects_,s=t.length;e!==s;++e)t[e].unbind()}}class PropertyBinding{constructor(t,e,s){this.path=e;this.parsedPath=s||PropertyBinding.parseTrackName(e);this.node=PropertyBinding.findNode(t,this.parsedPath.nodeName);this.rootNode=t;this.getValue=this._getValue_unbound;this.setValue=this._setValue_unbound}static create(t,e,s){return t&&t.isAnimationObjectGroup?new PropertyBinding.Composite(t,e,s):new PropertyBinding(t,e,s)}\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(t){return t.replace(/\\s/g,\"_\").replace(Oo,\"\")}static parseTrackName(t){const e=Wo.exec(t);if(e===null)throw new Error(\"PropertyBinding: Cannot parse trackName: \"+t);const s={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]};const i=s.nodeName&&s.nodeName.lastIndexOf(\".\");if(i!==void 0&&i!==-1){const t=s.nodeName.substring(i+1);if(Ho.indexOf(t)!==-1){s.nodeName=s.nodeName.substring(0,i);s.objectName=t}}if(s.propertyName===null||s.propertyName.length===0)throw new Error(\"PropertyBinding: can not parse propertyName from trackName: \"+t);return s}static findNode(t,e){if(e===void 0||e===\"\"||e===\".\"||e===-1||e===t.name||e===t.uuid)return t;if(t.skeleton){const s=t.skeleton.getBoneByName(e);if(s!==void 0)return s}if(t.children){const searchNodeSubtree=function(t){for(let s=0;s<t.length;s++){const i=t[s];if(i.name===e||i.uuid===e)return i;const r=searchNodeSubtree(i.children);if(r)return r}return null};const s=searchNodeSubtree(t.children);if(s)return s}return null}_getValue_unavailable(){}_setValue_unavailable(){}_getValue_direct(t,e){t[e]=this.targetObject[this.propertyName]}_getValue_array(t,e){const s=this.resolvedProperty;for(let i=0,r=s.length;i!==r;++i)t[e++]=s[i]}_getValue_arrayElement(t,e){t[e]=this.resolvedProperty[this.propertyIndex]}_getValue_toArray(t,e){this.resolvedProperty.toArray(t,e)}_setValue_direct(t,e){this.targetObject[this.propertyName]=t[e]}_setValue_direct_setNeedsUpdate(t,e){this.targetObject[this.propertyName]=t[e];this.targetObject.needsUpdate=true}_setValue_direct_setMatrixWorldNeedsUpdate(t,e){this.targetObject[this.propertyName]=t[e];this.targetObject.matrixWorldNeedsUpdate=true}_setValue_array(t,e){const s=this.resolvedProperty;for(let i=0,r=s.length;i!==r;++i)s[i]=t[e++]}_setValue_array_setNeedsUpdate(t,e){const s=this.resolvedProperty;for(let i=0,r=s.length;i!==r;++i)s[i]=t[e++];this.targetObject.needsUpdate=true}_setValue_array_setMatrixWorldNeedsUpdate(t,e){const s=this.resolvedProperty;for(let i=0,r=s.length;i!==r;++i)s[i]=t[e++];this.targetObject.matrixWorldNeedsUpdate=true}_setValue_arrayElement(t,e){this.resolvedProperty[this.propertyIndex]=t[e]}_setValue_arrayElement_setNeedsUpdate(t,e){this.resolvedProperty[this.propertyIndex]=t[e];this.targetObject.needsUpdate=true}_setValue_arrayElement_setMatrixWorldNeedsUpdate(t,e){this.resolvedProperty[this.propertyIndex]=t[e];this.targetObject.matrixWorldNeedsUpdate=true}_setValue_fromArray(t,e){this.resolvedProperty.fromArray(t,e)}_setValue_fromArray_setNeedsUpdate(t,e){this.resolvedProperty.fromArray(t,e);this.targetObject.needsUpdate=true}_setValue_fromArray_setMatrixWorldNeedsUpdate(t,e){this.resolvedProperty.fromArray(t,e);this.targetObject.matrixWorldNeedsUpdate=true}_getValue_unbound(t,e){this.bind();this.getValue(t,e)}_setValue_unbound(t,e){this.bind();this.setValue(t,e)}bind(){let t=this.node;const e=this.parsedPath;const s=e.objectName;const i=e.propertyName;let r=e.propertyIndex;if(!t){t=PropertyBinding.findNode(this.rootNode,e.nodeName);this.node=t}this.getValue=this._getValue_unavailable;this.setValue=this._setValue_unavailable;if(!t){console.warn(\"THREE.PropertyBinding: No target node found for track: \"+this.path+\".\");return}if(s){let i=e.objectIndex;switch(s){case\"materials\":if(!t.material){console.error(\"THREE.PropertyBinding: Can not bind to material as node does not have a material.\",this);return}if(!t.material.materials){console.error(\"THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.\",this);return}t=t.material.materials;break;case\"bones\":if(!t.skeleton){console.error(\"THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.\",this);return}t=t.skeleton.bones;for(let e=0;e<t.length;e++)if(t[e].name===i){i=e;break}break;case\"map\":if(\"map\"in t){t=t.map;break}if(!t.material){console.error(\"THREE.PropertyBinding: Can not bind to material as node does not have a material.\",this);return}if(!t.material.map){console.error(\"THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.\",this);return}t=t.material.map;break;default:if(t[s]===void 0){console.error(\"THREE.PropertyBinding: Can not bind to objectName of node undefined.\",this);return}t=t[s]}if(i!==void 0){if(t[i]===void 0){console.error(\"THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.\",this,t);return}t=t[i]}}const n=t[i];if(n===void 0){const s=e.nodeName;console.error(\"THREE.PropertyBinding: Trying to update property for track: \"+s+\".\"+i+\" but it wasn't found.\",t);return}let o=this.Versioning.None;this.targetObject=t;t.isMaterial===true?o=this.Versioning.NeedsUpdate:t.isObject3D===true&&(o=this.Versioning.MatrixWorldNeedsUpdate);let a=this.BindingType.Direct;if(r!==void 0){if(i===\"morphTargetInfluences\"){if(!t.geometry){console.error(\"THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.\",this);return}if(!t.geometry.morphAttributes){console.error(\"THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.\",this);return}t.morphTargetDictionary[r]!==void 0&&(r=t.morphTargetDictionary[r])}a=this.BindingType.ArrayElement;this.resolvedProperty=n;this.propertyIndex=r}else if(n.fromArray!==void 0&&n.toArray!==void 0){a=this.BindingType.HasFromToArray;this.resolvedProperty=n}else if(Array.isArray(n)){a=this.BindingType.EntireArray;this.resolvedProperty=n}else this.propertyName=i;this.getValue=this.GetterByBindingType[a];this.setValue=this.SetterByBindingTypeAndVersioning[a][o]}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.isAnimationObjectGroup=true;this.uuid=generateUUID();this._objects=Array.prototype.slice.call(arguments);this.nCachedObjects_=0;const t={};this._indicesByUUID=t;for(let e=0,s=arguments.length;e!==s;++e)t[arguments[e].uuid]=e;this._paths=[];this._parsedPaths=[];this._bindings=[];this._bindingsIndicesByPath={};const e=this;this.stats={objects:{get total(){return e._objects.length},get inUse(){return this.total-e.nCachedObjects_}},get bindingsPerObject(){return e._bindings.length}}}add(){const t=this._objects,e=this._indicesByUUID,s=this._paths,i=this._parsedPaths,r=this._bindings,n=r.length;let o,a=t.length,h=this.nCachedObjects_;for(let c=0,l=arguments.length;c!==l;++c){const l=arguments[c],u=l.uuid;let d=e[u];if(d===void 0){d=a++;e[u]=d;t.push(l);for(let t=0,e=n;t!==e;++t)r[t].push(new PropertyBinding(l,s[t],i[t]))}else if(d<h){o=t[d];const a=--h,c=t[a];e[c.uuid]=d;t[d]=c;e[u]=a;t[a]=l;for(let t=0,e=n;t!==e;++t){const e=r[t],n=e[a];let o=e[d];e[d]=n;o===void 0&&(o=new PropertyBinding(l,s[t],i[t]));e[a]=o}}else t[d]!==o&&console.error(\"THREE.AnimationObjectGroup: Different objects with the same UUID detected. Clean the caches or recreate your infrastructure when reloading scenes.\")}this.nCachedObjects_=h}remove(){const t=this._objects,e=this._indicesByUUID,s=this._bindings,i=s.length;let r=this.nCachedObjects_;for(let n=0,o=arguments.length;n!==o;++n){const o=arguments[n],a=o.uuid,h=e[a];if(h!==void 0&&h>=r){const n=r++,c=t[n];e[c.uuid]=h;t[h]=c;e[a]=n;t[n]=o;for(let t=0,e=i;t!==e;++t){const e=s[t],i=e[n],r=e[h];e[h]=i;e[n]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,s=this._bindings,i=s.length;let r=this.nCachedObjects_,n=t.length;for(let o=0,a=arguments.length;o!==a;++o){const a=arguments[o],h=a.uuid,c=e[h];if(c!==void 0){delete e[h];if(c<r){const o=--r,a=t[o],h=--n,l=t[h];e[a.uuid]=c;t[c]=a;e[l.uuid]=o;t[o]=l;t.pop();for(let t=0,e=i;t!==e;++t){const e=s[t],i=e[o],r=e[h];e[c]=i;e[o]=r;e.pop()}}else{const r=--n,o=t[r];r>0&&(e[o.uuid]=c);t[c]=o;t.pop();for(let t=0,e=i;t!==e;++t){const e=s[t];e[c]=e[r];e.pop()}}}}this.nCachedObjects_=r}subscribe_(t,e){const s=this._bindingsIndicesByPath;let i=s[t];const r=this._bindings;if(i!==void 0)return r[i];const n=this._paths,o=this._parsedPaths,a=this._objects,h=a.length,c=this.nCachedObjects_,l=new Array(h);i=r.length;s[t]=i;n.push(t);o.push(e);r.push(l);for(let s=c,i=a.length;s!==i;++s){const i=a[s];l[s]=new PropertyBinding(i,t,e)}return l}unsubscribe_(t){const e=this._bindingsIndicesByPath,s=e[t];if(s!==void 0){const i=this._paths,r=this._parsedPaths,n=this._bindings,o=n.length-1,a=n[o],h=t[o];e[h]=s;n[s]=a;n.pop();r[s]=r[o];r.pop();i[s]=i[o];i.pop()}}}class AnimationAction{constructor(t,e,s=null,i=e.blendMode){this._mixer=t;this._clip=e;this._localRoot=s;this.blendMode=i;const r=e.tracks,n=r.length,o=new Array(n);const a={endingStart:Ee,endingEnd:Ee};for(let t=0;t!==n;++t){const e=r[t].createInterpolant(null);o[t]=e;e.settings=a}this._interpolantSettings=a;this._interpolants=o;this._propertyBindings=new Array(n);this._cacheIndex=null;this._byClipCacheIndex=null;this._timeScaleInterpolant=null;this._weightInterpolant=null;this.loop=Ve;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&&this.timeScale!==0&&this._startTime===null&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(t){this._startTime=t;return this}setLoop(t,e){this.loop=t;this.repetitions=e;return this}setEffectiveWeight(t){this.weight=t;this._effectiveWeight=this.enabled?t:0;return this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(t){return this._scheduleFading(t,0,1)}fadeOut(t){return this._scheduleFading(t,1,0)}crossFadeFrom(t,e,s){t.fadeOut(e);this.fadeIn(e);if(s){const s=this._clip.duration,i=t._clip.duration,r=i/s,n=s/i;t.warp(1,r,e);this.warp(n,1,e)}return this}crossFadeTo(t,e,s){return t.crossFadeFrom(this,e,s)}stopFading(){const t=this._weightInterpolant;if(t!==null){this._weightInterpolant=null;this._mixer._takeBackControlInterpolant(t)}return this}setEffectiveTimeScale(t){this.timeScale=t;this._effectiveTimeScale=this.paused?0:t;return this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(t){this.timeScale=this._clip.duration/t;return this.stopWarping()}syncWith(t){this.time=t.time;this.timeScale=t.timeScale;return this.stopWarping()}halt(t){return this.warp(this._effectiveTimeScale,0,t)}warp(t,e,s){const i=this._mixer,r=i.time,n=this.timeScale;let o=this._timeScaleInterpolant;if(o===null){o=i._lendControlInterpolant();this._timeScaleInterpolant=o}const a=o.parameterPositions,h=o.sampleValues;a[0]=r;a[1]=r+s;h[0]=t/n;h[1]=e/n;return this}stopWarping(){const t=this._timeScaleInterpolant;if(t!==null){this._timeScaleInterpolant=null;this._mixer._takeBackControlInterpolant(t)}return this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(t,e,s,i){if(!this.enabled){this._updateWeight(t);return}const r=this._startTime;if(r!==null){const i=(t-r)*s;if(i<0||s===0)e=0;else{this._startTime=null;e=s*i}}e*=this._updateTimeScale(t);const n=this._updateTime(e);const o=this._updateWeight(t);if(o>0){const t=this._interpolants;const e=this._propertyBindings;switch(this.blendMode){case De:for(let s=0,i=t.length;s!==i;++s){t[s].evaluate(n);e[s].accumulateAdditive(o)}break;case Ne:default:for(let s=0,r=t.length;s!==r;++s){t[s].evaluate(n);e[s].accumulate(i,o)}}}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const s=this._weightInterpolant;if(s!==null){const i=s.evaluate(t)[0];e*=i;if(t>s.parameterPositions[1]){this.stopFading();i===0&&(this.enabled=false)}}}this._effectiveWeight=e;return e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const s=this._timeScaleInterpolant;if(s!==null){const i=s.evaluate(t)[0];e*=i;if(t>s.parameterPositions[1]){this.stopWarping();e===0?this.paused=true:this.timeScale=e}}}this._effectiveTimeScale=e;return e}_updateTime(t){const e=this._clip.duration;const s=this.loop;let i=this.time+t;let r=this._loopCount;const n=s===Pe;if(t===0)return r===-1?i:n&&(r&1)===1?e-i:i;if(s===Ie){if(r===-1){this._loopCount=0;this._setEndings(true,true,false)}t:{if(i>=e)i=e;else{if(!(i<0)){this.time=i;break t}i=0}this.clampWhenFinished?this.paused=true:this.enabled=false;this.time=i;this._mixer.dispatchEvent({type:\"finished\",action:this,direction:t<0?-1:1})}}else{if(r===-1)if(t>=0){r=0;this._setEndings(true,this.repetitions===0,n)}else this._setEndings(this.repetitions===0,true,n);if(i>=e||i<0){const s=Math.floor(i/e);i-=e*s;r+=Math.abs(s);const o=this.repetitions-r;if(o<=0){this.clampWhenFinished?this.paused=true:this.enabled=false;i=t>0?e:0;this.time=i;this._mixer.dispatchEvent({type:\"finished\",action:this,direction:t>0?1:-1})}else{if(o===1){const e=t<0;this._setEndings(e,!e,n)}else this._setEndings(false,false,n);this._loopCount=r;this.time=i;this._mixer.dispatchEvent({type:\"loop\",action:this,loopDelta:s})}}else this.time=i;if(n&&(r&1)===1)return e-i}return i}_setEndings(t,e,s){const i=this._interpolantSettings;if(s){i.endingStart=Oe;i.endingEnd=Oe}else{i.endingStart=t?this.zeroSlopeAtStart?Oe:Ee:Fe;i.endingEnd=e?this.zeroSlopeAtEnd?Oe:Ee:Fe}}_scheduleFading(t,e,s){const i=this._mixer,r=i.time;let n=this._weightInterpolant;if(n===null){n=i._lendControlInterpolant();this._weightInterpolant=n}const o=n.parameterPositions,a=n.sampleValues;o[0]=r;a[0]=e;o[1]=r+t;a[1]=s;return this}}const qo=new Float32Array(1);class AnimationMixer extends EventDispatcher{constructor(t){super();this._root=t;this._initMemoryManager();this._accuIndex=0;this.time=0;this.timeScale=1}_bindAction(t,e){const s=t._localRoot||this._root,i=t._clip.tracks,r=i.length,n=t._propertyBindings,o=t._interpolants,a=s.uuid,h=this._bindingsByRootAndName;let c=h[a];if(c===void 0){c={};h[a]=c}for(let t=0;t!==r;++t){const r=i[t],h=r.name;let l=c[h];if(l!==void 0){++l.referenceCount;n[t]=l}else{l=n[t];if(l!==void 0){if(l._cacheIndex===null){++l.referenceCount;this._addInactiveBinding(l,a,h)}continue}const i=e&&e._propertyBindings[t].binding.parsedPath;l=new PropertyMixer(PropertyBinding.create(s,h,i),r.ValueTypeName,r.getValueSize());++l.referenceCount;this._addInactiveBinding(l,a,h);n[t]=l}o[t].resultBuffer=l.buffer}}_activateAction(t){if(!this._isActiveAction(t)){if(t._cacheIndex===null){const e=(t._localRoot||this._root).uuid,s=t._clip.uuid,i=this._actionsByClip[s];this._bindAction(t,i&&i.knownActions[0]);this._addInactiveAction(t,s,e)}const e=t._propertyBindings;for(let t=0,s=e.length;t!==s;++t){const s=e[t];if(s.useCount++===0){this._lendBinding(s);s.saveOriginalState()}}this._lendAction(t)}}_deactivateAction(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,s=e.length;t!==s;++t){const s=e[t];if(--s.useCount===0){s.restoreOriginalState();this._takeBackBinding(s)}}this._takeBackAction(t)}}_initMemoryManager(){this._actions=[];this._nActiveActions=0;this._actionsByClip={};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}}_isActiveAction(t){const e=t._cacheIndex;return e!==null&&e<this._nActiveActions}_addInactiveAction(t,e,s){const i=this._actions,r=this._actionsByClip;let n=r[e];if(n===void 0){n={knownActions:[t],actionByRoot:{}};t._byClipCacheIndex=0;r[e]=n}else{const e=n.knownActions;t._byClipCacheIndex=e.length;e.push(t)}t._cacheIndex=i.length;i.push(t);n.actionByRoot[s]=t}_removeInactiveAction(t){const e=this._actions,s=e[e.length-1],i=t._cacheIndex;s._cacheIndex=i;e[i]=s;e.pop();t._cacheIndex=null;const r=t._clip.uuid,n=this._actionsByClip,o=n[r],a=o.knownActions,h=a[a.length-1],c=t._byClipCacheIndex;h._byClipCacheIndex=c;a[c]=h;a.pop();t._byClipCacheIndex=null;const l=o.actionByRoot,u=(t._localRoot||this._root).uuid;delete l[u];a.length===0&&delete n[r];this._removeInactiveBindingsForAction(t)}_removeInactiveBindingsForAction(t){const e=t._propertyBindings;for(let t=0,s=e.length;t!==s;++t){const s=e[t];--s.referenceCount===0&&this._removeInactiveBinding(s)}}_lendAction(t){const e=this._actions,s=t._cacheIndex,i=this._nActiveActions++,r=e[i];t._cacheIndex=i;e[i]=t;r._cacheIndex=s;e[s]=r}_takeBackAction(t){const e=this._actions,s=t._cacheIndex,i=--this._nActiveActions,r=e[i];t._cacheIndex=i;e[i]=t;r._cacheIndex=s;e[s]=r}_addInactiveBinding(t,e,s){const i=this._bindingsByRootAndName,r=this._bindings;let n=i[e];if(n===void 0){n={};i[e]=n}n[s]=t;t._cacheIndex=r.length;r.push(t)}_removeInactiveBinding(t){const e=this._bindings,s=t.binding,i=s.rootNode.uuid,r=s.path,n=this._bindingsByRootAndName,o=n[i],a=e[e.length-1],h=t._cacheIndex;a._cacheIndex=h;e[h]=a;e.pop();delete o[r];Object.keys(o).length===0&&delete n[i]}_lendBinding(t){const e=this._bindings,s=t._cacheIndex,i=this._nActiveBindings++,r=e[i];t._cacheIndex=i;e[i]=t;r._cacheIndex=s;e[s]=r}_takeBackBinding(t){const e=this._bindings,s=t._cacheIndex,i=--this._nActiveBindings,r=e[i];t._cacheIndex=i;e[i]=t;r._cacheIndex=s;e[s]=r}_lendControlInterpolant(){const t=this._controlInterpolants,e=this._nActiveControlInterpolants++;let s=t[e];if(s===void 0){s=new LinearInterpolant(new Float32Array(2),new Float32Array(2),1,qo);s.__cacheIndex=e;t[e]=s}return s}_takeBackControlInterpolant(t){const e=this._controlInterpolants,s=t.__cacheIndex,i=--this._nActiveControlInterpolants,r=e[i];t.__cacheIndex=i;e[i]=t;r.__cacheIndex=s;e[s]=r}clipAction(t,e,s){const i=e||this._root,r=i.uuid;let n=typeof t===\"string\"?AnimationClip.findByName(i,t):t;const o=n!==null?n.uuid:t;const a=this._actionsByClip[o];let h=null;s===void 0&&(s=n!==null?n.blendMode:Ne);if(a!==void 0){const t=a.actionByRoot[r];if(t!==void 0&&t.blendMode===s)return t;h=a.knownActions[0];n===null&&(n=h._clip)}if(n===null)return null;const c=new AnimationAction(this,n,e,s);this._bindAction(c,h);this._addInactiveAction(c,o,r);return c}existingAction(t,e){const s=e||this._root,i=s.uuid,r=typeof t===\"string\"?AnimationClip.findByName(s,t):t,n=r?r.uuid:t,o=this._actionsByClip[n];return o!==void 0&&o.actionByRoot[i]||null}stopAllAction(){const t=this._actions,e=this._nActiveActions;for(let s=e-1;s>=0;--s)t[s].stop();return this}update(t){t*=this.timeScale;const e=this._actions,s=this._nActiveActions,i=this.time+=t,r=Math.sign(t),n=this._accuIndex^=1;for(let o=0;o!==s;++o){const s=e[o];s._update(i,t,r,n)}const o=this._bindings,a=this._nActiveBindings;for(let t=0;t!==a;++t)o[t].apply(n);return this}setTime(t){this.time=0;for(let t=0;t<this._actions.length;t++)this._actions[t].time=0;return this.update(t)}getRoot(){return this._root}uncacheClip(t){const e=this._actions,s=t.uuid,i=this._actionsByClip,r=i[s];if(r!==void 0){const t=r.knownActions;for(let s=0,i=t.length;s!==i;++s){const i=t[s];this._deactivateAction(i);const r=i._cacheIndex,n=e[e.length-1];i._cacheIndex=null;i._byClipCacheIndex=null;n._cacheIndex=r;e[r]=n;e.pop();this._removeInactiveBindingsForAction(i)}delete i[s]}}uncacheRoot(t){const e=t.uuid,s=this._actionsByClip;for(const t in s){const i=s[t].actionByRoot,r=i[e];if(r!==void 0){this._deactivateAction(r);this._removeInactiveAction(r)}}const i=this._bindingsByRootAndName,r=i[e];if(r!==void 0)for(const t in r){const e=r[t];e.restoreOriginalState();this._removeInactiveBinding(e)}}uncacheAction(t,e){const s=this.existingAction(t,e);if(s!==null){this._deactivateAction(s);this._removeInactiveAction(s)}}}class RenderTarget3D extends RenderTarget{constructor(t=1,e=1,s=1,i={}){super(t,e,i);this.isRenderTarget3D=true;this.depth=s;this.texture=new Data3DTexture(null,t,e,s);this.texture.isRenderTargetTexture=true}}class RenderTargetArray extends RenderTarget{constructor(t=1,e=1,s=1,i={}){super(t,e,i);this.isRenderTargetArray=true;this.depth=s;this.texture=new DataArrayTexture(null,t,e,s);this.texture.isRenderTargetTexture=true}}class Uniform{constructor(t){this.value=t}clone(){return new Uniform(this.value.clone===void 0?this.value:this.value.clone())}}let Jo=0;class UniformsGroup extends EventDispatcher{constructor(){super();this.isUniformsGroup=true;Object.defineProperty(this,\"id\",{value:Jo++});this.name=\"\";this.usage=_s;this.uniforms=[]}add(t){this.uniforms.push(t);return this}remove(t){const e=this.uniforms.indexOf(t);e!==-1&&this.uniforms.splice(e,1);return this}setName(t){this.name=t;return this}setUsage(t){this.usage=t;return this}dispose(){this.dispatchEvent({type:\"dispose\"});return this}copy(t){this.name=t.name;this.usage=t.usage;const e=t.uniforms;this.uniforms.length=0;for(let t=0,s=e.length;t<s;t++){const s=Array.isArray(e[t])?e[t]:[e[t]];for(let t=0;t<s.length;t++)this.uniforms.push(s[t].clone())}return this}clone(){return(new this.constructor).copy(this)}}class InstancedInterleavedBuffer extends InterleavedBuffer{constructor(t,e,s=1){super(t,e);this.isInstancedInterleavedBuffer=true;this.meshPerAttribute=s}copy(t){super.copy(t);this.meshPerAttribute=t.meshPerAttribute;return this}clone(t){const e=super.clone(t);e.meshPerAttribute=this.meshPerAttribute;return e}toJSON(t){const e=super.toJSON(t);e.isInstancedInterleavedBuffer=true;e.meshPerAttribute=this.meshPerAttribute;return e}}class GLBufferAttribute{constructor(t,e,s,i,r){this.isGLBufferAttribute=true;this.name=\"\";this.buffer=t;this.type=e;this.itemSize=s;this.elementSize=i;this.count=r;this.version=0}set needsUpdate(t){t===true&&this.version++}setBuffer(t){this.buffer=t;return this}setType(t,e){this.type=t;this.elementSize=e;return this}setItemSize(t){this.itemSize=t;return this}setCount(t){this.count=t;return this}}const Xo=new Matrix4;class Raycaster{constructor(t,e,s=0,i=Infinity){this.ray=new Ray(t,e);this.near=s;this.far=i;this.camera=null;this.layers=new Layers;this.params={Mesh:{},Line:{threshold:1},LOD:{},Points:{threshold:1},Sprite:{}}}set(t,e){this.ray.set(t,e)}setFromCamera(t,e){if(e.isPerspectiveCamera){this.ray.origin.setFromMatrixPosition(e.matrixWorld);this.ray.direction.set(t.x,t.y,.5).unproject(e).sub(this.ray.origin).normalize();this.camera=e}else if(e.isOrthographicCamera){this.ray.origin.set(t.x,t.y,(e.near+e.far)/(e.near-e.far)).unproject(e);this.ray.direction.set(0,0,-1).transformDirection(e.matrixWorld);this.camera=e}else console.error(\"THREE.Raycaster: Unsupported camera type: \"+e.type)}setFromXRController(t){Xo.identity().extractRotation(t.matrixWorld);this.ray.origin.setFromMatrixPosition(t.matrixWorld);this.ray.direction.set(0,0,-1).applyMatrix4(Xo);return this}intersectObject(t,e=true,s=[]){intersect(t,this,s,e);s.sort(ascSort);return s}intersectObjects(t,e=true,s=[]){for(let i=0,r=t.length;i<r;i++)intersect(t[i],this,s,e);s.sort(ascSort);return s}}function ascSort(t,e){return t.distance-e.distance}function intersect(t,e,s,i){let r=true;if(t.layers.test(e.layers)){const i=t.raycast(e,s);i===false&&(r=false)}if(r===true&&i===true){const i=t.children;for(let t=0,r=i.length;t<r;t++)intersect(i[t],e,s,true)}}class Spherical{\n/**\n\t * Constructs a new spherical.\n\t *\n\t * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin.\n\t * @param {number} [phi=0] - The polar angle in radians from the y (up) axis.\n\t * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis.\n\t */\nconstructor(t=1,e=0,s=0){\n/**\n\t\t * The radius, or the Euclidean distance (straight-line distance) from the point to the origin.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */\nthis.radius=t;\n/**\n\t\t * The polar angle in radians from the y (up) axis.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.phi=e;\n/**\n\t\t * The equator/azimuthal angle in radians around the y (up) axis.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.theta=s}\n/**\n\t * Sets the spherical components by copying the given values.\n\t *\n\t * @param {number} radius - The radius.\n\t * @param {number} phi - The polar angle.\n\t * @param {number} theta - The azimuthal angle.\n\t * @return {Spherical} A reference to this spherical.\n\t */set(t,e,s){this.radius=t;this.phi=e;this.theta=s;return this}\n/**\n\t * Copies the values of the given spherical to this instance.\n\t *\n\t * @param {Spherical} other - The spherical to copy.\n\t * @return {Spherical} A reference to this spherical.\n\t */copy(t){this.radius=t.radius;this.phi=t.phi;this.theta=t.theta;return this}makeSafe(){const t=1e-6;this.phi=clamp(this.phi,t,Math.PI-t);return this}\n/**\n\t * Sets the spherical components from the given vector which is assumed to hold\n\t * Cartesian coordinates.\n\t *\n\t * @param {Vector3} v - The vector to set.\n\t * @return {Spherical} A reference to this spherical.\n\t */setFromVector3(t){return this.setFromCartesianCoords(t.x,t.y,t.z)}\n/**\n\t * Sets the spherical components from the given Cartesian coordinates.\n\t *\n\t * @param {number} x - The x value.\n\t * @param {number} y - The x value.\n\t * @param {number} z - The x value.\n\t * @return {Spherical} A reference to this spherical.\n\t */setFromCartesianCoords(t,e,s){this.radius=Math.sqrt(t*t+e*e+s*s);if(this.radius===0){this.theta=0;this.phi=0}else{this.theta=Math.atan2(t,s);this.phi=Math.acos(clamp(e/this.radius,-1,1))}return this}clone(){return(new this.constructor).copy(this)}}class Cylindrical{\n/**\n\t * Constructs a new cylindrical.\n\t *\n\t * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane.\n\t * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.\n\t * @param {number} [y=0] - The height above the x-z plane.\n\t */\nconstructor(t=1,e=0,s=0){\n/**\n\t\t * The distance from the origin to a point in the x-z plane.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */\nthis.radius=t;\n/**\n\t\t * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.theta=e;\n/**\n\t\t * The height above the x-z plane.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 0\n\t\t */this.y=s}\n/**\n\t * Sets the cylindrical components by copying the given values.\n\t *\n\t * @param {number} radius - The radius.\n\t * @param {number} theta - The theta angle.\n\t * @param {number} y - The height value.\n\t * @return {Cylindrical} A reference to this cylindrical.\n\t */set(t,e,s){this.radius=t;this.theta=e;this.y=s;return this}\n/**\n\t * Copies the values of the given cylindrical to this instance.\n\t *\n\t * @param {Cylindrical} other - The cylindrical to copy.\n\t * @return {Cylindrical} A reference to this cylindrical.\n\t */copy(t){this.radius=t.radius;this.theta=t.theta;this.y=t.y;return this}\n/**\n\t * Sets the cylindrical components from the given vector which is assumed to hold\n\t * Cartesian coordinates.\n\t *\n\t * @param {Vector3} v - The vector to set.\n\t * @return {Cylindrical} A reference to this cylindrical.\n\t */setFromVector3(t){return this.setFromCartesianCoords(t.x,t.y,t.z)}\n/**\n\t * Sets the cylindrical components from the given Cartesian coordinates.\n\t *\n\t * @param {number} x - The x value.\n\t * @param {number} y - The x value.\n\t * @param {number} z - The x value.\n\t * @return {Cylindrical} A reference to this cylindrical.\n\t */setFromCartesianCoords(t,e,s){this.radius=Math.sqrt(t*t+s*s);this.theta=Math.atan2(t,s);this.y=e;return this}clone(){return(new this.constructor).copy(this)}}class Matrix2{\n/**\n\t * Constructs a new 2x2 matrix. The arguments are supposed to be\n\t * in row-major order. If no arguments are provided, the constructor\n\t * initializes the matrix as an identity matrix.\n\t *\n\t * @param {number} [n11] - 1-1 matrix element.\n\t * @param {number} [n12] - 1-2 matrix element.\n\t * @param {number} [n21] - 2-1 matrix element.\n\t * @param {number} [n22] - 2-2 matrix element.\n\t */\nconstructor(t,e,s,i){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nMatrix2.prototype.isMatrix2=true;\n/**\n\t\t * A column-major list of matrix values.\n\t\t *\n\t\t * @type {Array<number>}\n\t\t */this.elements=[1,0,0,1];t!==void 0&&this.set(t,e,s,i)}identity(){this.set(1,0,0,1);return this}\n/**\n\t * Sets the elements of the matrix from the given array.\n\t *\n\t * @param {Array<number>} array - The matrix elements in column-major order.\n\t * @param {number} [offset=0] - Index of the first element in the array.\n\t * @return {Matrix2} A reference to this matrix.\n\t */fromArray(t,e=0){for(let s=0;s<4;s++)this.elements[s]=t[s+e];return this}\n/**\n\t * Sets the elements of the matrix.The arguments are supposed to be\n\t * in row-major order.\n\t *\n\t * @param {number} n11 - 1-1 matrix element.\n\t * @param {number} n12 - 1-2 matrix element.\n\t * @param {number} n21 - 2-1 matrix element.\n\t * @param {number} n22 - 2-2 matrix element.\n\t * @return {Matrix2} A reference to this matrix.\n\t */set(t,e,s,i){const r=this.elements;r[0]=t;r[2]=e;r[1]=s;r[3]=i;return this}}const Yo=new Vector2;class Box2{\n/**\n\t * Constructs a new bounding box.\n\t *\n\t * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box.\n\t * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box.\n\t */\nconstructor(t=new Vector2(Infinity,Infinity),e=new Vector2(-Infinity,-Infinity)){\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */\nthis.isBox2=true;\n/**\n\t\t * The lower boundary of the box.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.min=t;\n/**\n\t\t * The upper boundary of the box.\n\t\t *\n\t\t * @type {Vector2}\n\t\t */this.max=e}\n/**\n\t * Sets the lower and upper boundaries of this box.\n\t * Please note that this method only copies the values from the given objects.\n\t *\n\t * @param {Vector2} min - The lower boundary of the box.\n\t * @param {Vector2} max - The upper boundary of the box.\n\t * @return {Box2} A reference to this bounding box.\n\t */set(t,e){this.min.copy(t);this.max.copy(e);return this}\n/**\n\t * Sets the upper and lower bounds of this box so it encloses the position data\n\t * in the given array.\n\t *\n\t * @param {Array<Vector2>} points - An array holding 2D position data as instances of {@link Vector2}.\n\t * @return {Box2} A reference to this bounding box.\n\t */setFromPoints(t){this.makeEmpty();for(let e=0,s=t.length;e<s;e++)this.expandByPoint(t[e]);return this}\n/**\n\t * Centers this box on the given center vector and sets this box's width, height and\n\t * depth to the given size values.\n\t *\n\t * @param {Vector2} center - The center of the box.\n\t * @param {Vector2} size - The x and y dimensions of the box.\n\t * @return {Box2} A reference to this bounding box.\n\t */setFromCenterAndSize(t,e){const s=Yo.copy(e).multiplyScalar(.5);this.min.copy(t).sub(s);this.max.copy(t).add(s);return this}clone(){return(new this.constructor).copy(this)}\n/**\n\t * Copies the values of the given box to this instance.\n\t *\n\t * @param {Box2} box - The box to copy.\n\t * @return {Box2} A reference to this bounding box.\n\t */copy(t){this.min.copy(t.min);this.max.copy(t.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}\n/**\n\t * Returns the center point of this box.\n\t *\n\t * @param {Vector2} target - The target vector that is used to store the method's result.\n\t * @return {Vector2} The center point.\n\t */getCenter(t){return this.isEmpty()?t.set(0,0):t.addVectors(this.min,this.max).multiplyScalar(.5)}\n/**\n\t * Returns the dimensions of this box.\n\t *\n\t * @param {Vector2} target - The target vector that is used to store the method's result.\n\t * @return {Vector2} The size.\n\t */getSize(t){return this.isEmpty()?t.set(0,0):t.subVectors(this.max,this.min)}\n/**\n\t * Expands the boundaries of this box to include the given point.\n\t *\n\t * @param {Vector2} point - The point that should be included by the bounding box.\n\t * @return {Box2} A reference to this bounding box.\n\t */expandByPoint(t){this.min.min(t);this.max.max(t);return this}\n/**\n\t * Expands this box equilaterally by the given vector. The width of this\n\t * box will be expanded by the x component of the vector in both\n\t * directions. The height of this box will be expanded by the y component of\n\t * the vector in both directions.\n\t *\n\t * @param {Vector2} vector - The vector that should expand the bounding box.\n\t * @return {Box2} A reference to this bounding box.\n\t */expandByVector(t){this.min.sub(t);this.max.add(t);return this}\n/**\n\t * Expands each dimension of the box by the given scalar. If negative, the\n\t * dimensions of the box will be contracted.\n\t *\n\t * @param {number} scalar - The scalar value that should expand the bounding box.\n\t * @return {Box2} A reference to this bounding box.\n\t */expandByScalar(t){this.min.addScalar(-t);this.max.addScalar(t);return this}\n/**\n\t * Returns `true` if the given point lies within or on the boundaries of this box.\n\t *\n\t * @param {Vector2} point - The point to test.\n\t * @return {boolean} Whether the bounding box contains the given point or not.\n\t */containsPoint(t){return t.x>=this.min.x&&t.x<=this.max.x&&t.y>=this.min.y&&t.y<=this.max.y}\n/**\n\t * Returns `true` if this bounding box includes the entirety of the given bounding box.\n\t * If this box and the given one are identical, this function also returns `true`.\n\t *\n\t * @param {Box2} box - The bounding box to test.\n\t * @return {boolean} Whether the bounding box contains the given bounding box or not.\n\t */containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}\n/**\n\t * Returns a point as a proportion of this box's width and height.\n\t *\n\t * @param {Vector2} point - A point in 2D space.\n\t * @param {Vector2} target - The target vector that is used to store the method's result.\n\t * @return {Vector2} A point as a proportion of this box's width and height.\n\t */getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}\n/**\n\t * Returns `true` if the given bounding box intersects with this bounding box.\n\t *\n\t * @param {Box2} box - The bounding box to test.\n\t * @return {boolean} Whether the given bounding box intersects with this bounding box.\n\t */intersectsBox(t){return t.max.x>=this.min.x&&t.min.x<=this.max.x&&t.max.y>=this.min.y&&t.min.y<=this.max.y}\n/**\n\t * Clamps the given point within the bounds of this box.\n\t *\n\t * @param {Vector2} point - The point to clamp.\n\t * @param {Vector2} target - The target vector that is used to store the method's result.\n\t * @return {Vector2} The clamped point.\n\t */clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}\n/**\n\t * Returns the euclidean distance from any edge of this box to the specified point. If\n\t * the given point lies inside of this box, the distance will be `0`.\n\t *\n\t * @param {Vector2} point - The point to compute the distance to.\n\t * @return {number} The euclidean distance.\n\t */distanceToPoint(t){return this.clampPoint(t,Yo).distanceTo(t)}\n/**\n\t * Computes the intersection of this bounding box and the given one, setting the upper\n\t * bound of this box to the lesser of the two boxes' upper bounds and the\n\t * lower bound of this box to the greater of the two boxes' lower bounds. If\n\t * there's no overlap, makes this box empty.\n\t *\n\t * @param {Box2} box - The bounding box to intersect with.\n\t * @return {Box2} A reference to this bounding box.\n\t */intersect(t){this.min.max(t.min);this.max.min(t.max);this.isEmpty()&&this.makeEmpty();return this}\n/**\n\t * Computes the union of this box and another and the given one, setting the upper\n\t * bound of this box to the greater of the two boxes' upper bounds and the\n\t * lower bound of this box to the lesser of the two boxes' lower bounds.\n\t *\n\t * @param {Box2} box - The bounding box that will be unioned with this instance.\n\t * @return {Box2} A reference to this bounding box.\n\t */union(t){this.min.min(t.min);this.max.max(t.max);return this}\n/**\n\t * Adds the given offset to both the upper and lower bounds of this bounding box,\n\t * effectively moving it in 2D space.\n\t *\n\t * @param {Vector2} offset - The offset that should be used to translate the bounding box.\n\t * @return {Box2} A reference to this bounding box.\n\t */translate(t){this.min.add(t);this.max.add(t);return this}\n/**\n\t * Returns `true` if this bounding box is equal with the given one.\n\t *\n\t * @param {Box2} box - The box to test for equality.\n\t * @return {boolean} Whether this bounding box is equal with the given one.\n\t */equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}const Zo=new Vector3;const Qo=new Vector3;class Line3{\n/**\n\t * Constructs a new line segment.\n\t *\n\t * @param {Vector3} [start=(0,0,0)] - Start of the line segment.\n\t * @param {Vector3} [end=(0,0,0)] - End of the line segment.\n\t */\nconstructor(t=new Vector3,e=new Vector3){\n/**\n\t\t * Start of the line segment.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */\nthis.start=t;\n/**\n\t\t * End of the line segment.\n\t\t *\n\t\t * @type {Vector3}\n\t\t */this.end=e}\n/**\n\t * Sets the start and end values by copying the given vectors.\n\t *\n\t * @param {Vector3} start - The start point.\n\t * @param {Vector3} end - The end point.\n\t * @return {Line3} A reference to this line segment.\n\t */set(t,e){this.start.copy(t);this.end.copy(e);return this}\n/**\n\t * Copies the values of the given line segment to this instance.\n\t *\n\t * @param {Line3} line - The line segment to copy.\n\t * @return {Line3} A reference to this line segment.\n\t */copy(t){this.start.copy(t.start);this.end.copy(t.end);return this}\n/**\n\t * Returns the center of the line segment.\n\t *\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The center point.\n\t */getCenter(t){return t.addVectors(this.start,this.end).multiplyScalar(.5)}\n/**\n\t * Returns the delta vector of the line segment's start and end point.\n\t *\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The delta vector.\n\t */delta(t){return t.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}\n/**\n\t * Returns a vector at a certain position along the line segment.\n\t *\n\t * @param {number} t - A value between `[0,1]` to represent a position along the line segment.\n\t * @param {Vector3} target - The target vector that is used to store the method's result.\n\t * @return {Vector3} The delta vector.\n\t */at(t,e){return this.delta(e).multiplyScalar(t).add(this.start)}\n/**\n\t * Returns a point parameter based on the closest point as projected on the line segment.\n\t *\n\t * @param {Vector3} point - The point for which to return a point parameter.\n\t * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.\n\t * @return {number} The point parameter.\n\t */closestPointToPointParameter(t,e){Zo.subVectors(t,this.start);Qo.subVectors(this.end,this.start);const s=Qo.dot(Qo);const i=Qo.dot(Zo);let r=i/s;e&&(r=clamp(r,0,1));return r}\n/**\n\t * Returns the closets point on the line for a given point.\n\t *\n\t * @param {Vector3} point - The point to compute the closest point on the line for.\n\t * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not.\n\t * @param {Vector3} target -  The target vector that is used to store the method's result.\n\t * @return {Vector3} The closest point on the line.\n\t */closestPointToPoint(t,e,s){const i=this.closestPointToPointParameter(t,e);return this.delta(s).multiplyScalar(i).add(this.start)}\n/**\n\t * Applies a 4x4 transformation matrix to this line segment.\n\t *\n\t * @param {Matrix4} matrix - The transformation matrix.\n\t * @return {Line3} A reference to this line segment.\n\t */applyMatrix4(t){this.start.applyMatrix4(t);this.end.applyMatrix4(t);return this}\n/**\n\t * Returns `true` if this line segment is equal with the given one.\n\t *\n\t * @param {Line3} line - The line segment to test for equality.\n\t * @return {boolean} Whether this line segment is equal with the given one.\n\t */equals(t){return t.start.equals(this.start)&&t.end.equals(this.end)}clone(){return(new this.constructor).copy(this)}}const Ko=new Vector3;class SpotLightHelper extends Object3D{\n/**\n\t * Constructs a new spot light helper.\n\t *\n\t * @param {HemisphereLight} light - The light to be visualized.\n\t * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take\n\t * the color of the light.\n\t */\nconstructor(t,e){super();\n/**\n\t\t * The light being visualized.\n\t\t *\n\t\t * @type {SpotLight}\n\t\t */this.light=t;this.matrixAutoUpdate=false;\n/**\n\t\t * The color parameter passed in the constructor.\n\t\t * If not set, the helper will take the color of the light.\n\t\t *\n\t\t * @type {number|Color|string}\n\t\t */this.color=e;this.type=\"SpotLightHelper\";const s=new BufferGeometry;const i=[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 t=0,e=1,s=32;t<s;t++,e++){const r=t/s*Math.PI*2;const n=e/s*Math.PI*2;i.push(Math.cos(r),Math.sin(r),1,Math.cos(n),Math.sin(n),1)}s.setAttribute(\"position\",new Float32BufferAttribute(i,3));const r=new LineBasicMaterial({fog:false,toneMapped:false});this.cone=new LineSegments(s,r);this.add(this.cone);this.update()}dispose(){this.cone.geometry.dispose();this.cone.material.dispose()}update(){this.light.updateWorldMatrix(true,false);this.light.target.updateWorldMatrix(true,false);if(this.parent){this.parent.updateWorldMatrix(true);this.matrix.copy(this.parent.matrixWorld).invert().multiply(this.light.matrixWorld)}else this.matrix.copy(this.light.matrixWorld);this.matrixWorld.copy(this.light.matrixWorld);const t=this.light.distance?this.light.distance:1e3;const e=t*Math.tan(this.light.angle);this.cone.scale.set(e,e,t);Ko.setFromMatrixPosition(this.light.target.matrixWorld);this.cone.lookAt(Ko);this.color!==void 0?this.cone.material.color.set(this.color):this.cone.material.color.copy(this.light.color)}}const $o=new Vector3;const ta=new Matrix4;const ea=new Matrix4;class SkeletonHelper extends LineSegments{\n/**\n\t * Constructs a new hemisphere light helper.\n\t *\n\t * @param {Object3D} object -  Usually an instance of {@link SkinnedMesh}. However, any 3D object\n\t * can be used if it represents a hierarchy of bones (see {@link Bone}).\n\t */\nconstructor(t){const e=getBoneList(t);const s=new BufferGeometry;const i=[];const r=[];const n=new Color(0,0,1);const o=new Color(0,1,0);for(let t=0;t<e.length;t++){const s=e[t];if(s.parent&&s.parent.isBone){i.push(0,0,0);i.push(0,0,0);r.push(n.r,n.g,n.b);r.push(o.r,o.g,o.b)}}s.setAttribute(\"position\",new Float32BufferAttribute(i,3));s.setAttribute(\"color\",new Float32BufferAttribute(r,3));const a=new LineBasicMaterial({vertexColors:true,depthTest:false,depthWrite:false,toneMapped:false,transparent:true});super(s,a);\n/**\n\t\t * This flag can be used for type testing.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @readonly\n\t\t * @default true\n\t\t */this.isSkeletonHelper=true;this.type=\"SkeletonHelper\";\n/**\n\t\t * The object being visualized.\n\t\t *\n\t\t * @type {Object3D}\n\t\t */this.root=t;\n/**\n\t\t * he list of bones that the helper visualizes.\n\t\t *\n\t\t * @type {Array<Bone>}\n\t\t */this.bones=e;this.matrix=t.matrixWorld;this.matrixAutoUpdate=false}updateMatrixWorld(t){const e=this.bones;const s=this.geometry;const i=s.getAttribute(\"position\");ea.copy(this.root.matrixWorld).invert();for(let t=0,s=0;t<e.length;t++){const r=e[t];if(r.parent&&r.parent.isBone){ta.multiplyMatrices(ea,r.matrixWorld);$o.setFromMatrixPosition(ta);i.setXYZ(s,$o.x,$o.y,$o.z);ta.multiplyMatrices(ea,r.parent.matrixWorld);$o.setFromMatrixPosition(ta);i.setXYZ(s+1,$o.x,$o.y,$o.z);s+=2}}s.getAttribute(\"position\").needsUpdate=true;super.updateMatrixWorld(t)}dispose(){this.geometry.dispose();this.material.dispose()}}function getBoneList(t){const e=[];t.isBone===true&&e.push(t);for(let s=0;s<t.children.length;s++)e.push(...getBoneList(t.children[s]));return e}class PointLightHelper extends Mesh{\n/**\n\t * Constructs a new point light helper.\n\t *\n\t * @param {PointLight} light - The light to be visualized.\n\t * @param {number} [sphereSize=1] - The size of the sphere helper.\n\t * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take\n\t * the color of the light.\n\t */\nconstructor(t,e,s){const i=new SphereGeometry(e,4,2);const r=new MeshBasicMaterial({wireframe:true,fog:false,toneMapped:false});super(i,r);\n/**\n\t\t * The light being visualized.\n\t\t *\n\t\t * @type {HemisphereLight}\n\t\t */this.light=t;\n/**\n\t\t * The color parameter passed in the constructor.\n\t\t * If not set, the helper will take the color of the light.\n\t\t *\n\t\t * @type {number|Color|string}\n\t\t */this.color=s;this.type=\"PointLightHelper\";this.matrix=this.light.matrixWorld;this.matrixAutoUpdate=false;this.update()}dispose(){this.geometry.dispose();this.material.dispose()}update(){this.light.updateWorldMatrix(true,false);this.color!==void 0?this.material.color.set(this.color):this.material.color.copy(this.light.color)}}const sa=new Vector3;const ia=new Color;const ra=new Color;class HemisphereLightHelper extends Object3D{\n/**\n\t * Constructs a new hemisphere light helper.\n\t *\n\t * @param {HemisphereLight} light - The light to be visualized.\n\t * @param {number} [size=1] - The size of the mesh used to visualize the light.\n\t * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take\n\t * the color of the light.\n\t */\nconstructor(t,e,s){super();\n/**\n\t\t * The light being visualized.\n\t\t *\n\t\t * @type {HemisphereLight}\n\t\t */this.light=t;this.matrix=t.matrixWorld;this.matrixAutoUpdate=false;\n/**\n\t\t * The color parameter passed in the constructor.\n\t\t * If not set, the helper will take the color of the light.\n\t\t *\n\t\t * @type {number|Color|string}\n\t\t */this.color=s;this.type=\"HemisphereLightHelper\";const i=new OctahedronGeometry(e);i.rotateY(Math.PI*.5);this.material=new MeshBasicMaterial({wireframe:true,fog:false,toneMapped:false});this.color===void 0&&(this.material.vertexColors=true);const r=i.getAttribute(\"position\");const n=new Float32Array(r.count*3);i.setAttribute(\"color\",new BufferAttribute(n,3));this.add(new Mesh(i,this.material));this.update()}dispose(){this.children[0].geometry.dispose();this.children[0].material.dispose()}update(){const t=this.children[0];if(this.color!==void 0)this.material.color.set(this.color);else{const e=t.geometry.getAttribute(\"color\");ia.copy(this.light.color);ra.copy(this.light.groundColor);for(let t=0,s=e.count;t<s;t++){const i=t<s/2?ia:ra;e.setXYZ(t,i.r,i.g,i.b)}e.needsUpdate=true}this.light.updateWorldMatrix(true,false);t.lookAt(sa.setFromMatrixPosition(this.light.matrixWorld).negate())}}class GridHelper extends LineSegments{\n/**\n\t * Constructs a new grid helper.\n\t *\n\t * @param {number} [size=10] - The size of the grid.\n\t * @param {number} [divisions=10] - The number of divisions across the grid.\n\t * @param {number|Color|string} [color1=0x444444] - The color of the center line.\n\t * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid.\n\t */\nconstructor(t=10,e=10,s=4473924,i=8947848){s=new Color(s);i=new Color(i);const r=e/2;const n=t/e;const o=t/2;const a=[],h=[];for(let t=0,c=0,l=-o;t<=e;t++,l+=n){a.push(-o,0,l,o,0,l);a.push(l,0,-o,l,0,o);const e=t===r?s:i;e.toArray(h,c);c+=3;e.toArray(h,c);c+=3;e.toArray(h,c);c+=3;e.toArray(h,c);c+=3}const c=new BufferGeometry;c.setAttribute(\"position\",new Float32BufferAttribute(a,3));c.setAttribute(\"color\",new Float32BufferAttribute(h,3));const l=new LineBasicMaterial({vertexColors:true,toneMapped:false});super(c,l);this.type=\"GridHelper\"}dispose(){this.geometry.dispose();this.material.dispose()}}class PolarGridHelper extends LineSegments{\n/**\n\t * Constructs a new polar grid helper.\n\t *\n\t * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number.\n\t * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer.\n\t * @param {number} [rings=16] - The number of rings. This can be any positive integer.\n\t * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer.\n\t * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements.\n\t * @param {number|Color|string} [color2=0x888888] -  The second color used for grid elements.\n\t */\nconstructor(t=10,e=16,s=8,i=64,r=4473924,n=8947848){r=new Color(r);n=new Color(n);const o=[];const a=[];if(e>1)for(let s=0;s<e;s++){const i=s/e*(Math.PI*2);const h=Math.sin(i)*t;const c=Math.cos(i)*t;o.push(0,0,0);o.push(h,0,c);const l=s&1?r:n;a.push(l.r,l.g,l.b);a.push(l.r,l.g,l.b)}for(let e=0;e<s;e++){const h=e&1?r:n;const c=t-t/s*e;for(let t=0;t<i;t++){let e=t/i*(Math.PI*2);let s=Math.sin(e)*c;let r=Math.cos(e)*c;o.push(s,0,r);a.push(h.r,h.g,h.b);e=(t+1)/i*(Math.PI*2);s=Math.sin(e)*c;r=Math.cos(e)*c;o.push(s,0,r);a.push(h.r,h.g,h.b)}}const h=new BufferGeometry;h.setAttribute(\"position\",new Float32BufferAttribute(o,3));h.setAttribute(\"color\",new Float32BufferAttribute(a,3));const c=new LineBasicMaterial({vertexColors:true,toneMapped:false});super(h,c);this.type=\"PolarGridHelper\"}dispose(){this.geometry.dispose();this.material.dispose()}}const na=new Vector3;const oa=new Vector3;const aa=new Vector3;class DirectionalLightHelper extends Object3D{\n/**\n\t * Constructs a new directional light helper.\n\t *\n\t * @param {DirectionalLight} light - The light to be visualized.\n\t * @param {number} [size=1] - The dimensions of the plane.\n\t * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take\n\t * the color of the light.\n\t */\nconstructor(t,e,s){super();\n/**\n\t\t * The light being visualized.\n\t\t *\n\t\t * @type {DirectionalLight}\n\t\t */this.light=t;this.matrix=t.matrixWorld;this.matrixAutoUpdate=false;\n/**\n\t\t * The color parameter passed in the constructor.\n\t\t * If not set, the helper will take the color of the light.\n\t\t *\n\t\t * @type {number|Color|string}\n\t\t */this.color=s;this.type=\"DirectionalLightHelper\";e===void 0&&(e=1);let i=new BufferGeometry;i.setAttribute(\"position\",new Float32BufferAttribute([-e,e,0,e,e,0,e,-e,0,-e,-e,0,-e,e,0],3));const r=new LineBasicMaterial({fog:false,toneMapped:false});\n/**\n\t\t * Contains the line showing the location of the directional light.\n\t\t *\n\t\t * @type {Line}\n\t\t */this.lightPlane=new Line(i,r);this.add(this.lightPlane);i=new BufferGeometry;i.setAttribute(\"position\",new Float32BufferAttribute([0,0,0,0,0,1],3));\n/**\n\t\t * Represents the target line of the directional light.\n\t\t *\n\t\t * @type {Line}\n\t\t */this.targetLine=new Line(i,r);this.add(this.targetLine);this.update()}dispose(){this.lightPlane.geometry.dispose();this.lightPlane.material.dispose();this.targetLine.geometry.dispose();this.targetLine.material.dispose()}update(){this.light.updateWorldMatrix(true,false);this.light.target.updateWorldMatrix(true,false);na.setFromMatrixPosition(this.light.matrixWorld);oa.setFromMatrixPosition(this.light.target.matrixWorld);aa.subVectors(oa,na);this.lightPlane.lookAt(oa);if(this.color!==void 0){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(oa);this.targetLine.scale.z=aa.length()}}const ha=new Vector3;const ca=new Camera;class CameraHelper extends LineSegments{\n/**\n\t * Constructs a new arrow helper.\n\t *\n\t * @param {Camera} camera - The camera to visualize.\n\t */\nconstructor(t){const e=new BufferGeometry;const s=new LineBasicMaterial({color:16777215,vertexColors:true,toneMapped:false});const i=[];const r=[];const n={};addLine(\"n1\",\"n2\");addLine(\"n2\",\"n4\");addLine(\"n4\",\"n3\");addLine(\"n3\",\"n1\");addLine(\"f1\",\"f2\");addLine(\"f2\",\"f4\");addLine(\"f4\",\"f3\");addLine(\"f3\",\"f1\");addLine(\"n1\",\"f1\");addLine(\"n2\",\"f2\");addLine(\"n3\",\"f3\");addLine(\"n4\",\"f4\");addLine(\"p\",\"n1\");addLine(\"p\",\"n2\");addLine(\"p\",\"n3\");addLine(\"p\",\"n4\");addLine(\"u1\",\"u2\");addLine(\"u2\",\"u3\");addLine(\"u3\",\"u1\");addLine(\"c\",\"t\");addLine(\"p\",\"c\");addLine(\"cn1\",\"cn2\");addLine(\"cn3\",\"cn4\");addLine(\"cf1\",\"cf2\");addLine(\"cf3\",\"cf4\");function addLine(t,e){addPoint(t);addPoint(e)}function addPoint(t){i.push(0,0,0);r.push(0,0,0);n[t]===void 0&&(n[t]=[]);n[t].push(i.length/3-1)}e.setAttribute(\"position\",new Float32BufferAttribute(i,3));e.setAttribute(\"color\",new Float32BufferAttribute(r,3));super(e,s);this.type=\"CameraHelper\";\n/**\n\t\t * The camera being visualized.\n\t\t *\n\t\t * @type {Camera}\n\t\t */this.camera=t;this.camera.updateProjectionMatrix&&this.camera.updateProjectionMatrix();this.matrix=t.matrixWorld;this.matrixAutoUpdate=false;\n/**\n\t\t * This contains the points used to visualize the camera.\n\t\t *\n\t\t * @type {Object<string,Array<number>>}\n\t\t */this.pointMap=n;this.update();const o=new Color(16755200);const a=new Color(16711680);const h=new Color(43775);const c=new Color(16777215);const l=new Color(3355443);this.setColors(o,a,h,c,l)}\n/**\n\t * Defines the colors of the helper.\n\t *\n\t * @param {Color} frustum - The frustum line color.\n\t * @param {Color} cone - The cone line color.\n\t * @param {Color} up - The up line color.\n\t * @param {Color} target - The target line color.\n\t * @param {Color} cross - The cross line color.\n\t */setColors(t,e,s,i,r){const n=this.geometry;const o=n.getAttribute(\"color\");o.setXYZ(0,t.r,t.g,t.b);o.setXYZ(1,t.r,t.g,t.b);o.setXYZ(2,t.r,t.g,t.b);o.setXYZ(3,t.r,t.g,t.b);o.setXYZ(4,t.r,t.g,t.b);o.setXYZ(5,t.r,t.g,t.b);o.setXYZ(6,t.r,t.g,t.b);o.setXYZ(7,t.r,t.g,t.b);o.setXYZ(8,t.r,t.g,t.b);o.setXYZ(9,t.r,t.g,t.b);o.setXYZ(10,t.r,t.g,t.b);o.setXYZ(11,t.r,t.g,t.b);o.setXYZ(12,t.r,t.g,t.b);o.setXYZ(13,t.r,t.g,t.b);o.setXYZ(14,t.r,t.g,t.b);o.setXYZ(15,t.r,t.g,t.b);o.setXYZ(16,t.r,t.g,t.b);o.setXYZ(17,t.r,t.g,t.b);o.setXYZ(18,t.r,t.g,t.b);o.setXYZ(19,t.r,t.g,t.b);o.setXYZ(20,t.r,t.g,t.b);o.setXYZ(21,t.r,t.g,t.b);o.setXYZ(22,t.r,t.g,t.b);o.setXYZ(23,t.r,t.g,t.b);o.setXYZ(24,e.r,e.g,e.b);o.setXYZ(25,e.r,e.g,e.b);o.setXYZ(26,e.r,e.g,e.b);o.setXYZ(27,e.r,e.g,e.b);o.setXYZ(28,e.r,e.g,e.b);o.setXYZ(29,e.r,e.g,e.b);o.setXYZ(30,e.r,e.g,e.b);o.setXYZ(31,e.r,e.g,e.b);o.setXYZ(32,s.r,s.g,s.b);o.setXYZ(33,s.r,s.g,s.b);o.setXYZ(34,s.r,s.g,s.b);o.setXYZ(35,s.r,s.g,s.b);o.setXYZ(36,s.r,s.g,s.b);o.setXYZ(37,s.r,s.g,s.b);o.setXYZ(38,i.r,i.g,i.b);o.setXYZ(39,i.r,i.g,i.b);o.setXYZ(40,r.r,r.g,r.b);o.setXYZ(41,r.r,r.g,r.b);o.setXYZ(42,r.r,r.g,r.b);o.setXYZ(43,r.r,r.g,r.b);o.setXYZ(44,r.r,r.g,r.b);o.setXYZ(45,r.r,r.g,r.b);o.setXYZ(46,r.r,r.g,r.b);o.setXYZ(47,r.r,r.g,r.b);o.setXYZ(48,r.r,r.g,r.b);o.setXYZ(49,r.r,r.g,r.b);o.needsUpdate=true}update(){const t=this.geometry;const e=this.pointMap;const s=1,i=1;ca.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse);const r=this.camera.coordinateSystem===Es?-1:0;setPoint(\"c\",e,t,ca,0,0,r);setPoint(\"t\",e,t,ca,0,0,1);setPoint(\"n1\",e,t,ca,-1,-1,r);setPoint(\"n2\",e,t,ca,s,-1,r);setPoint(\"n3\",e,t,ca,-1,i,r);setPoint(\"n4\",e,t,ca,s,i,r);setPoint(\"f1\",e,t,ca,-1,-1,1);setPoint(\"f2\",e,t,ca,s,-1,1);setPoint(\"f3\",e,t,ca,-1,i,1);setPoint(\"f4\",e,t,ca,s,i,1);setPoint(\"u1\",e,t,ca,s*.7,i*1.1,r);setPoint(\"u2\",e,t,ca,-.7,i*1.1,r);setPoint(\"u3\",e,t,ca,0,i*2,r);setPoint(\"cf1\",e,t,ca,-1,0,1);setPoint(\"cf2\",e,t,ca,s,0,1);setPoint(\"cf3\",e,t,ca,0,-1,1);setPoint(\"cf4\",e,t,ca,0,i,1);setPoint(\"cn1\",e,t,ca,-1,0,r);setPoint(\"cn2\",e,t,ca,s,0,r);setPoint(\"cn3\",e,t,ca,0,-1,r);setPoint(\"cn4\",e,t,ca,0,i,r);t.getAttribute(\"position\").needsUpdate=true}dispose(){this.geometry.dispose();this.material.dispose()}}function setPoint(t,e,s,i,r,n,o){ha.set(r,n,o).unproject(i);const a=e[t];if(a!==void 0){const t=s.getAttribute(\"position\");for(let e=0,s=a.length;e<s;e++)t.setXYZ(a[e],ha.x,ha.y,ha.z)}}const la=new Box3;class BoxHelper extends LineSegments{\n/**\n\t * Constructs a new box helper.\n\t *\n\t * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box.\n\t * @param {number|Color|string} [color=0xffff00] - The box's color.\n\t */\nconstructor(t,e=16776960){const s=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 i=new Float32Array(24);const r=new BufferGeometry;r.setIndex(new BufferAttribute(s,1));r.setAttribute(\"position\",new BufferAttribute(i,3));super(r,new LineBasicMaterial({color:e,toneMapped:false}));\n/**\n\t\t * The 3D object being visualized.\n\t\t *\n\t\t * @type {Object3D}\n\t\t */this.object=t;this.type=\"BoxHelper\";this.matrixAutoUpdate=false;this.update()}update(){this.object!==void 0&&la.setFromObject(this.object);if(la.isEmpty())return;const t=la.min;const e=la.max;const s=this.geometry.attributes.position;const i=s.array;i[0]=e.x;i[1]=e.y;i[2]=e.z;i[3]=t.x;i[4]=e.y;i[5]=e.z;i[6]=t.x;i[7]=t.y;i[8]=e.z;i[9]=e.x;i[10]=t.y;i[11]=e.z;i[12]=e.x;i[13]=e.y;i[14]=t.z;i[15]=t.x;i[16]=e.y;i[17]=t.z;i[18]=t.x;i[19]=t.y;i[20]=t.z;i[21]=e.x;i[22]=t.y;i[23]=t.z;s.needsUpdate=true;this.geometry.computeBoundingSphere()}\n/**\n\t * Updates the wireframe box for the passed object.\n\t *\n\t * @param {Object3D} object - The 3D object to create the helper for.\n\t * @return {BoxHelper} A reference to this instance.\n\t */setFromObject(t){this.object=t;this.update();return this}copy(t,e){super.copy(t,e);this.object=t.object;return this}dispose(){this.geometry.dispose();this.material.dispose()}}class Box3Helper extends LineSegments{\n/**\n\t * Constructs a new box3 helper.\n\t *\n\t * @param {Box3} box - The box to visualize.\n\t * @param {number|Color|string} [color=0xffff00] - The box's color.\n\t */\nconstructor(t,e=16776960){const s=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 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];const r=new BufferGeometry;r.setIndex(new BufferAttribute(s,1));r.setAttribute(\"position\",new Float32BufferAttribute(i,3));super(r,new LineBasicMaterial({color:e,toneMapped:false}));\n/**\n\t\t * The box being visualized.\n\t\t *\n\t\t * @type {Box3}\n\t\t */this.box=t;this.type=\"Box3Helper\";this.geometry.computeBoundingSphere()}updateMatrixWorld(t){const e=this.box;if(!e.isEmpty()){e.getCenter(this.position);e.getSize(this.scale);this.scale.multiplyScalar(.5);super.updateMatrixWorld(t)}}dispose(){this.geometry.dispose();this.material.dispose()}}class PlaneHelper extends Line{\n/**\n\t * Constructs a new plane helper.\n\t *\n\t * @param {Plane} plane - The plane to be visualized.\n\t * @param {number} [size=1] - The side length of plane helper.\n\t * @param {number|Color|string} [hex=0xffff00] - The helper's color.\n\t */\nconstructor(t,e=1,s=16776960){const i=s;const r=[1,-1,0,-1,1,0,-1,-1,0,1,1,0,-1,1,0,-1,-1,0,1,-1,0,1,1,0];const n=new BufferGeometry;n.setAttribute(\"position\",new Float32BufferAttribute(r,3));n.computeBoundingSphere();super(n,new LineBasicMaterial({color:i,toneMapped:false}));this.type=\"PlaneHelper\";\n/**\n\t\t * The plane being visualized.\n\t\t *\n\t\t * @type {Plane}\n\t\t */this.plane=t;\n/**\n\t\t * The side length of plane helper.\n\t\t *\n\t\t * @type {number}\n\t\t * @default 1\n\t\t */this.size=e;const o=[1,1,0,-1,1,0,-1,-1,0,1,1,0,-1,-1,0,1,-1,0];const a=new BufferGeometry;a.setAttribute(\"position\",new Float32BufferAttribute(o,3));a.computeBoundingSphere();this.add(new Mesh(a,new MeshBasicMaterial({color:i,opacity:.2,transparent:true,depthWrite:false,toneMapped:false})))}updateMatrixWorld(t){this.position.set(0,0,0);this.scale.set(.5*this.size,.5*this.size,1);this.lookAt(this.plane.normal);this.translateZ(-this.plane.constant);super.updateMatrixWorld(t)}dispose(){this.geometry.dispose();this.material.dispose();this.children[0].geometry.dispose();this.children[0].material.dispose()}}const ua=new Vector3;let da,pa;class ArrowHelper extends Object3D{\n/**\n\t * Constructs a new arrow helper.\n\t *\n\t * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector.\n\t * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts.\n\t * @param {number} [length=1] - Length of the arrow in world units.\n\t * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow.\n\t * @param {number} [headLength=length*0.2] - The length of the head of the arrow.\n\t * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.\n\t */\nconstructor(t=new Vector3(0,0,1),e=new Vector3(0,0,0),s=1,i=16776960,r=s*.2,n=r*.2){super();this.type=\"ArrowHelper\";if(da===void 0){da=new BufferGeometry;da.setAttribute(\"position\",new Float32BufferAttribute([0,0,0,0,1,0],3));pa=new CylinderGeometry(0,.5,1,5,1);pa.translate(0,-.5,0)}this.position.copy(e);\n/**\n\t\t * The line part of the arrow helper.\n\t\t *\n\t\t * @type {Line}\n\t\t */this.line=new Line(da,new LineBasicMaterial({color:i,toneMapped:false}));this.line.matrixAutoUpdate=false;this.add(this.line);\n/**\n\t\t * The cone part of the arrow helper.\n\t\t *\n\t\t * @type {Mesh}\n\t\t */this.cone=new Mesh(pa,new MeshBasicMaterial({color:i,toneMapped:false}));this.cone.matrixAutoUpdate=false;this.add(this.cone);this.setDirection(t);this.setLength(s,r,n)}\n/**\n\t * Sets the direction of the helper.\n\t *\n\t * @param {Vector3} dir - The normalized direction vector.\n\t */setDirection(t){if(t.y>.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{ua.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(ua,e)}}\n/**\n\t * Sets the length of the helper.\n\t *\n\t * @param {number} length - Length of the arrow in world units.\n\t * @param {number} [headLength=length*0.2] - The length of the head of the arrow.\n\t * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow.\n\t */setLength(t,e=t*.2,s=e*.2){this.line.scale.set(1,Math.max(1e-4,t-e),1);this.line.updateMatrix();this.cone.scale.set(s,e,s);this.cone.position.y=t;this.cone.updateMatrix()}\n/**\n\t * Sets the color of the helper.\n\t *\n\t * @param {number|Color|string} color - The color to set.\n\t */setColor(t){this.line.material.color.set(t);this.cone.material.color.set(t)}copy(t){super.copy(t,false);this.line.copy(t.line);this.cone.copy(t.cone);return this}dispose(){this.line.geometry.dispose();this.line.material.dispose();this.cone.geometry.dispose();this.cone.material.dispose()}}class AxesHelper extends LineSegments{\n/**\n\t * Constructs a new axes helper.\n\t *\n\t * @param {number} [size=1] - Size of the lines representing the axes.\n\t */\nconstructor(t=1){const e=[0,0,0,t,0,0,0,0,0,0,t,0,0,0,0,0,0,t];const s=[1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1];const i=new BufferGeometry;i.setAttribute(\"position\",new Float32BufferAttribute(e,3));i.setAttribute(\"color\",new Float32BufferAttribute(s,3));const r=new LineBasicMaterial({vertexColors:true,toneMapped:false});super(i,r);this.type=\"AxesHelper\"}\n/**\n\t * Defines the colors of the axes helper.\n\t *\n\t * @param {number|Color|string} xAxisColor - The color for the x axis.\n\t * @param {number|Color|string} yAxisColor - The color for the y axis.\n\t * @param {number|Color|string} zAxisColor - The color for the z axis.\n\t * @return {AxesHelper} A reference to this axes helper.\n\t */setColors(t,e,s){const i=new Color;const r=this.geometry.attributes.color.array;i.set(t);i.toArray(r,0);i.toArray(r,3);i.set(e);i.toArray(r,6);i.toArray(r,9);i.set(s);i.toArray(r,12);i.toArray(r,15);this.geometry.attributes.color.needsUpdate=true;return this}dispose(){this.geometry.dispose();this.material.dispose()}}class ShapePath{constructor(){this.type=\"ShapePath\";\n/**\n\t\t * The color of the shape.\n\t\t *\n\t\t * @type {Color}\n\t\t */this.color=new Color;\n/**\n\t\t * The paths that have been generated for this shape.\n\t\t *\n\t\t * @type {Array<Path>}\n\t\t * @default null\n\t\t */this.subPaths=[];\n/**\n\t\t * The current path that is being generated.\n\t\t *\n\t\t * @type {?Path}\n\t\t * @default null\n\t\t */this.currentPath=null}\n/**\n\t * Creates a new path and moves it current point to the given one.\n\t *\n\t * @param {number} x - The x coordinate.\n\t * @param {number} y - The y coordinate.\n\t * @return {ShapePath} A reference to this shape path.\n\t */moveTo(t,e){this.currentPath=new Path;this.subPaths.push(this.currentPath);this.currentPath.moveTo(t,e);return this}\n/**\n\t * Adds an instance of {@link LineCurve} to the path by connecting\n\t * the current point with the given one.\n\t *\n\t * @param {number} x - The x coordinate of the end point.\n\t * @param {number} y - The y coordinate of the end point.\n\t * @return {ShapePath} A reference to this shape path.\n\t */lineTo(t,e){this.currentPath.lineTo(t,e);return this}\n/**\n\t * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting\n\t * the current point with the given one.\n\t *\n\t * @param {number} aCPx - The x coordinate of the control point.\n\t * @param {number} aCPy - The y coordinate of the control point.\n\t * @param {number} aX - The x coordinate of the end point.\n\t * @param {number} aY - The y coordinate of the end point.\n\t * @return {ShapePath} A reference to this shape path.\n\t */quadraticCurveTo(t,e,s,i){this.currentPath.quadraticCurveTo(t,e,s,i);return this}\n/**\n\t * Adds an instance of {@link CubicBezierCurve} to the path by connecting\n\t * the current point with the given one.\n\t *\n\t * @param {number} aCP1x - The x coordinate of the first control point.\n\t * @param {number} aCP1y - The y coordinate of the first control point.\n\t * @param {number} aCP2x - The x coordinate of the second control point.\n\t * @param {number} aCP2y - The y coordinate of the second control point.\n\t * @param {number} aX - The x coordinate of the end point.\n\t * @param {number} aY - The y coordinate of the end point.\n\t * @return {ShapePath} A reference to this shape path.\n\t */bezierCurveTo(t,e,s,i,r,n){this.currentPath.bezierCurveTo(t,e,s,i,r,n);return this}\n/**\n\t * Adds an instance of {@link SplineCurve} to the path by connecting\n\t * the current point with the given list of points.\n\t *\n\t * @param {Array<Vector2>} pts - An array of points in 2D space.\n\t * @return {ShapePath} A reference to this shape path.\n\t */splineThru(t){this.currentPath.splineThru(t);return this}\n/**\n\t * Converts the paths into an array of shapes.\n\t *\n\t * @param {boolean} isCCW - By default solid shapes are  defined clockwise (CW) and holes are defined counterclockwise (CCW).\n\t * If this flag is set to `true`, then those are flipped.\n\t * @return {Array<Shape>} An array of shapes.\n\t */toShapes(t){function toShapesNoHoles(t){const e=[];for(let s=0,i=t.length;s<i;s++){const i=t[s];const r=new Shape;r.curves=i.curves;e.push(r)}return e}function isPointInsidePolygon(t,e){const s=e.length;let i=false;for(let r=s-1,n=0;n<s;r=n++){let s=e[r];let o=e[n];let a=o.x-s.x;let h=o.y-s.y;if(Math.abs(h)>Number.EPSILON){if(h<0){s=e[n];a=-a;o=e[r];h=-h}if(t.y<s.y||t.y>o.y)continue;if(t.y===s.y){if(t.x===s.x)return true}else{const e=h*(t.x-s.x)-a*(t.y-s.y);if(e===0)return true;if(e<0)continue;i=!i}}else{if(t.y!==s.y)continue;if(o.x<=t.x&&t.x<=s.x||s.x<=t.x&&t.x<=o.x)return true}}return i}const e=ShapeUtils.isClockWise;const s=this.subPaths;if(s.length===0)return[];let i,r,n;const o=[];if(s.length===1){r=s[0];n=new Shape;n.curves=r.curves;o.push(n);return o}let a=!e(s[0].getPoints());a=t?!a:a;const h=[];const c=[];let l=[];let u=0;let d;c[u]=void 0;l[u]=[];for(let n=0,o=s.length;n<o;n++){r=s[n];d=r.getPoints();i=e(d);i=t?!i:i;if(i){!a&&c[u]&&u++;c[u]={s:new Shape,p:d};c[u].s.curves=r.curves;a&&u++;l[u]=[]}else l[u].push({h:r,p:d[0]})}if(!c[0])return toShapesNoHoles(s);if(c.length>1){let t=false;let e=0;for(let t=0,e=c.length;t<e;t++)h[t]=[];for(let s=0,i=c.length;s<i;s++){const i=l[s];for(let r=0;r<i.length;r++){const n=i[r];let o=true;for(let i=0;i<c.length;i++)if(isPointInsidePolygon(n.p,c[i].p)){s!==i&&e++;if(o){o=false;h[i].push(n)}else t=true}o&&h[s].push(n)}}e>0&&t===false&&(l=h)}let p;for(let t=0,e=c.length;t<e;t++){n=c[t].s;o.push(n);p=l[t];for(let t=0,e=p.length;t<e;t++)n.holes.push(p[t].h)}return o}}class Controls extends EventDispatcher{\n/**\n\t * Constructs a new controls instance.\n\t *\n\t * @param {Object3D} object - The object that is managed by the controls.\n\t * @param {?HTMLDOMElement} domElement - The HTML element used for event listeners.\n\t */\nconstructor(t,e=null){super();\n/**\n\t\t * The object that is managed by the controls.\n\t\t *\n\t\t * @type {Object3D}\n\t\t */this.object=t;\n/**\n\t\t * The HTML element used for event listeners.\n\t\t *\n\t\t * @type {?HTMLDOMElement}\n\t\t * @default null\n\t\t */this.domElement=e;\n/**\n\t\t * Whether the controls responds to user input or not.\n\t\t *\n\t\t * @type {boolean}\n\t\t * @default true\n\t\t */this.enabled=true;\n/**\n\t\t * The internal state of the controls.\n\t\t *\n\t\t * @type {number}\n\t\t * @default -1\n\t\t */this.state=-1;\n/**\n\t\t * This object defines the keyboard input of the controls.\n\t\t *\n\t\t * @type {Object}\n\t\t */this.keys={};\n/**\n\t\t * This object defines what type of actions are assigned to the available mouse buttons.\n\t\t * It depends on the control implementation what kind of mouse buttons and actions are supported.\n\t\t *\n\t\t * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}}\n\t\t */this.mouseButtons={LEFT:null,MIDDLE:null,RIGHT:null};\n/**\n\t\t * This object defines what type of actions are assigned to what kind of touch interaction.\n\t\t * It depends on the control implementation what kind of touch interaction and actions are supported.\n\t\t *\n\t\t * @type {{ONE: ?number, TWO: ?number}}\n\t\t */this.touches={ONE:null,TWO:null}}connect(){}disconnect(){}dispose(){}\n/**\n\t * Controls should implement this method if they have to update their internal state\n\t * per simulation step.\n\t *\n\t * @param {number} [delta] - The time delta in seconds.\n\t */update(){}}\n/**\n * Scales the texture as large as possible within its surface without cropping\n * or stretching the texture. The method preserves the original aspect ratio of\n * the texture. Akin to CSS `object-fit: contain`\n *\n * @param {Texture} texture - The texture.\n * @param {number} aspect - The texture's aspect ratio.\n * @return {Texture} The updated texture.\n */function contain(t,e){const s=t.image&&t.image.width?t.image.width/t.image.height:1;if(s>e){t.repeat.x=1;t.repeat.y=s/e;t.offset.x=0;t.offset.y=(1-t.repeat.y)/2}else{t.repeat.x=e/s;t.repeat.y=1;t.offset.x=(1-t.repeat.x)/2;t.offset.y=0}return t}\n/**\n * Scales the texture to the smallest possible size to fill the surface, leaving\n * no empty space. The method preserves the original aspect ratio of the texture.\n * Akin to CSS `object-fit: cover`.\n *\n * @param {Texture} texture - The texture.\n * @param {number} aspect - The texture's aspect ratio.\n * @return {Texture} The updated texture.\n */function cover(t,e){const s=t.image&&t.image.width?t.image.width/t.image.height:1;if(s>e){t.repeat.x=e/s;t.repeat.y=1;t.offset.x=(1-t.repeat.x)/2;t.offset.y=0}else{t.repeat.x=1;t.repeat.y=s/e;t.offset.x=0;t.offset.y=(1-t.repeat.y)/2}return t}\n/**\n * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.\n *\n * @param {Texture} texture - The texture.\n * @return {Texture} The updated texture.\n */function fill(t){t.repeat.x=1;t.repeat.y=1;t.offset.x=0;t.offset.y=0;return t}\n/**\n * Determines how many bytes must be used to represent the texture.\n *\n * @param {number} width - The width of the texture.\n * @param {number} height - The height of the texture.\n * @param {number} format - The texture's format.\n * @param {number} type - The texture's type.\n * @return {number} The byte length.\n */function getByteLength(t,e,s,i){const r=getTextureTypeByteLength(i);switch(s){case Nt:return t*e;case jt:return t*e;case Gt:return t*e*2;case qt:return t*e/r.components*r.byteLength;case Jt:return t*e/r.components*r.byteLength;case Xt:return t*e*2/r.components*r.byteLength;case Yt:return t*e*2/r.components*r.byteLength;case Dt:return t*e*3/r.components*r.byteLength;case Ut:return t*e*4/r.components*r.byteLength;case Qt:return t*e*4/r.components*r.byteLength;case Kt:case $t:return Math.floor((t+3)/4)*Math.floor((e+3)/4)*8;case te:case ee:return Math.floor((t+3)/4)*Math.floor((e+3)/4)*16;case ie:case ne:return Math.max(t,16)*Math.max(e,8)/4;case se:case re:return Math.max(t,8)*Math.max(e,8)/2;case oe:case ae:return Math.floor((t+3)/4)*Math.floor((e+3)/4)*8;case he:return Math.floor((t+3)/4)*Math.floor((e+3)/4)*16;case ce:return Math.floor((t+3)/4)*Math.floor((e+3)/4)*16;case le:return Math.floor((t+4)/5)*Math.floor((e+3)/4)*16;case ue:return Math.floor((t+4)/5)*Math.floor((e+4)/5)*16;case de:return Math.floor((t+5)/6)*Math.floor((e+4)/5)*16;case pe:return Math.floor((t+5)/6)*Math.floor((e+5)/6)*16;case me:return Math.floor((t+7)/8)*Math.floor((e+4)/5)*16;case fe:return Math.floor((t+7)/8)*Math.floor((e+5)/6)*16;case ye:return Math.floor((t+7)/8)*Math.floor((e+7)/8)*16;case ge:return Math.floor((t+9)/10)*Math.floor((e+4)/5)*16;case xe:return Math.floor((t+9)/10)*Math.floor((e+5)/6)*16;case be:return Math.floor((t+9)/10)*Math.floor((e+7)/8)*16;case ve:return Math.floor((t+9)/10)*Math.floor((e+9)/10)*16;case Me:return Math.floor((t+11)/12)*Math.floor((e+9)/10)*16;case we:return Math.floor((t+11)/12)*Math.floor((e+11)/12)*16;case Se:case Ae:case _e:return Math.ceil(t/4)*Math.ceil(e/4)*16;case Te:case Ce:return Math.ceil(t/4)*Math.ceil(e/4)*8;case ze:case Be:return Math.ceil(t/4)*Math.ceil(e/4)*16}throw new Error(`Unable to determine texture byte length for ${s} format.`)}function getTextureTypeByteLength(t){switch(t){case Ct:case zt:return{byteLength:1,components:1};case It:case Bt:case kt:return{byteLength:2,components:1};case Rt:case Et:return{byteLength:2,components:4};case Pt:case Vt:case Lt:return{byteLength:4,components:1};case Ft:return{byteLength:4,components:3}}throw new Error(`Unknown texture type ${t}.`)}class TextureUtils{\n/**\n\t * Scales the texture as large as possible within its surface without cropping\n\t * or stretching the texture. The method preserves the original aspect ratio of\n\t * the texture. Akin to CSS `object-fit: contain`\n\t *\n\t * @param {Texture} texture - The texture.\n\t * @param {number} aspect - The texture's aspect ratio.\n\t * @return {Texture} The updated texture.\n\t */\nstatic contain(t,e){return contain(t,e)}\n/**\n\t * Scales the texture to the smallest possible size to fill the surface, leaving\n\t * no empty space. The method preserves the original aspect ratio of the texture.\n\t * Akin to CSS `object-fit: cover`.\n\t *\n\t * @param {Texture} texture - The texture.\n\t * @param {number} aspect - The texture's aspect ratio.\n\t * @return {Texture} The updated texture.\n\t */static cover(t,e){return cover(t,e)}\n/**\n\t * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`.\n\t *\n\t * @param {Texture} texture - The texture.\n\t * @return {Texture} The updated texture.\n\t */static fill(t){return fill(t)}\n/**\n\t * Determines how many bytes must be used to represent the texture.\n\t *\n\t * @param {number} width - The width of the texture.\n\t * @param {number} height - The height of the texture.\n\t * @param {number} format - The texture's format.\n\t * @param {number} type - The texture's type.\n\t * @return {number} The byte length.\n\t */static getByteLength(t,e,s,i){return getByteLength(t,e,s,i)}}typeof __THREE_DEVTOOLS__!==\"undefined\"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"register\",{detail:{revision:t}}));typeof window!==\"undefined\"&&(window.__THREE__?console.warn(\"WARNING: Multiple instances of Three.js being imported.\"):window.__THREE__=t);export{Y as $,Qe as A,d as B,Color as C,Ts as D,EventDispatcher as E,Lt as F,WebGLCubeRenderTarget as G,BoxGeometry as H,InterleavedBuffer as I,Mesh as J,Scene as K,_t as L,Matrix2 as M,K as N,Ye as O,wt as P,CubeCamera as Q,CubeTexture as R,ts as S,Xe as T,Pt as U,Vector2 as V,Es as W,ut as X,dt as Y,Q as Z,Z as _,Vector3 as a,M as a$,MeshBasicMaterial as a0,MeshLambertMaterial as a1,MeshPhongMaterial as a2,OrthographicCamera as a3,PerspectiveCamera as a4,Ke as a5,Ut as a6,kt as a7,BufferGeometry as a8,BufferAttribute as a9,Xt as aA,a as aB,SphereGeometry as aC,St as aD,vt as aE,Float16BufferAttribute as aF,t as aG,ArrayCamera as aH,WebXRController as aI,js as aJ,Frustum as aK,h as aL,u as aM,Jt as aN,qt as aO,Yt as aP,Zt as aQ,Dt as aR,Qt as aS,Bt as aT,zt as aU,It as aV,DataTexture as aW,warnOnce as aX,createCanvasElement as aY,S as aZ,w as a_,RenderTarget as aa,pt as ab,Texture as ac,MeshStandardMaterial as ad,MeshPhysicalMaterial as ae,MeshToonMaterial as af,MeshMatcapMaterial as ag,SpriteMaterial as ah,PointsMaterial as ai,ShadowMaterial as aj,Uint32BufferAttribute as ak,Uint16BufferAttribute as al,arrayNeedsUint32 as am,p as an,Camera as ao,Ht as ap,Wt as aq,Ot as ar,Ct as as,Plane as at,Object3D as au,Tt as av,Float32BufferAttribute as aw,ht as ax,xs as ay,l as az,Vector4 as b,ft as b$,L as b0,R as b1,V as b2,B as b3,P as b4,k as b5,E as b6,I as b7,z as b8,C as b9,se as bA,ie as bB,re as bC,ne as bD,oe as bE,ae as bF,he as bG,ce as bH,le as bI,ue as bJ,de as bK,pe as bL,me as bM,fe as bN,ye as bO,ge as bP,xe as bQ,be as bR,ve as bS,Me as bT,we as bU,Se as bV,Te as bW,Ce as bX,ze as bY,Be as bZ,yt as b_,T as ba,i as bb,r as bc,n as bd,b as be,x as bf,g as bg,y as bh,X as bi,J as bj,q as bk,H as bl,W as bm,G as bn,j as bo,U as bp,Rt as bq,Et as br,Ft as bs,Nt as bt,jt as bu,Gt as bv,Kt as bw,$t as bx,te as by,ee as bz,Matrix3 as c,BatchedMesh as c$,mt as c0,xt as c1,gt as c2,ws as c3,Ms as c4,Ss as c5,bs as c6,vs as c7,As as c8,gs as c9,tt as cA,et as cB,st as cC,rt as cD,nt as cE,Group as cF,Loader as cG,FileLoader as cH,MaterialLoader as cI,ObjectLoader as cJ,De as cK,AnimationAction as cL,AnimationClip as cM,AnimationLoader as cN,AnimationMixer as cO,AnimationObjectGroup as cP,lo as cQ,ArcCurve as cR,ArrowHelper as cS,ot as cT,Audio as cU,AudioAnalyser as cV,AudioContext as cW,AudioListener as cX,AudioLoader as cY,AxesHelper as cZ,We as c_,ms as ca,ps as cb,fs as cc,us as cd,ds as ce,ls as cf,ys as cg,cs as ch,as as ci,os as cj,ns as ck,rs as cl,hs as cm,is as cn,es as co,ss as cp,_ as cq,A as cr,SpotLight as cs,PointLight as ct,DirectionalLight as cu,RectAreaLight as cv,AmbientLight as cw,HemisphereLight as cx,LightProbe as cy,$ as cz,Matrix4 as d,Interpolant as d$,Bone as d0,BooleanKeyframeTrack as d1,Box2 as d2,Box3 as d3,Box3Helper as d4,BoxHelper as d5,BufferGeometryLoader as d6,uo as d7,CameraHelper as d8,CanvasTexture as d9,DataUtils as dA,po as dB,at as dC,DirectionalLightHelper as dD,DiscreteInterpolant as dE,DodecahedronGeometry as dF,Ps as dG,Bs as dH,EdgesGeometry as dI,EllipseCurve as dJ,ExtrudeGeometry as dK,Fog as dL,FogExp2 as dM,GLBufferAttribute as dN,ks as dO,Rs as dP,GridHelper as dQ,HemisphereLightHelper as dR,IcosahedronGeometry as dS,ImageBitmapLoader as dT,ImageLoader as dU,ImageUtils as dV,InstancedBufferGeometry as dW,InstancedMesh as dX,Int16BufferAttribute as dY,Int32BufferAttribute as dZ,Int8BufferAttribute as d_,CapsuleGeometry as da,CatmullRomCurve3 as db,CircleGeometry as dc,Clock as dd,ColorKeyframeTrack as de,CompressedArrayTexture as df,CompressedCubeTexture as dg,CompressedTexture as dh,CompressedTextureLoader as di,ConeGeometry as dj,N as dk,O as dl,Controls as dm,CubeTextureLoader as dn,CubicBezierCurve as dp,CubicBezierCurve3 as dq,CubicInterpolant as dr,o as ds,Curve as dt,CurvePath as du,it as dv,CylinderGeometry as dw,Cylindrical as dx,Data3DTexture as dy,DataTextureLoader as dz,Gs as e,ShapeUtils as e$,Le as e0,ke as e1,Re as e2,KeyframeTrack as e3,LOD as e4,LatheGeometry as e5,Layers as e6,Light as e7,Line as e8,Line3 as e9,PointLightHelper as eA,Points as eB,PolarGridHelper as eC,PolyhedronGeometry as eD,PositionalAudio as eE,PropertyBinding as eF,PropertyMixer as eG,QuadraticBezierCurve as eH,QuadraticBezierCurve3 as eI,Quaternion as eJ,QuaternionKeyframeTrack as eK,QuaternionLinearInterpolant as eL,He as eM,qe as eN,Ae as eO,_e as eP,Je as eQ,RawShaderMaterial as eR,Ray as eS,Raycaster as eT,RenderTarget3D as eU,RenderTargetArray as eV,RingGeometry as eW,ShaderMaterial as eX,Shape as eY,ShapeGeometry as eZ,ShapePath as e_,LineCurve as ea,LineCurve3 as eb,LineLoop as ec,LineSegments as ed,LinearInterpolant as ee,At as ef,$e as eg,LoaderUtils as eh,LoadingManager as ei,Ie as ej,Pe as ek,Ve as el,e as em,MeshDepthMaterial as en,MeshDistanceMaterial as eo,Mt as ep,bt as eq,Ne as er,NumberKeyframeTrack as es,OctahedronGeometry as et,D as eu,F as ev,c as ew,Path as ex,PlaneGeometry as ey,PlaneHelper as ez,Os as f,Skeleton as f0,SkeletonHelper as f1,SkinnedMesh as f2,Source as f3,Spherical as f4,SphericalHarmonics3 as f5,SplineCurve as f6,SpotLightHelper as f7,Sprite as f8,Vs as f9,WebGLArrayRenderTarget as fA,WebGLRenderTarget as fB,WireframeGeometry as fC,Fe as fD,Ee as fE,Oe as fF,mergeUniforms as fG,cloneUniforms as fH,getUnlitUniformColorSpace as fI,kr as fJ,createElementNS as fK,getByteLength as fL,toNormalizedProjectionMatrix as fM,toReversedProjectionMatrix as fN,probeAsync as fO,zs as fa,StereoCamera as fb,Ls as fc,Cs as fd,Is as fe,StringKeyframeTrack as ff,s as fg,TetrahedronGeometry as fh,TextureLoader as fi,TextureUtils as fj,Fs as fk,TorusGeometry as fl,TorusKnotGeometry as fm,Triangle as fn,Ge as fo,je as fp,Ue as fq,TubeGeometry as fr,Uint8BufferAttribute as fs,Uint8ClampedBufferAttribute as ft,Uniform as fu,UniformsGroup as fv,VectorKeyframeTrack as fw,VideoFrameTexture as fx,VideoTexture as fy,WebGL3DRenderTarget as fz,Ys as g,_s as h,InterleavedBufferAttribute as i,Ze as j,Vt as k,Sphere as l,Euler as m,ct as n,lt as o,InstancedInterleavedBuffer as p,InstancedBufferAttribute as q,DataArrayTexture as r,FramebufferTexture as s,DepthTexture as t,Material as u,f as v,LineBasicMaterial as w,LineDashedMaterial as x,m as y,MeshNormalMaterial as z};\n//# sourceMappingURL=C-qA6ebD.js.map\n","import{c as t,V as n,C as r,fG as a,a as o,m as c,d,ab as m,J as g,H as _,eX as v,B as E,fH as S,g as T,S as b,ey as R,aM as A,fI as C,k as L,a6 as U,a7 as P,as as y,F as N,at as O,X as F,n as B,Y as G,o as H,G as V,a3 as W,a5 as k,P as X,a4 as j,N as Y,a0 as Z,a8 as $,a9 as J,fB as te,y as ne,aX as re,ak as ie,al as oe,am as se,b as le,r as ue,ac as pe,t as me,dy as he,R as ge,c7 as _e,eg as ve,dv as Ee,cE as Se,cD as Te,cC as Me,cB as xe,cA as be,cz as Re,aL as Ae,ew as Ce,az as Le,Z as Ue,_ as Pe,$ as De,dP as ye,e6 as we,an as Ie,v as Ne,T as Oe,O as Fe,fJ as Be,aK as Ge,en as He,eM as Ve,eo as We,c2 as ke,bk as ze,bm as Xe,bi as je,bl as Ye,bj as qe,bn as Ke,bo as Ze,bp as $e,bc as Qe,aZ as Je,a_ as tt,a$ as nt,cr as rt,cq as at,eu as it,dk as ot,ev as st,dl as lt,b0 as ut,b1 as pt,b2 as mt,b3 as ht,b4 as gt,b5 as _t,b6 as vt,b7 as Et,b8 as St,b9 as Tt,ba as Mt,be as xt,bf as bt,bg as Rt,bh as At,bb as Ct,bd as Lt,fK as Ut,U as Pt,ar as Dt,aV as yt,b_ as wt,b$ as It,c0 as Nt,L as Ot,aD as Ft,aE as Bt,c1 as Gt,c3 as Ht,c4 as Vt,c5 as Wt,c6 as kt,ay as zt,c8 as Xt,c9 as jt,j as Yt,ap as qt,fL as Kt,aq as Zt,bq as $t,br as Qt,bs as Jt,aU as en,aT as tn,bt as nn,aR as rn,bu as an,bv as on,aO as sn,aN as ln,aA as un,aP as pn,aS as mn,bw as hn,bx as gn,by as _n,bz as vn,bA as En,bB as Sn,bC as Tn,bD as Mn,bE as xn,bF as bn,bG as Rn,bH as An,bI as Cn,bJ as Ln,bK as Un,bL as Pn,bM as Dn,bN as yn,bO as wn,bP as In,bQ as Nn,bR as On,bS as Fn,bT as Bn,bU as Gn,bV as Hn,eO as Vn,eP as Wn,bW as kn,bX as zn,bY as Xn,bZ as jn,E as Yn,aH as qn,aI as Kn,aJ as Zn,aY as $n,A as Qn,aG as Jn,fM as tr,fN as nr,fO as rr,W as ar}from\"../_/C-qA6ebD.js\";export{cK as AdditiveAnimationBlendMode,cg as AlwaysStencilFunc,cw as AmbientLight,cL as AnimationAction,cM as AnimationClip,cN as AnimationLoader,cO as AnimationMixer,cP as AnimationObjectGroup,cQ as AnimationUtils,cR as ArcCurve,cS as ArrowHelper,cT as AttachedBindMode,cU as Audio,cV as AudioAnalyser,cW as AudioContext,cX as AudioListener,cY as AudioLoader,cZ as AxesHelper,c_ as BasicDepthPacking,aB as BasicShadowMap,c$ as BatchedMesh,d0 as Bone,d1 as BooleanKeyframeTrack,d2 as Box2,d3 as Box3,d4 as Box3Helper,d5 as BoxHelper,d6 as BufferGeometryLoader,d7 as Cache,ao as Camera,d8 as CameraHelper,d9 as CanvasTexture,da as CapsuleGeometry,db as CatmullRomCurve3,dc as CircleGeometry,dd as Clock,de as ColorKeyframeTrack,df as CompressedArrayTexture,dg as CompressedCubeTexture,dh as CompressedTexture,di as CompressedTextureLoader,dj as ConeGeometry,dm as Controls,Q as CubeCamera,dn as CubeTextureLoader,dp as CubicBezierCurve,dq as CubicBezierCurve3,dr as CubicInterpolant,ds as CullFaceFrontBack,dt as Curve,du as CurvePath,dw as CylinderGeometry,dx as Cylindrical,aW as DataTexture,dz as DataTextureLoader,dA as DataUtils,ck as DecrementStencilOp,ci as DecrementWrapStencilOp,dB as DefaultLoadingManager,dC as DetachedBindMode,cu as DirectionalLight,dD as DirectionalLightHelper,dE as DiscreteInterpolant,dF as DodecahedronGeometry,dG as DynamicCopyUsage,D as DynamicDrawUsage,dH as DynamicReadUsage,dI as EdgesGeometry,dJ as EllipseCurve,cd as EqualStencilFunc,dK as ExtrudeGeometry,cH as FileLoader,aF as Float16BufferAttribute,aw as Float32BufferAttribute,dL as Fog,dM as FogExp2,s as FramebufferTexture,dN as GLBufferAttribute,dO as GLSL1,cc as GreaterEqualStencilFunc,cb as GreaterStencilFunc,dQ as GridHelper,cF as Group,cx as HemisphereLight,dR as HemisphereLightHelper,dS as IcosahedronGeometry,dT as ImageBitmapLoader,dU as ImageLoader,dV as ImageUtils,cl as IncrementStencilOp,cj as IncrementWrapStencilOp,q as InstancedBufferAttribute,dW as InstancedBufferGeometry,p as InstancedInterleavedBuffer,dX as InstancedMesh,dY as Int16BufferAttribute,dZ as Int32BufferAttribute,d_ as Int8BufferAttribute,I as InterleavedBuffer,i as InterleavedBufferAttribute,d$ as Interpolant,e0 as InterpolateDiscrete,e1 as InterpolateLinear,e2 as InterpolateSmooth,cm as InvertStencilOp,cp as KeepStencilOp,e3 as KeyframeTrack,e4 as LOD,e5 as LatheGeometry,ce as LessEqualStencilFunc,cf as LessStencilFunc,e7 as Light,cy as LightProbe,e8 as Line,e9 as Line3,w as LineBasicMaterial,ea as LineCurve,eb as LineCurve3,x as LineDashedMaterial,ec as LineLoop,ed as LineSegments,ee as LinearInterpolant,av as LinearMipMapLinearFilter,ef as LinearMipMapNearestFilter,cG as Loader,eh as LoaderUtils,ei as LoadingManager,ej as LoopOnce,ek as LoopPingPong,el as LoopRepeat,em as MOUSE,u as Material,cI as MaterialLoader,e as MathUtils,M as Matrix2,a1 as MeshLambertMaterial,ag as MeshMatcapMaterial,z as MeshNormalMaterial,a2 as MeshPhongMaterial,ae as MeshPhysicalMaterial,ad as MeshStandardMaterial,af as MeshToonMaterial,ep as NearestMipMapLinearFilter,eq as NearestMipMapNearestFilter,ch as NeverStencilFunc,er as NormalAnimationBlendMode,ca as NotEqualStencilFunc,es as NumberKeyframeTrack,au as Object3D,cJ as ObjectLoader,et as OctahedronGeometry,ex as Path,ez as PlaneHelper,ct as PointLight,eA as PointLightHelper,eB as Points,ai as PointsMaterial,eC as PolarGridHelper,eD as PolyhedronGeometry,eE as PositionalAudio,eF as PropertyBinding,eG as PropertyMixer,eH as QuadraticBezierCurve,eI as QuadraticBezierCurve3,eJ as Quaternion,eK as QuaternionKeyframeTrack,eL as QuaternionLinearInterpolant,eN as RGBDepthPacking,aQ as RGBIntegerFormat,eQ as RGDepthPacking,eR as RawShaderMaterial,eS as Ray,eT as Raycaster,cv as RectAreaLight,aa as RenderTarget,eU as RenderTarget3D,eV as RenderTargetArray,cn as ReplaceStencilOp,eW as RingGeometry,K as Scene,aj as ShadowMaterial,eY as Shape,eZ as ShapeGeometry,e_ as ShapePath,e$ as ShapeUtils,f0 as Skeleton,f1 as SkeletonHelper,f2 as SkinnedMesh,f3 as Source,l as Sphere,aC as SphereGeometry,f4 as Spherical,f5 as SphericalHarmonics3,f6 as SplineCurve,cs as SpotLight,f7 as SpotLightHelper,f8 as Sprite,ah as SpriteMaterial,f9 as StaticCopyUsage,h as StaticDrawUsage,fa as StaticReadUsage,fb as StereoCamera,fc as StreamCopyUsage,fd as StreamDrawUsage,fe as StreamReadUsage,ff as StringKeyframeTrack,fg as TOUCH,fh as TetrahedronGeometry,fi as TextureLoader,fj as TextureUtils,fk as TimestampQuery,fl as TorusGeometry,fm as TorusKnotGeometry,fn as Triangle,fo as TriangleFanDrawMode,fp as TriangleStripDrawMode,fq as TrianglesDrawMode,fr as TubeGeometry,ax as UVMapping,fs as Uint8BufferAttribute,ft as Uint8ClampedBufferAttribute,fu as Uniform,fv as UniformsGroup,fw as VectorKeyframeTrack,fx as VideoFrameTexture,fy as VideoTexture,fz as WebGL3DRenderTarget,fA as WebGLArrayRenderTarget,f as WebGPUCoordinateSystem,fC as WireframeGeometry,fD as WrapAroundEnding,fE as ZeroCurvatureEnding,fF as ZeroSlopeEnding,co as ZeroStencilOp}from\"../_/C-qA6ebD.js\";\n/**\n * @license\n * Copyright 2010-2025 Three.js Authors\n * SPDX-License-Identifier: MIT\n */function WebGLAnimation(){let e=null;let t=false;let n=null;let r=null;function onAnimationFrame(t,a){n(t,a);r=e.requestAnimationFrame(onAnimationFrame)}return{start:function(){if(t!==true&&n!==null){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){const t=new WeakMap;function createBuffer(t,n){const r=t.array;const a=t.usage;const i=r.byteLength;const o=e.createBuffer();e.bindBuffer(n,o);e.bufferData(n,r,a);t.onUploadCallback();let s;if(r instanceof Float32Array)s=e.FLOAT;else if(r instanceof Uint16Array)s=t.isFloat16BufferAttribute?e.HALF_FLOAT:e.UNSIGNED_SHORT;else if(r instanceof Int16Array)s=e.SHORT;else if(r instanceof Uint32Array)s=e.UNSIGNED_INT;else if(r instanceof Int32Array)s=e.INT;else if(r instanceof Int8Array)s=e.BYTE;else if(r instanceof Uint8Array)s=e.UNSIGNED_BYTE;else{if(!(r instanceof Uint8ClampedArray))throw new Error(\"THREE.WebGLAttributes: Unsupported buffer data format: \"+r);s=e.UNSIGNED_BYTE}return{buffer:o,type:s,bytesPerElement:r.BYTES_PER_ELEMENT,version:t.version,size:i}}function updateBuffer(t,n,r){const a=n.array;const i=n.updateRanges;e.bindBuffer(r,t);if(i.length===0)e.bufferSubData(r,0,a);else{i.sort(((e,t)=>e.start-t.start));let t=0;for(let e=1;e<i.length;e++){const n=i[t];const r=i[e];if(r.start<=n.start+n.count+1)n.count=Math.max(n.count,r.start+r.count-n.start);else{++t;i[t]=r}}i.length=t+1;for(let t=0,n=i.length;t<n;t++){const n=i[t];e.bufferSubData(r,n.start*a.BYTES_PER_ELEMENT,a,n.start,n.count)}n.clearUpdateRanges()}n.onUploadCallback()}function get(e){e.isInterleavedBufferAttribute&&(e=e.data);return t.get(e)}function remove(n){n.isInterleavedBufferAttribute&&(n=n.data);const r=t.get(n);if(r){e.deleteBuffer(r.buffer);t.delete(n)}}function update(e,n){e.isInterleavedBufferAttribute&&(e=e.data);if(e.isGLBufferAttribute){const n=t.get(e);(!n||n.version<e.version)&&t.set(e,{buffer:e.buffer,type:e.type,bytesPerElement:e.elementSize,version:e.version});return}const r=t.get(e);if(r===void 0)t.set(e,createBuffer(e,n));else if(r.version<e.version){if(r.size!==e.array.byteLength)throw 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.\");updateBuffer(r.buffer,e,n);r.version=e.version}}return{get:get,remove:remove,update:update}}var ir=\"#ifdef USE_ALPHAHASH\\n\\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\\n#endif\";var or=\"#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\";var sr=\"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\\n#endif\";var lr=\"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";var cr=\"#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\";var ur=\"#ifdef USE_ALPHATEST\\n\\tuniform float alphaTest;\\n#endif\";var pr=\"#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\";var mr=\"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";var hr=\"#ifdef USE_BATCHING\\n\\t#if ! defined( GL_ANGLE_multi_draw )\\n\\t#define gl_DrawID _gl_DrawID\\n\\tuniform int _gl_DrawID;\\n\\t#endif\\n\\tuniform highp sampler2D batchingTexture;\\n\\tuniform highp usampler2D batchingIdTexture;\\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\\tfloat getIndirectIndex( const in int i ) {\\n\\t\\tint size = textureSize( batchingIdTexture, 0 ).x;\\n\\t\\tint x = i % size;\\n\\t\\tint y = i / size;\\n\\t\\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\\n\\t}\\n#endif\\n#ifdef USE_BATCHING_COLOR\\n\\tuniform sampler2D batchingColorTexture;\\n\\tvec3 getBatchingColor( const in float i ) {\\n\\t\\tint size = textureSize( batchingColorTexture, 0 ).x;\\n\\t\\tint j = int( i );\\n\\t\\tint x = j % size;\\n\\t\\tint y = j / size;\\n\\t\\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\\n\\t}\\n#endif\";var gr=\"#ifdef USE_BATCHING\\n\\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\\n#endif\";var _r=\"vec3 transformed = vec3( position );\\n#ifdef USE_ALPHAHASH\\n\\tvPosition = vec3( position );\\n#endif\";var vr=\"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";var Er=\"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\";var Sr=\"#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\";var Tr=\"#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\";var Mr=\"#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\";var xr=\"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";var br=\"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";var Rr=\"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";var Ar=\"#if defined( USE_COLOR_ALPHA )\\n\\tdiffuseColor *= vColor;\\n#elif defined( USE_COLOR )\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";var Cr=\"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";var Lr=\"#if defined( USE_COLOR_ALPHA )\\n\\tvarying vec4 vColor;\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";var Ur=\"#if defined( USE_COLOR_ALPHA )\\n\\tvColor = vec4( 1.0 );\\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_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#ifdef USE_BATCHING_COLOR\\n\\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\\n\\tvColor.xyz *= batchingColor.xyz;\\n#endif\";var Pr=\"#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}\\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\";var Dr=\"#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\";var yr=\"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\";var wr=\"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";var Ir=\"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\\n#endif\";var Nr=\"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\\n\\t\\temissiveColor = sRGBTransferEOTF( emissiveColor );\\n\\t#endif\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";var Or=\"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";var Fr=\"gl_FragColor = linearToOutputTexel( gl_FragColor );\";var Br=\"vec4 LinearTransferOETF( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 sRGBTransferEOTF( 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 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}\";var Gr=\"#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\";var Hr=\"#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\";var Vr=\"#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\";var Wr=\"#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\";var kr=\"#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 zr=\"#ifdef USE_FOG\\n\\tvFogDepth = - mvPosition.z;\\n#endif\";var Xr=\"#ifdef USE_FOG\\n\\tvarying float vFogDepth;\\n#endif\";var jr=\"#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 Yr=\"#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 qr=\"#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}\";var Kr=\"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";var Zr=\"LambertMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularStrength = specularStrength;\";var $r=\"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\";var Qr=\"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\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif ( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\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\";var Jr=\"#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\";var ta=\"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";var na=\"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\";var ra=\"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";var ia=\"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\";var oa=\"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_DISPERSION\\n\\tmaterial.dispersion = dispersion;\\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\";var sa=\"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat roughness;\\n\\tvec3 specularColor;\\n\\tfloat specularF90;\\n\\tfloat dispersion;\\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}\";var la=\"\\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.shadowIntensity, 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.shadowIntensity, 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.shadowIntensity, 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\";var ua=\"#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\";var pa=\"#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\";var ma=\"#if defined( USE_LOGDEPTHBUF )\\n\\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";var ha=\"#if defined( USE_LOGDEPTHBUF )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";var ga=\"#ifdef USE_LOGDEPTHBUF\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";var _a=\"#ifdef USE_LOGDEPTHBUF\\n\\tvFragDepth = 1.0 + gl_Position.w;\\n\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n#endif\";var va=\"#ifdef USE_MAP\\n\\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\\n\\t#ifdef DECODE_VIDEO_TEXTURE\\n\\t\\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\\n\\t#endif\\n\\tdiffuseColor *= sampledDiffuseColor;\\n#endif\";var Ea=\"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";var Sa=\"#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\";var Ta=\"#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\";var Ma=\"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";var xa=\"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";var ba=\"#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\";var Ra=\"#if defined( USE_MORPHCOLORS )\\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\";var Aa=\"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\\n\\t}\\n#endif\";var Ca=\"#ifdef USE_MORPHTARGETS\\n\\t#ifndef USE_INSTANCING_MORPH\\n\\t\\tuniform float morphTargetBaseInfluence;\\n\\t\\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\\n\\t#endif\\n\\tuniform sampler2DArray morphTargetsTexture;\\n\\tuniform ivec2 morphTargetsTextureSize;\\n\\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\\n\\t\\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\\n\\t\\tint y = texelIndex / morphTargetsTextureSize.x;\\n\\t\\tint x = texelIndex - y * morphTargetsTextureSize.x;\\n\\t\\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\\n\\t\\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\\n\\t}\\n#endif\";var La=\"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\\n\\t\\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\\n\\t}\\n#endif\";var Ua=\"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;\";var Pa=\"#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\";var Da=\"#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 ya=\"#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 wa=\"#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 Ia=\"#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\";var Na=\"#ifdef USE_CLEARCOAT\\n\\tvec3 clearcoatNormal = nonPerturbedNormal;\\n#endif\";var Oa=\"#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\";var Fa=\"#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\";var Ba=\"#ifdef USE_IRIDESCENCEMAP\\n\\tuniform sampler2D iridescenceMap;\\n#endif\\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\\n\\tuniform sampler2D iridescenceThicknessMap;\\n#endif\";var Ga=\"#ifdef OPAQUE\\ndiffuseColor.a = 1.0;\\n#endif\\n#ifdef USE_TRANSMISSION\\ndiffuseColor.a *= material.transmissionAlpha;\\n#endif\\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );\";var Ha=\"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.;const float ShiftRight8 = 1. / 256.;\\nconst float Inv255 = 1. / 255.;\\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tif( v <= 0.0 )\\n\\t\\treturn vec4( 0., 0., 0., 0. );\\n\\tif( v >= 1.0 )\\n\\t\\treturn vec4( 1., 1., 1., 1. );\\n\\tfloat vuf;\\n\\tfloat af = modf( v * PackFactors.a, vuf );\\n\\tfloat bf = modf( vuf * ShiftRight8, vuf );\\n\\tfloat gf = modf( vuf * ShiftRight8, vuf );\\n\\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\\n}\\nvec3 packDepthToRGB( const in float v ) {\\n\\tif( v <= 0.0 )\\n\\t\\treturn vec3( 0., 0., 0. );\\n\\tif( v >= 1.0 )\\n\\t\\treturn vec3( 1., 1., 1. );\\n\\tfloat vuf;\\n\\tfloat bf = modf( v * PackFactors.b, vuf );\\n\\tfloat gf = modf( vuf * ShiftRight8, vuf );\\n\\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\\n}\\nvec2 packDepthToRG( const in float v ) {\\n\\tif( v <= 0.0 )\\n\\t\\treturn vec2( 0., 0. );\\n\\tif( v >= 1.0 )\\n\\t\\treturn vec2( 1., 1. );\\n\\tfloat vuf;\\n\\tfloat gf = modf( v * 256., vuf );\\n\\treturn vec2( vuf * Inv255, gf );\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors4 );\\n}\\nfloat unpackRGBToDepth( const in vec3 v ) {\\n\\treturn dot( v, UnpackFactors3 );\\n}\\nfloat unpackRGToDepth( const in vec2 v ) {\\n\\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\\n}\\nvec4 pack2HalfToRGBA( const in 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( const in 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}\";var Va=\"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";var Wa=\"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;\";var ka=\"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";var za=\"#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 Xa=\"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";var ja=\"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";var Ya=\"#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 shadowIntensity;\\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 shadowIntensity;\\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 shadowIntensity;\\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 shadowIntensity, 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 mix( 1.0, shadow, shadowIntensity );\\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 shadowIntensity, 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 mix( 1.0, shadow, shadowIntensity );\\n\\t}\\n#endif\";var qa=\"#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 shadowIntensity;\\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 shadowIntensity;\\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 shadowIntensity;\\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 Ka=\"#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\";var Za=\"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.shadowIntensity, 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.shadowIntensity, 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.shadowIntensity, 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 $a=\"#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 Qa=\"#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\";var Ja=\"#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 ti=\"#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 ni=\"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";var ri=\"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";var ii=\"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";var oi=\"#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 CineonToneMapping( 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\\tconst float StartCompression = 0.8 - 0.04;\\n\\tconst float 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, vec3( newPeak ), g );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";var si=\"#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.dispersion, 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\";var li=\"#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 dispersion, const in float ior, const in float thickness,\\n\\t\\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\\n\\t\\tvec4 transmittedLight;\\n\\t\\tvec3 transmittance;\\n\\t\\t#ifdef USE_DISPERSION\\n\\t\\t\\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\\n\\t\\t\\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\\n\\t\\t\\tfor ( int i = 0; i < 3; i ++ ) {\\n\\t\\t\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\\n\\t\\t\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\t\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\t\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\t\\t\\trefractionCoords += 1.0;\\n\\t\\t\\t\\trefractionCoords /= 2.0;\\n\\t\\t\\t\\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\\n\\t\\t\\t\\ttransmittedLight[ i ] = transmissionSample[ i ];\\n\\t\\t\\t\\ttransmittedLight.a += transmissionSample.a;\\n\\t\\t\\t\\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\\n\\t\\t\\t}\\n\\t\\t\\ttransmittedLight.a /= 3.0;\\n\\t\\t#else\\n\\t\\t\\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\\n\\t\\t\\tvec3 refractedRayExit = position + transmissionRay;\\n\\t\\t\\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\\n\\t\\t\\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\\n\\t\\t\\trefractionCoords += 1.0;\\n\\t\\t\\trefractionCoords /= 2.0;\\n\\t\\t\\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\\n\\t\\t\\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\\n\\t\\t#endif\\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\";var ui=\"#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\";var pi=\"#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\";var mi=\"#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\";var hi=\"#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\";const gi=\"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 _i=\"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}\";const vi=\"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 Ei=\"#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}\";const Si=\"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 Ti=\"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}\";const Mi=\"#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}\";const xi=\"#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#elif DEPTH_PACKING == 3202\\n\\t\\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\\n\\t#elif DEPTH_PACKING == 3203\\n\\t\\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\\n\\t#endif\\n}\";const bi=\"#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}\";const Ri=\"#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}\";const Ai=\"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 Ci=\"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}\";const Li=\"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}\";const Ui=\"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}\";const Pi=\"#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}\";const Di=\"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}\";const yi=\"#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}\";const wi=\"#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}\";const Ii=\"#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}\";const Ni=\"#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}\";const Oi=\"#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}\";const Fi=\"#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}\";const Bi=\"#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}\";const Gi=\"#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}\";const Hi=\"#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}\";const Vi=\"#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_DISPERSION\\n\\tuniform float dispersion;\\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}\";const Wi=\"#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}\";const ki=\"#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}\";const zi=\"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}\";const Xi=\"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}\";const ji=\"#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}\";const Yi=\"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}\";const qi=\"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[ 3 ];\\n\\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\\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 Ki=\"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}\";const Zi={alphahash_fragment:ir,alphahash_pars_fragment:or,alphamap_fragment:sr,alphamap_pars_fragment:lr,alphatest_fragment:cr,alphatest_pars_fragment:ur,aomap_fragment:pr,aomap_pars_fragment:mr,batching_pars_vertex:hr,batching_vertex:gr,begin_vertex:_r,beginnormal_vertex:vr,bsdfs:Er,iridescence_fragment:Sr,bumpmap_pars_fragment:Tr,clipping_planes_fragment:Mr,clipping_planes_pars_fragment:xr,clipping_planes_pars_vertex:br,clipping_planes_vertex:Rr,color_fragment:Ar,color_pars_fragment:Cr,color_pars_vertex:Lr,color_vertex:Ur,common:Pr,cube_uv_reflection_fragment:Dr,defaultnormal_vertex:yr,displacementmap_pars_vertex:wr,displacementmap_vertex:Ir,emissivemap_fragment:Nr,emissivemap_pars_fragment:Or,colorspace_fragment:Fr,colorspace_pars_fragment:Br,envmap_fragment:Gr,envmap_common_pars_fragment:Hr,envmap_pars_fragment:Vr,envmap_pars_vertex:Wr,envmap_physical_pars_fragment:Jr,envmap_vertex:kr,fog_vertex:zr,fog_pars_vertex:Xr,fog_fragment:jr,fog_pars_fragment:Yr,gradientmap_pars_fragment:qr,lightmap_pars_fragment:Kr,lights_lambert_fragment:Zr,lights_lambert_pars_fragment:$r,lights_pars_begin:Qr,lights_toon_fragment:ta,lights_toon_pars_fragment:na,lights_phong_fragment:ra,lights_phong_pars_fragment:ia,lights_physical_fragment:oa,lights_physical_pars_fragment:sa,lights_fragment_begin:la,lights_fragment_maps:ua,lights_fragment_end:pa,logdepthbuf_fragment:ma,logdepthbuf_pars_fragment:ha,logdepthbuf_pars_vertex:ga,logdepthbuf_vertex:_a,map_fragment:va,map_pars_fragment:Ea,map_particle_fragment:Sa,map_particle_pars_fragment:Ta,metalnessmap_fragment:Ma,metalnessmap_pars_fragment:xa,morphinstance_vertex:ba,morphcolor_vertex:Ra,morphnormal_vertex:Aa,morphtarget_pars_vertex:Ca,morphtarget_vertex:La,normal_fragment_begin:Ua,normal_fragment_maps:Pa,normal_pars_fragment:Da,normal_pars_vertex:ya,normal_vertex:wa,normalmap_pars_fragment:Ia,clearcoat_normal_fragment_begin:Na,clearcoat_normal_fragment_maps:Oa,clearcoat_pars_fragment:Fa,iridescence_pars_fragment:Ba,opaque_fragment:Ga,packing:Ha,premultiplied_alpha_fragment:Va,project_vertex:Wa,dithering_fragment:ka,dithering_pars_fragment:za,roughnessmap_fragment:Xa,roughnessmap_pars_fragment:ja,shadowmap_pars_fragment:Ya,shadowmap_pars_vertex:qa,shadowmap_vertex:Ka,shadowmask_pars_fragment:Za,skinbase_vertex:$a,skinning_pars_vertex:Qa,skinning_vertex:Ja,skinnormal_vertex:ti,specularmap_fragment:ni,specularmap_pars_fragment:ri,tonemapping_fragment:ii,tonemapping_pars_fragment:oi,transmission_fragment:si,transmission_pars_fragment:li,uv_pars_fragment:ui,uv_pars_vertex:pi,uv_vertex:mi,worldpos_vertex:hi,background_vert:gi,background_frag:_i,backgroundCube_vert:vi,backgroundCube_frag:Ei,cube_vert:Si,cube_frag:Ti,depth_vert:Mi,depth_frag:xi,distanceRGBA_vert:bi,distanceRGBA_frag:Ri,equirect_vert:Ai,equirect_frag:Ci,linedashed_vert:Li,linedashed_frag:Ui,meshbasic_vert:Pi,meshbasic_frag:Di,meshlambert_vert:yi,meshlambert_frag:wi,meshmatcap_vert:Ii,meshmatcap_frag:Ni,meshnormal_vert:Oi,meshnormal_frag:Fi,meshphong_vert:Bi,meshphong_frag:Gi,meshphysical_vert:Hi,meshphysical_frag:Vi,meshtoon_vert:Wi,meshtoon_frag:ki,points_vert:zi,points_frag:Xi,shadow_vert:ji,shadow_frag:Yi,sprite_vert:qi,sprite_frag:Ki};const $i={common:{diffuse:{value:new r(16777215)},opacity:{value:1},map:{value:null},mapTransform:{value:new t},alphaMap:{value:null},alphaMapTransform:{value:new t},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new t}},envmap:{envMap:{value:null},envMapRotation:{value:new t},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new t}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new t}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new t},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new t},normalScale:{value:new n(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new t},displacementScale:{value:1},displacementBias:{value:0}},emissivemap:{emissiveMap:{value:null},emissiveMapTransform:{value:new t}},metalnessmap:{metalnessMap:{value:null},metalnessMapTransform:{value:new t}},roughnessmap:{roughnessMap:{value:null},roughnessMapTransform:{value:new t}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new r(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowIntensity:1,shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowIntensity:1,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 r(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaMapTransform:{value:new t},alphaTest:{value:0},uvTransform:{value:new t}},sprite:{diffuse:{value:new r(16777215)},opacity:{value:1},center:{value:new n(.5,.5)},rotation:{value:0},map:{value:null},mapTransform:{value:new t},alphaMap:{value:null},alphaMapTransform:{value:new t},alphaTest:{value:0}}};const Qi={basic:{uniforms:a([$i.common,$i.specularmap,$i.envmap,$i.aomap,$i.lightmap,$i.fog]),vertexShader:Zi.meshbasic_vert,fragmentShader:Zi.meshbasic_frag},lambert:{uniforms:a([$i.common,$i.specularmap,$i.envmap,$i.aomap,$i.lightmap,$i.emissivemap,$i.bumpmap,$i.normalmap,$i.displacementmap,$i.fog,$i.lights,{emissive:{value:new r(0)}}]),vertexShader:Zi.meshlambert_vert,fragmentShader:Zi.meshlambert_frag},phong:{uniforms:a([$i.common,$i.specularmap,$i.envmap,$i.aomap,$i.lightmap,$i.emissivemap,$i.bumpmap,$i.normalmap,$i.displacementmap,$i.fog,$i.lights,{emissive:{value:new r(0)},specular:{value:new r(1118481)},shininess:{value:30}}]),vertexShader:Zi.meshphong_vert,fragmentShader:Zi.meshphong_frag},standard:{uniforms:a([$i.common,$i.envmap,$i.aomap,$i.lightmap,$i.emissivemap,$i.bumpmap,$i.normalmap,$i.displacementmap,$i.roughnessmap,$i.metalnessmap,$i.fog,$i.lights,{emissive:{value:new r(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:Zi.meshphysical_vert,fragmentShader:Zi.meshphysical_frag},toon:{uniforms:a([$i.common,$i.aomap,$i.lightmap,$i.emissivemap,$i.bumpmap,$i.normalmap,$i.displacementmap,$i.gradientmap,$i.fog,$i.lights,{emissive:{value:new r(0)}}]),vertexShader:Zi.meshtoon_vert,fragmentShader:Zi.meshtoon_frag},matcap:{uniforms:a([$i.common,$i.bumpmap,$i.normalmap,$i.displacementmap,$i.fog,{matcap:{value:null}}]),vertexShader:Zi.meshmatcap_vert,fragmentShader:Zi.meshmatcap_frag},points:{uniforms:a([$i.points,$i.fog]),vertexShader:Zi.points_vert,fragmentShader:Zi.points_frag},dashed:{uniforms:a([$i.common,$i.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:Zi.linedashed_vert,fragmentShader:Zi.linedashed_frag},depth:{uniforms:a([$i.common,$i.displacementmap]),vertexShader:Zi.depth_vert,fragmentShader:Zi.depth_frag},normal:{uniforms:a([$i.common,$i.bumpmap,$i.normalmap,$i.displacementmap,{opacity:{value:1}}]),vertexShader:Zi.meshnormal_vert,fragmentShader:Zi.meshnormal_frag},sprite:{uniforms:a([$i.sprite,$i.fog]),vertexShader:Zi.sprite_vert,fragmentShader:Zi.sprite_frag},background:{uniforms:{uvTransform:{value:new t},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:Zi.background_vert,fragmentShader:Zi.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1},backgroundRotation:{value:new t}},vertexShader:Zi.backgroundCube_vert,fragmentShader:Zi.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:Zi.cube_vert,fragmentShader:Zi.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:Zi.equirect_vert,fragmentShader:Zi.equirect_frag},distanceRGBA:{uniforms:a([$i.common,$i.displacementmap,{referencePosition:{value:new o},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:Zi.distanceRGBA_vert,fragmentShader:Zi.distanceRGBA_frag},shadow:{uniforms:a([$i.lights,$i.fog,{color:{value:new r(0)},opacity:{value:1}}]),vertexShader:Zi.shadow_vert,fragmentShader:Zi.shadow_frag}};Qi.physical={uniforms:a([Qi.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatMapTransform:{value:new t},clearcoatNormalMap:{value:null},clearcoatNormalMapTransform:{value:new t},clearcoatNormalScale:{value:new n(1,1)},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatRoughnessMapTransform:{value:new t},dispersion:{value:0},iridescence:{value:0},iridescenceMap:{value:null},iridescenceMapTransform:{value:new t},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},iridescenceThicknessMapTransform:{value:new t},sheen:{value:0},sheenColor:{value:new r(0)},sheenColorMap:{value:null},sheenColorMapTransform:{value:new t},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},sheenRoughnessMapTransform:{value:new t},transmission:{value:0},transmissionMap:{value:null},transmissionMapTransform:{value:new t},transmissionSamplerSize:{value:new n},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},thicknessMapTransform:{value:new t},attenuationDistance:{value:0},attenuationColor:{value:new r(0)},specularColor:{value:new r(1,1,1)},specularColorMap:{value:null},specularColorMapTransform:{value:new t},specularIntensity:{value:1},specularIntensityMap:{value:null},specularIntensityMapTransform:{value:new t},anisotropyVector:{value:new n},anisotropyMap:{value:null},anisotropyMapTransform:{value:new t}}]),vertexShader:Zi.meshphysical_vert,fragmentShader:Zi.meshphysical_frag};const Ji={r:0,b:0,g:0};const eo=new c;const to=new d;function WebGLBackground(e,t,n,a,i,o,s){const l=new r(0);let c=o===true?0:1;let u;let d;let f=null;let p=0;let h=null;function getBackground(e){let r=e.isScene===true?e.background:null;if(r&&r.isTexture){const a=e.backgroundBlurriness>0;r=(a?n:t).get(r)}return r}function render(t){let n=false;const r=getBackground(t);if(r===null)setClear(l,c);else if(r&&r.isColor){setClear(r,1);n=true}const i=e.xr.getEnvironmentBlendMode();i===\"additive\"?a.buffers.color.setClear(0,0,0,1,s):i===\"alpha-blend\"&&a.buffers.color.setClear(0,0,0,0,s);if(e.autoClear||n){a.buffers.depth.setTest(true);a.buffers.depth.setMask(true);a.buffers.color.setMask(true);e.clear(e.autoClearColor,e.autoClearDepth,e.autoClearStencil)}}function addToRenderList(t,n){const r=getBackground(n);if(r&&(r.isCubeTexture||r.mapping===m)){if(d===void 0){d=new g(new _(1,1,1),new v({name:\"BackgroundCubeMaterial\",uniforms:S(Qi.backgroundCube.uniforms),vertexShader:Qi.backgroundCube.vertexShader,fragmentShader:Qi.backgroundCube.fragmentShader,side:E,depthTest:false,depthWrite:false,fog:false}));d.geometry.deleteAttribute(\"normal\");d.geometry.deleteAttribute(\"uv\");d.onBeforeRender=function(e,t,n){this.matrixWorld.copyPosition(n.matrixWorld)};Object.defineProperty(d.material,\"envMap\",{get:function(){return this.uniforms.envMap.value}});i.update(d)}eo.copy(n.backgroundRotation);eo.x*=-1;eo.y*=-1;eo.z*=-1;if(r.isCubeTexture&&r.isRenderTargetTexture===false){eo.y*=-1;eo.z*=-1}d.material.uniforms.envMap.value=r;d.material.uniforms.flipEnvMap.value=r.isCubeTexture&&r.isRenderTargetTexture===false?-1:1;d.material.uniforms.backgroundBlurriness.value=n.backgroundBlurriness;d.material.uniforms.backgroundIntensity.value=n.backgroundIntensity;d.material.uniforms.backgroundRotation.value.setFromMatrix4(to.makeRotationFromEuler(eo));d.material.toneMapped=T.getTransfer(r.colorSpace)!==b;if(f!==r||p!==r.version||h!==e.toneMapping){d.material.needsUpdate=true;f=r;p=r.version;h=e.toneMapping}d.layers.enableAll();t.unshift(d,d.geometry,d.material,0,0,null)}else if(r&&r.isTexture){if(u===void 0){u=new g(new R(2,2),new v({name:\"BackgroundMaterial\",uniforms:S(Qi.background.uniforms),vertexShader:Qi.background.vertexShader,fragmentShader:Qi.background.fragmentShader,side:A,depthTest:false,depthWrite:false,fog:false}));u.geometry.deleteAttribute(\"normal\");Object.defineProperty(u.material,\"map\",{get:function(){return this.uniforms.t2D.value}});i.update(u)}u.material.uniforms.t2D.value=r;u.material.uniforms.backgroundIntensity.value=n.backgroundIntensity;u.material.toneMapped=T.getTransfer(r.colorSpace)!==b;r.matrixAutoUpdate===true&&r.updateMatrix();u.material.uniforms.uvTransform.value.copy(r.matrix);if(f!==r||p!==r.version||h!==e.toneMapping){u.material.needsUpdate=true;f=r;p=r.version;h=e.toneMapping}u.layers.enableAll();t.unshift(u,u.geometry,u.material,0,0,null)}}function setClear(t,n){t.getRGB(Ji,C(e));a.buffers.color.setClear(Ji.r,Ji.g,Ji.b,n,s)}function dispose(){if(d!==void 0){d.geometry.dispose();d.material.dispose();d=void 0}if(u!==void 0){u.geometry.dispose();u.material.dispose();u=void 0}}return{getClearColor:function(){return l},setClearColor:function(e,t=1){l.set(e);c=t;setClear(l,c)},getClearAlpha:function(){return c},setClearAlpha:function(e){c=e;setClear(l,c)},render:render,addToRenderList:addToRenderList,dispose:dispose}}function WebGLBindingStates(e,t){const n=e.getParameter(e.MAX_VERTEX_ATTRIBS);const r={};const a=createBindingState(null);let i=a;let o=false;function setup(n,r,a,s,l){let c=false;const u=getBindingState(s,a,r);if(i!==u){i=u;bindVertexArrayObject(i.object)}c=needsUpdate(n,s,a,l);c&&saveCache(n,s,a,l);l!==null&&t.update(l,e.ELEMENT_ARRAY_BUFFER);if(c||o){o=false;setupVertexAttributes(n,r,a,s);l!==null&&e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,t.get(l).buffer)}}function createVertexArrayObject(){return e.createVertexArray()}function bindVertexArrayObject(t){return e.bindVertexArray(t)}function deleteVertexArrayObject(t){return e.deleteVertexArray(t)}function getBindingState(e,t,n){const a=n.wireframe===true;let i=r[e.id];if(i===void 0){i={};r[e.id]=i}let o=i[t.id];if(o===void 0){o={};i[t.id]=o}let s=o[a];if(s===void 0){s=createBindingState(createVertexArrayObject());o[a]=s}return s}function createBindingState(e){const t=[];const r=[];const a=[];for(let e=0;e<n;e++){t[e]=0;r[e]=0;a[e]=0}return{geometry:null,program:null,wireframe:false,newAttributes:t,enabledAttributes:r,attributeDivisors:a,object:e,attributes:{},index:null}}function needsUpdate(e,t,n,r){const a=i.attributes;const o=t.attributes;let s=0;const l=n.getAttributes();for(const t in l){const n=l[t];if(n.location>=0){const n=a[t];let r=o[t];if(r===void 0){t===\"instanceMatrix\"&&e.instanceMatrix&&(r=e.instanceMatrix);t===\"instanceColor\"&&e.instanceColor&&(r=e.instanceColor)}if(n===void 0)return true;if(n.attribute!==r)return true;if(r&&n.data!==r.data)return true;s++}}return i.attributesNum!==s||i.index!==r}function saveCache(e,t,n,r){const a={};const o=t.attributes;let s=0;const l=n.getAttributes();for(const t in l){const n=l[t];if(n.location>=0){let n=o[t];if(n===void 0){t===\"instanceMatrix\"&&e.instanceMatrix&&(n=e.instanceMatrix);t===\"instanceColor\"&&e.instanceColor&&(n=e.instanceColor)}const r={};r.attribute=n;n&&n.data&&(r.data=n.data);a[t]=r;s++}}i.attributes=a;i.attributesNum=s;i.index=r}function initAttributes(){const e=i.newAttributes;for(let t=0,n=e.length;t<n;t++)e[t]=0}function enableAttribute(e){enableAttributeAndDivisor(e,0)}function enableAttributeAndDivisor(t,n){const r=i.newAttributes;const a=i.enabledAttributes;const o=i.attributeDivisors;r[t]=1;if(a[t]===0){e.enableVertexAttribArray(t);a[t]=1}if(o[t]!==n){e.vertexAttribDivisor(t,n);o[t]=n}}function disableUnusedAttributes(){const t=i.newAttributes;const n=i.enabledAttributes;for(let r=0,a=n.length;r<a;r++)if(n[r]!==t[r]){e.disableVertexAttribArray(r);n[r]=0}}function vertexAttribPointer(t,n,r,a,i,o,s){s===true?e.vertexAttribIPointer(t,n,r,i,o):e.vertexAttribPointer(t,n,r,a,i,o)}function setupVertexAttributes(n,r,a,i){initAttributes();const o=i.attributes;const s=a.getAttributes();const l=r.defaultAttributeValues;for(const r in s){const a=s[r];if(a.location>=0){let s=o[r];if(s===void 0){r===\"instanceMatrix\"&&n.instanceMatrix&&(s=n.instanceMatrix);r===\"instanceColor\"&&n.instanceColor&&(s=n.instanceColor)}if(s!==void 0){const r=s.normalized;const o=s.itemSize;const l=t.get(s);if(l===void 0)continue;const c=l.buffer;const u=l.type;const d=l.bytesPerElement;const f=u===e.INT||u===e.UNSIGNED_INT||s.gpuType===L;if(s.isInterleavedBufferAttribute){const t=s.data;const l=t.stride;const p=s.offset;if(t.isInstancedInterleavedBuffer){for(let e=0;e<a.locationSize;e++)enableAttributeAndDivisor(a.location+e,t.meshPerAttribute);n.isInstancedMesh!==true&&i._maxInstanceCount===void 0&&(i._maxInstanceCount=t.meshPerAttribute*t.count)}else for(let e=0;e<a.locationSize;e++)enableAttribute(a.location+e);e.bindBuffer(e.ARRAY_BUFFER,c);for(let e=0;e<a.locationSize;e++)vertexAttribPointer(a.location+e,o/a.locationSize,u,r,l*d,(p+o/a.locationSize*e)*d,f)}else{if(s.isInstancedBufferAttribute){for(let e=0;e<a.locationSize;e++)enableAttributeAndDivisor(a.location+e,s.meshPerAttribute);n.isInstancedMesh!==true&&i._maxInstanceCount===void 0&&(i._maxInstanceCount=s.meshPerAttribute*s.count)}else for(let e=0;e<a.locationSize;e++)enableAttribute(a.location+e);e.bindBuffer(e.ARRAY_BUFFER,c);for(let e=0;e<a.locationSize;e++)vertexAttribPointer(a.location+e,o/a.locationSize,u,r,o*d,o/a.locationSize*e*d,f)}}else if(l!==void 0){const t=l[r];if(t!==void 0)switch(t.length){case 2:e.vertexAttrib2fv(a.location,t);break;case 3:e.vertexAttrib3fv(a.location,t);break;case 4:e.vertexAttrib4fv(a.location,t);break;default:e.vertexAttrib1fv(a.location,t)}}}}disableUnusedAttributes()}function dispose(){reset();for(const e in r){const t=r[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 r[e]}}function releaseStatesOfGeometry(e){if(r[e.id]===void 0)return;const t=r[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 r[e.id]}function releaseStatesOfProgram(e){for(const t in r){const n=r[t];if(n[e.id]===void 0)continue;const a=n[e.id];for(const e in a){deleteVertexArrayObject(a[e].object);delete a[e]}delete n[e.id]}}function reset(){resetDefaultState();o=true;if(i!==a){i=a;bindVertexArrayObject(i.object)}}function resetDefaultState(){a.geometry=null;a.program=null;a.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){let r;function setMode(e){r=e}function render(t,a){e.drawArrays(r,t,a);n.update(a,r,1)}function renderInstances(t,a,i){if(i!==0){e.drawArraysInstanced(r,t,a,i);n.update(a,r,i)}}function renderMultiDraw(e,a,i){if(i===0)return;const o=t.get(\"WEBGL_multi_draw\");o.multiDrawArraysWEBGL(r,e,0,a,0,i);let s=0;for(let e=0;e<i;e++)s+=a[e];n.update(s,r,1)}function renderMultiDrawInstances(e,a,i,o){if(i===0)return;const s=t.get(\"WEBGL_multi_draw\");if(s===null)for(let t=0;t<e.length;t++)renderInstances(e[t],a[t],o[t]);else{s.multiDrawArraysInstancedWEBGL(r,e,0,a,0,o,0,i);let t=0;for(let e=0;e<i;e++)t+=a[e]*o[e];n.update(t,r,1)}}this.setMode=setMode;this.render=render;this.renderInstances=renderInstances;this.renderMultiDraw=renderMultiDraw;this.renderMultiDrawInstances=renderMultiDrawInstances}function WebGLCapabilities(e,t,n,r){let a;function getMaxAnisotropy(){if(a!==void 0)return a;if(t.has(\"EXT_texture_filter_anisotropic\")===true){const n=t.get(\"EXT_texture_filter_anisotropic\");a=e.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else a=0;return a}function textureFormatReadable(t){return t===U||r.convert(t)===e.getParameter(e.IMPLEMENTATION_COLOR_READ_FORMAT)}function textureTypeReadable(n){const a=n===P&&(t.has(\"EXT_color_buffer_half_float\")||t.has(\"EXT_color_buffer_float\"));return!(n!==y&&r.convert(n)!==e.getParameter(e.IMPLEMENTATION_COLOR_READ_TYPE)&&n!==N&&!a)}function getMaxPrecision(t){if(t===\"highp\"){if(e.getShaderPrecisionFormat(e.VERTEX_SHADER,e.HIGH_FLOAT).precision>0&&e.getShaderPrecisionFormat(e.FRAGMENT_SHADER,e.HIGH_FLOAT).precision>0)return\"highp\";t=\"mediump\"}return t===\"mediump\"&&e.getShaderPrecisionFormat(e.VERTEX_SHADER,e.MEDIUM_FLOAT).precision>0&&e.getShaderPrecisionFormat(e.FRAGMENT_SHADER,e.MEDIUM_FLOAT).precision>0?\"mediump\":\"lowp\"}let i=n.precision!==void 0?n.precision:\"highp\";const o=getMaxPrecision(i);if(o!==i){console.warn(\"THREE.WebGLRenderer:\",i,\"not supported, using\",o,\"instead.\");i=o}const s=n.logarithmicDepthBuffer===true;const l=n.reverseDepthBuffer===true&&t.has(\"EXT_clip_control\");const c=e.getParameter(e.MAX_TEXTURE_IMAGE_UNITS);const u=e.getParameter(e.MAX_VERTEX_TEXTURE_IMAGE_UNITS);const d=e.getParameter(e.MAX_TEXTURE_SIZE);const f=e.getParameter(e.MAX_CUBE_MAP_TEXTURE_SIZE);const p=e.getParameter(e.MAX_VERTEX_ATTRIBS);const m=e.getParameter(e.MAX_VERTEX_UNIFORM_VECTORS);const h=e.getParameter(e.MAX_VARYING_VECTORS);const g=e.getParameter(e.MAX_FRAGMENT_UNIFORM_VECTORS);const _=u>0;const v=e.getParameter(e.MAX_SAMPLES);return{isWebGL2:true,getMaxAnisotropy:getMaxAnisotropy,getMaxPrecision:getMaxPrecision,textureFormatReadable:textureFormatReadable,textureTypeReadable:textureTypeReadable,precision:i,logarithmicDepthBuffer:s,reverseDepthBuffer:l,maxTextures:c,maxVertexTextures:u,maxTextureSize:d,maxCubemapSize:f,maxAttributes:p,maxVertexUniforms:m,maxVaryings:h,maxFragmentUniforms:g,vertexTextures:_,maxSamples:v}}function WebGLClipping(e){const n=this;let r=null,a=0,i=false,o=false;const s=new O,l=new t,c={value:null,needsUpdate:false};this.uniform=c;this.numPlanes=0;this.numIntersection=0;this.init=function(e,t){const n=e.length!==0||t||a!==0||i;i=t;a=e.length;return n};this.beginShadows=function(){o=true;projectPlanes(null)};this.endShadows=function(){o=false};this.setGlobalState=function(e,t){r=projectPlanes(e,t,0)};this.setState=function(t,n,s){const l=t.clippingPlanes,u=t.clipIntersection,d=t.clipShadows;const f=e.get(t);if(!i||l===null||l.length===0||o&&!d)o?projectPlanes(null):resetGlobalState();else{const e=o?0:a,t=e*4;let i=f.clippingState||null;c.value=i;i=projectPlanes(l,n,t,s);for(let e=0;e!==t;++e)i[e]=r[e];f.clippingState=i;this.numIntersection=u?this.numPlanes:0;this.numPlanes+=e}};function resetGlobalState(){if(c.value!==r){c.value=r;c.needsUpdate=a>0}n.numPlanes=a;n.numIntersection=0}function projectPlanes(e,t,r,a){const i=e!==null?e.length:0;let o=null;if(i!==0){o=c.value;if(a!==true||o===null){const n=r+i*4,a=t.matrixWorldInverse;l.getNormalMatrix(a);(o===null||o.length<n)&&(o=new Float32Array(n));for(let t=0,n=r;t!==i;++t,n+=4){s.copy(e[t]).applyMatrix4(a,l);s.normal.toArray(o,n);o[n+3]=s.constant}}c.value=o;c.needsUpdate=true}n.numPlanes=i;n.numIntersection=0;return o}}function WebGLCubeMaps(e){let t=new WeakMap;function mapTextureMapping(e,t){t===F?e.mapping=B:t===G&&(e.mapping=H);return e}function get(n){if(n&&n.isTexture){const r=n.mapping;if(r===F||r===G){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 a=new V(r.height);a.fromEquirectangularTexture(e,n);t.set(n,a);n.addEventListener(\"dispose\",onTextureDispose);return mapTextureMapping(a.texture,n.mapping)}return null}}}return n}function onTextureDispose(e){const n=e.target;n.removeEventListener(\"dispose\",onTextureDispose);const r=t.get(n);if(r!==void 0){t.delete(n);r.dispose()}}function dispose(){t=new WeakMap}return{get:get,dispose:dispose}}const no=4;const ro=[.125,.215,.35,.446,.526,.582];const io=20;const oo=new W;const so=new r;let lo=null;let uo=0;let po=0;let mo=false;const ho=(1+Math.sqrt(5))/2;const go=1/ho;const _o=[new o(-ho,go,0),new o(ho,go,0),new o(-go,0,ho),new o(go,0,ho),new o(0,ho,-go),new o(0,ho,go),new o(-1,1,-1),new o(1,1,-1),new o(-1,1,1),new o(1,1,1)];const vo=new o;class PMREMGenerator{constructor(e){this._renderer=e;this._pingPongRenderTarget=null;this._lodMax=0;this._cubeSize=0;this._lodPlanes=[];this._sizeLods=[];this._sigmas=[];this._blurMaterial=null;this._cubemapMaterial=null;this._equirectMaterial=null;this._compileMaterial(this._blurMaterial)}\n/**\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.\n\t *\n\t * @param {Scene} scene\n\t * @param {number} sigma\n\t * @param {number} near\n\t * @param {number} far\n\t * @param {Object} [options={}]\n\t * @return {WebGLRenderTarget}\n\t */fromScene(e,t=0,n=.1,r=100,a={}){const{size:i=256,position:o=vo}=a;lo=this._renderer.getRenderTarget();uo=this._renderer.getActiveCubeFace();po=this._renderer.getActiveMipmapLevel();mo=this._renderer.xr.enabled;this._renderer.xr.enabled=false;this._setSize(i);const s=this._allocateTargets();s.depthBuffer=true;this._sceneToCubeUV(e,n,r,s,o);t>0&&this._blur(s,0,0,t);this._applyPMREM(s);this._cleanup(s);return s}\n/**\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\t * @param {Texture} equirectangular\n\t * @param {?WebGLRenderTarget} [renderTarget=null] - Optional render target.\n\t * @return {WebGLRenderTarget}\n\t */fromEquirectangular(e,t=null){return this._fromTexture(e,t)}\n/**\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\t * @param {Texture} cubemap\n\t * @param {null} [renderTarget=null] - Optional render target.\n\t * @return {WebGLRenderTarget}\n\t */fromCubemap(e,t=null){return this._fromTexture(e,t)}compileCubemapShader(){if(this._cubemapMaterial===null){this._cubemapMaterial=_getCubemapMaterial();this._compileMaterial(this._cubemapMaterial)}}compileEquirectangularShader(){if(this._equirectMaterial===null){this._equirectMaterial=_getEquirectMaterial();this._compileMaterial(this._equirectMaterial)}}dispose(){this._dispose();this._cubemapMaterial!==null&&this._cubemapMaterial.dispose();this._equirectMaterial!==null&&this._equirectMaterial.dispose()}_setSize(e){this._lodMax=Math.floor(Math.log2(e));this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){this._blurMaterial!==null&&this._blurMaterial.dispose();this._pingPongRenderTarget!==null&&this._pingPongRenderTarget.dispose();for(let e=0;e<this._lodPlanes.length;e++)this._lodPlanes[e].dispose()}_cleanup(e){this._renderer.setRenderTarget(lo,uo,po);this._renderer.xr.enabled=mo;e.scissorTest=false;_setViewport(e,0,0,e.width,e.height)}_fromTexture(e,t){e.mapping===B||e.mapping===H?this._setSize(e.image.length===0?16:e.image[0].width||e.image[0].image.width):this._setSize(e.image.width/4);lo=this._renderer.getRenderTarget();uo=this._renderer.getActiveCubeFace();po=this._renderer.getActiveMipmapLevel();mo=this._renderer.xr.enabled;this._renderer.xr.enabled=false;const n=t||this._allocateTargets();this._textureToCubeUV(e,n);this._applyPMREM(n);this._cleanup(n);return n}_allocateTargets(){const e=3*Math.max(this._cubeSize,112);const t=4*this._cubeSize;const n={magFilter:X,minFilter:X,generateMipmaps:false,type:P,format:U,colorSpace:k,depthBuffer:false};const r=_createRenderTarget(e,t,n);if(this._pingPongRenderTarget===null||this._pingPongRenderTarget.width!==e||this._pingPongRenderTarget.height!==t){this._pingPongRenderTarget!==null&&this._dispose();this._pingPongRenderTarget=_createRenderTarget(e,t,n);const{_lodMax:r}=this;({sizeLods:this._sizeLods,lodPlanes:this._lodPlanes,sigmas:this._sigmas}=_createPlanes(r));this._blurMaterial=_getBlurShader(r,e,t)}return r}_compileMaterial(e){const t=new g(this._lodPlanes[0],e);this._renderer.compile(t,oo)}_sceneToCubeUV(e,t,n,r,a){const i=90;const o=1;const s=new j(i,o,t,n);const l=[1,-1,1,1,1,1];const c=[1,1,1,-1,-1,-1];const u=this._renderer;const d=u.autoClear;const f=u.toneMapping;u.getClearColor(so);u.toneMapping=Y;u.autoClear=false;const p=new Z({name:\"PMREM.Background\",side:E,depthWrite:false,depthTest:false});const m=new g(new _,p);let h=false;const v=e.background;if(v){if(v.isColor){p.color.copy(v);e.background=null;h=true}}else{p.color.copy(so);h=true}for(let t=0;t<6;t++){const n=t%3;if(n===0){s.up.set(0,l[t],0);s.position.set(a.x,a.y,a.z);s.lookAt(a.x+c[t],a.y,a.z)}else if(n===1){s.up.set(0,0,l[t]);s.position.set(a.x,a.y,a.z);s.lookAt(a.x,a.y+c[t],a.z)}else{s.up.set(0,l[t],0);s.position.set(a.x,a.y,a.z);s.lookAt(a.x,a.y,a.z+c[t])}const i=this._cubeSize;_setViewport(r,n*i,t>2?i:0,i,i);u.setRenderTarget(r);h&&u.render(m,s);u.render(e,s)}m.geometry.dispose();m.material.dispose();u.toneMapping=f;u.autoClear=d;e.background=v}_textureToCubeUV(e,t){const n=this._renderer;const r=e.mapping===B||e.mapping===H;if(r){this._cubemapMaterial===null&&(this._cubemapMaterial=_getCubemapMaterial());this._cubemapMaterial.uniforms.flipEnvMap.value=e.isRenderTargetTexture===false?-1:1}else this._equirectMaterial===null&&(this._equirectMaterial=_getEquirectMaterial());const a=r?this._cubemapMaterial:this._equirectMaterial;const i=new g(this._lodPlanes[0],a);const o=a.uniforms;o.envMap.value=e;const s=this._cubeSize;_setViewport(t,0,0,3*s,2*s);n.setRenderTarget(t);n.render(i,oo)}_applyPMREM(e){const t=this._renderer;const n=t.autoClear;t.autoClear=false;const r=this._lodPlanes.length;for(let t=1;t<r;t++){const n=Math.sqrt(this._sigmas[t]*this._sigmas[t]-this._sigmas[t-1]*this._sigmas[t-1]);const a=_o[(r-t-1)%_o.length];this._blur(e,t-1,t,n,a)}t.autoClear=n}\n/**\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 * @param {WebGLRenderTarget} cubeUVRenderTarget\n\t * @param {number} lodIn\n\t * @param {number} lodOut\n\t * @param {number} sigma\n\t * @param {Vector3} [poleAxis]\n\t */_blur(e,t,n,r,a){const i=this._pingPongRenderTarget;this._halfBlur(e,i,t,n,r,\"latitudinal\",a);this._halfBlur(i,e,n,n,r,\"longitudinal\",a)}_halfBlur(e,t,n,r,a,i,o){const s=this._renderer;const l=this._blurMaterial;i!==\"latitudinal\"&&i!==\"longitudinal\"&&console.error(\"blur direction must be either latitudinal or longitudinal!\");const c=3;const u=new g(this._lodPlanes[r],l);const d=l.uniforms;const f=this._sizeLods[n]-1;const p=isFinite(a)?Math.PI/(2*f):2*Math.PI/(2*io-1);const m=a/p;const h=isFinite(a)?1+Math.floor(c*m):io;h>io&&console.warn(`sigmaRadians, ${a}, is too large and will clip, as it requested ${h} samples when the maximum is set to ${io}`);const _=[];let v=0;for(let e=0;e<io;++e){const t=e/m;const n=Math.exp(-t*t/2);_.push(n);e===0?v+=n:e<h&&(v+=2*n)}for(let e=0;e<_.length;e++)_[e]=_[e]/v;d.envMap.value=e.texture;d.samples.value=h;d.weights.value=_;d.latitudinal.value=i===\"latitudinal\";o&&(d.poleAxis.value=o);const{_lodMax:E}=this;d.dTheta.value=p;d.mipInt.value=E-n;const S=this._sizeLods[r];const T=3*S*(r>E-no?r-E+no:0);const M=4*(this._cubeSize-S);_setViewport(t,T,M,3*S,2*S);s.setRenderTarget(t);s.render(u,oo)}}function _createPlanes(e){const t=[];const n=[];const r=[];let a=e;const i=e-no+1+ro.length;for(let o=0;o<i;o++){const i=Math.pow(2,a);n.push(i);let s=1/i;o>e-no?s=ro[o-e+no-1]:o===0&&(s=0);r.push(s);const l=1/(i-2);const c=-l;const u=1+l;const d=[c,c,u,c,u,u,c,c,u,u,c,u];const f=6;const p=6;const m=3;const h=2;const g=1;const _=new Float32Array(m*p*f);const v=new Float32Array(h*p*f);const E=new Float32Array(g*p*f);for(let e=0;e<f;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];_.set(r,m*p*e);v.set(d,h*p*e);const a=[e,e,e,e,e,e];E.set(a,g*p*e)}const S=new $;S.setAttribute(\"position\",new J(_,m));S.setAttribute(\"uv\",new J(v,h));S.setAttribute(\"faceIndex\",new J(E,g));t.push(S);a>no&&a--}return{lodPlanes:t,sizeLods:n,sigmas:r}}function _createRenderTarget(e,t,n){const r=new te(e,t,n);r.texture.mapping=m;r.texture.name=\"PMREM.cubeUv\";r.scissorTest=true;return r}function _setViewport(e,t,n,r,a){e.viewport.set(t,n,r,a);e.scissor.set(t,n,r,a)}function _getBlurShader(e,t,n){const r=new Float32Array(io);const a=new o(0,1,0);const i=new v({name:\"SphericalGaussianBlur\",defines:{n:io,CUBEUV_TEXEL_WIDTH:1/t,CUBEUV_TEXEL_HEIGHT:1/n,CUBEUV_MAX_MIP:`${e}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:r},latitudinal:{value:false},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:a}},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#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:ne,depthTest:false,depthWrite:false});return i}function _getEquirectMaterial(){return new v({name:\"EquirectangularToCubeUV\",uniforms:{envMap:{value:null}},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\\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\",blending:ne,depthTest:false,depthWrite:false})}function _getCubemapMaterial(){return new v({name:\"CubemapToCubeUV\",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:_getCommonVertexShader(),fragmentShader:\"\\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\",blending:ne,depthTest:false,depthWrite:false})}function _getCommonVertexShader(){return\"\\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\"}function WebGLCubeUVMaps(e){let t=new WeakMap;let n=null;function get(r){if(r&&r.isTexture){const a=r.mapping;const i=a===F||a===G;const o=a===B||a===H;if(i||o){let a=t.get(r);const s=a!==void 0?a.texture.pmremVersion:0;if(r.isRenderTargetTexture&&r.pmremVersion!==s){n===null&&(n=new PMREMGenerator(e));a=i?n.fromEquirectangular(r,a):n.fromCubemap(r,a);a.texture.pmremVersion=r.pmremVersion;t.set(r,a);return a.texture}if(a!==void 0)return a.texture;{const s=r.image;if(i&&s&&s.height>0||o&&s&&isCubeTextureComplete(s)){n===null&&(n=new PMREMGenerator(e));a=i?n.fromEquirectangular(r):n.fromCubemap(r);a.texture.pmremVersion=r.pmremVersion;t.set(r,a);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++)e[r]!==void 0&&t++;return t===n}function onTextureDispose(e){const n=e.target;n.removeEventListener(\"dispose\",onTextureDispose);const r=t.get(n);if(r!==void 0){t.delete(n);r.dispose()}}function dispose(){t=new WeakMap;if(n!==null){n.dispose();n=null}}return{get:get,dispose:dispose}}function WebGLExtensions(e){const t={};function getExtension(n){if(t[n]!==void 0)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 getExtension(e)!==null},init:function(){getExtension(\"EXT_color_buffer_float\");getExtension(\"WEBGL_clip_cull_distance\");getExtension(\"OES_texture_float_linear\");getExtension(\"EXT_color_buffer_half_float\");getExtension(\"WEBGL_multisampled_render_to_texture\");getExtension(\"WEBGL_render_shared_exponent\")},get:function(e){const t=getExtension(e);t===null&&re(\"THREE.WebGLRenderer: \"+e+\" extension not supported.\");return t}}}function WebGLGeometries(e,t,n,r){const a={};const i=new WeakMap;function onGeometryDispose(e){const o=e.target;o.index!==null&&t.remove(o.index);for(const e in o.attributes)t.remove(o.attributes[e]);o.removeEventListener(\"dispose\",onGeometryDispose);delete a[o.id];const s=i.get(o);if(s){t.remove(s);i.delete(o)}r.releaseStatesOfGeometry(o);o.isInstancedBufferGeometry===true&&delete o._maxInstanceCount;n.memory.geometries--}function get(e,t){if(a[t.id]===true)return t;t.addEventListener(\"dispose\",onGeometryDispose);a[t.id]=true;n.memory.geometries++;return t}function update(n){const r=n.attributes;for(const n in r)t.update(r[n],e.ARRAY_BUFFER)}function updateWireframeAttribute(e){const n=[];const r=e.index;const a=e.attributes.position;let o=0;if(r!==null){const e=r.array;o=r.version;for(let t=0,r=e.length;t<r;t+=3){const r=e[t+0];const a=e[t+1];const i=e[t+2];n.push(r,a,a,i,i,r)}}else{if(a===void 0)return;{const e=a.array;o=a.version;for(let t=0,r=e.length/3-1;t<r;t+=3){const e=t+0;const r=t+1;const a=t+2;n.push(e,r,r,a,a,e)}}}const s=new(se(n)?ie:oe)(n,1);s.version=o;const l=i.get(e);l&&t.remove(l);i.set(e,s)}function getWireframeAttribute(e){const t=i.get(e);if(t){const n=e.index;n!==null&&t.version<n.version&&updateWireframeAttribute(e)}else updateWireframeAttribute(e);return i.get(e)}return{get:get,update:update,getWireframeAttribute:getWireframeAttribute}}function WebGLIndexedBufferRenderer(e,t,n){let r;function setMode(e){r=e}let a,i;function setIndex(e){a=e.type;i=e.bytesPerElement}function render(t,o){e.drawElements(r,o,a,t*i);n.update(o,r,1)}function renderInstances(t,o,s){if(s!==0){e.drawElementsInstanced(r,o,a,t*i,s);n.update(o,r,s)}}function renderMultiDraw(e,i,o){if(o===0)return;const s=t.get(\"WEBGL_multi_draw\");s.multiDrawElementsWEBGL(r,i,0,a,e,0,o);let l=0;for(let e=0;e<o;e++)l+=i[e];n.update(l,r,1)}function renderMultiDrawInstances(e,o,s,l){if(s===0)return;const c=t.get(\"WEBGL_multi_draw\");if(c===null)for(let t=0;t<e.length;t++)renderInstances(e[t]/i,o[t],l[t]);else{c.multiDrawElementsInstancedWEBGL(r,o,0,a,e,0,l,0,s);let t=0;for(let e=0;e<s;e++)t+=o[e]*l[e];n.update(t,r,1)}}this.setMode=setMode;this.setIndex=setIndex;this.render=render;this.renderInstances=renderInstances;this.renderMultiDraw=renderMultiDraw;this.renderMultiDrawInstances=renderMultiDrawInstances}function WebGLInfo(e){const t={geometries:0,textures:0};const n={frame:0,calls:0,triangles:0,points:0,lines:0};function update(t,r,a){n.calls++;switch(r){case e.TRIANGLES:n.triangles+=a*(t/3);break;case e.LINES:n.lines+=a*(t/2);break;case e.LINE_STRIP:n.lines+=a*(t-1);break;case e.LINE_LOOP:n.lines+=a*t;break;case e.POINTS:n.points+=a*t;break;default:console.error(\"THREE.WebGLInfo: Unknown draw mode:\",r);break}}function reset(){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}}function WebGLMorphtargets(e,t,r){const a=new WeakMap;const i=new le;function update(o,s,l){const c=o.morphTargetInfluences;const u=s.morphAttributes.position||s.morphAttributes.normal||s.morphAttributes.color;const d=u!==void 0?u.length:0;let f=a.get(s);if(f===void 0||f.count!==d){f!==void 0&&f.texture.dispose();const p=s.morphAttributes.position!==void 0;const m=s.morphAttributes.normal!==void 0;const h=s.morphAttributes.color!==void 0;const g=s.morphAttributes.position||[];const _=s.morphAttributes.normal||[];const v=s.morphAttributes.color||[];let E=0;p===true&&(E=1);m===true&&(E=2);h===true&&(E=3);let S=s.attributes.position.count*E;let T=1;if(S>t.maxTextureSize){T=Math.ceil(S/t.maxTextureSize);S=t.maxTextureSize}const M=new Float32Array(S*T*4*d);const x=new ue(M,S,T,d);x.type=N;x.needsUpdate=true;const b=E*4;for(let R=0;R<d;R++){const A=g[R];const C=_[R];const L=v[R];const U=S*T*4*R;for(let P=0;P<A.count;P++){const D=P*b;if(p===true){i.fromBufferAttribute(A,P);M[U+D+0]=i.x;M[U+D+1]=i.y;M[U+D+2]=i.z;M[U+D+3]=0}if(m===true){i.fromBufferAttribute(C,P);M[U+D+4]=i.x;M[U+D+5]=i.y;M[U+D+6]=i.z;M[U+D+7]=0}if(h===true){i.fromBufferAttribute(L,P);M[U+D+8]=i.x;M[U+D+9]=i.y;M[U+D+10]=i.z;M[U+D+11]=L.itemSize===4?i.w:1}}}f={count:d,texture:x,size:new n(S,T)};a.set(s,f);function disposeTexture(){x.dispose();a.delete(s);s.removeEventListener(\"dispose\",disposeTexture)}s.addEventListener(\"dispose\",disposeTexture)}if(o.isInstancedMesh===true&&o.morphTexture!==null)l.getUniforms().setValue(e,\"morphTexture\",o.morphTexture,r);else{let y=0;for(let I=0;I<c.length;I++)y+=c[I];const w=s.morphTargetsRelative?1:1-y;l.getUniforms().setValue(e,\"morphTargetBaseInfluence\",w);l.getUniforms().setValue(e,\"morphTargetInfluences\",c)}l.getUniforms().setValue(e,\"morphTargetsTexture\",f.texture,r);l.getUniforms().setValue(e,\"morphTargetsTextureSize\",f.size)}return{update:update}}function WebGLObjects(e,t,n,r){let a=new WeakMap;function update(i){const o=r.render.frame;const s=i.geometry;const l=t.get(i,s);if(a.get(l)!==o){t.update(l);a.set(l,o)}if(i.isInstancedMesh){i.hasEventListener(\"dispose\",onInstancedMeshDispose)===false&&i.addEventListener(\"dispose\",onInstancedMeshDispose);if(a.get(i)!==o){n.update(i.instanceMatrix,e.ARRAY_BUFFER);i.instanceColor!==null&&n.update(i.instanceColor,e.ARRAY_BUFFER);a.set(i,o)}}if(i.isSkinnedMesh){const e=i.skeleton;if(a.get(e)!==o){e.update();a.set(e,o)}}return l}function dispose(){a=new WeakMap}function onInstancedMeshDispose(e){const t=e.target;t.removeEventListener(\"dispose\",onInstancedMeshDispose);n.remove(t.instanceMatrix);t.instanceColor!==null&&n.remove(t.instanceColor)}return{update:update,dispose:dispose}}const Eo=new pe;const So=new me(1,1);const To=new ue;const Mo=new he;const xo=new ge;const bo=[];const Ro=[];const Ao=new Float32Array(16);const Co=new Float32Array(9);const Lo=new Float32Array(4);function flatten(e,t,n){const r=e[0];if(r<=0||r>0)return e;const a=t*n;let i=bo[a];if(i===void 0){i=new Float32Array(a);bo[a]=i}if(t!==0){r.toArray(i,0);for(let r=1,a=0;r!==t;++r){a+=n;e[r].toArray(i,a)}}return i}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=Ro[t];if(n===void 0){n=new Int32Array(t);Ro[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(t.x!==void 0){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(t.x!==void 0){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(t.r!==void 0){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(t.x!==void 0){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(r===void 0){if(arraysEqual(n,t))return;e.uniformMatrix2fv(this.addr,false,t);copyArray(n,t)}else{if(arraysEqual(n,r))return;Lo.set(r);e.uniformMatrix2fv(this.addr,false,Lo);copyArray(n,r)}}function setValueM3(e,t){const n=this.cache;const r=t.elements;if(r===void 0){if(arraysEqual(n,t))return;e.uniformMatrix3fv(this.addr,false,t);copyArray(n,t)}else{if(arraysEqual(n,r))return;Co.set(r);e.uniformMatrix3fv(this.addr,false,Co);copyArray(n,r)}}function setValueM4(e,t){const n=this.cache;const r=t.elements;if(r===void 0){if(arraysEqual(n,t))return;e.uniformMatrix4fv(this.addr,false,t);copyArray(n,t)}else{if(arraysEqual(n,r))return;Ao.set(r);e.uniformMatrix4fv(this.addr,false,Ao);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(t.x!==void 0){if(n[0]!==t.x||n[1]!==t.y){e.uniform2i(this.addr,t.x,t.y);n[0]=t.x;n[1]=t.y}}else{if(arraysEqual(n,t))return;e.uniform2iv(this.addr,t);copyArray(n,t)}}function setValueV3i(e,t){const n=this.cache;if(t.x!==void 0){if(n[0]!==t.x||n[1]!==t.y||n[2]!==t.z){e.uniform3i(this.addr,t.x,t.y,t.z);n[0]=t.x;n[1]=t.y;n[2]=t.z}}else{if(arraysEqual(n,t))return;e.uniform3iv(this.addr,t);copyArray(n,t)}}function setValueV4i(e,t){const n=this.cache;if(t.x!==void 0){if(n[0]!==t.x||n[1]!==t.y||n[2]!==t.z||n[3]!==t.w){e.uniform4i(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.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(t.x!==void 0){if(n[0]!==t.x||n[1]!==t.y){e.uniform2ui(this.addr,t.x,t.y);n[0]=t.x;n[1]=t.y}}else{if(arraysEqual(n,t))return;e.uniform2uiv(this.addr,t);copyArray(n,t)}}function setValueV3ui(e,t){const n=this.cache;if(t.x!==void 0){if(n[0]!==t.x||n[1]!==t.y||n[2]!==t.z){e.uniform3ui(this.addr,t.x,t.y,t.z);n[0]=t.x;n[1]=t.y;n[2]=t.z}}else{if(arraysEqual(n,t))return;e.uniform3uiv(this.addr,t);copyArray(n,t)}}function setValueV4ui(e,t){const n=this.cache;if(t.x!==void 0){if(n[0]!==t.x||n[1]!==t.y||n[2]!==t.z||n[3]!==t.w){e.uniform4ui(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.uniform4uiv(this.addr,t);copyArray(n,t)}}function setValueT1(e,t,n){const r=this.cache;const a=n.allocateTextureUnit();if(r[0]!==a){e.uniform1i(this.addr,a);r[0]=a}let i;if(this.type===e.SAMPLER_2D_SHADOW){So.compareFunction=_e;i=So}else i=Eo;n.setTexture2D(t||i,a)}function setValueT3D1(e,t,n){const r=this.cache;const a=n.allocateTextureUnit();if(r[0]!==a){e.uniform1i(this.addr,a);r[0]=a}n.setTexture3D(t||Mo,a)}function setValueT6(e,t,n){const r=this.cache;const a=n.allocateTextureUnit();if(r[0]!==a){e.uniform1i(this.addr,a);r[0]=a}n.setTextureCube(t||xo,a)}function setValueT2DArray1(e,t,n){const r=this.cache;const a=n.allocateTextureUnit();if(r[0]!==a){e.uniform1i(this.addr,a);r[0]=a}n.setTexture2DArray(t||To,a)}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=this.cache;const a=t.length;const i=allocTexUnits(n,a);if(!arraysEqual(r,i)){e.uniform1iv(this.addr,i);copyArray(r,i)}for(let e=0;e!==a;++e)n.setTexture2D(t[e]||Eo,i[e])}function setValueT3DArray(e,t,n){const r=this.cache;const a=t.length;const i=allocTexUnits(n,a);if(!arraysEqual(r,i)){e.uniform1iv(this.addr,i);copyArray(r,i)}for(let e=0;e!==a;++e)n.setTexture3D(t[e]||Mo,i[e])}function setValueT6Array(e,t,n){const r=this.cache;const a=t.length;const i=allocTexUnits(n,a);if(!arraysEqual(r,i)){e.uniform1iv(this.addr,i);copyArray(r,i)}for(let e=0;e!==a;++e)n.setTextureCube(t[e]||xo,i[e])}function setValueT2DArrayArray(e,t,n){const r=this.cache;const a=t.length;const i=allocTexUnits(n,a);if(!arraysEqual(r,i)){e.uniform1iv(this.addr,i);copyArray(r,i)}for(let e=0;e!==a;++e)n.setTexture2DArray(t[e]||To,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}}class SingleUniform{constructor(e,t,n){this.id=e;this.addr=n;this.cache=[];this.type=t.type;this.setValue=getSingularSetter(t.type)}}class PureArrayUniform{constructor(e,t,n){this.id=e;this.addr=n;this.cache=[];this.type=t.type;this.size=t.size;this.setValue=getPureArraySetter(t.type)}}class StructuredUniform{constructor(e){this.id=e;this.seq=[];this.map={}}setValue(e,t,n){const r=this.seq;for(let a=0,i=r.length;a!==i;++a){const i=r[a];i.setValue(e,t[i.id],n)}}}const Uo=/(\\w+)(\\])?(\\[|\\.)?/g;function addUniform(e,t){e.seq.push(t);e.map[t.id]=t}function parseUniform(e,t,n){const r=e.name,a=r.length;Uo.lastIndex=0;while(true){const i=Uo.exec(r),o=Uo.lastIndex;let s=i[1];const l=i[2]===\"]\",c=i[3];l&&(s|=0);if(c===void 0||c===\"[\"&&o+2===a){addUniform(n,c===void 0?new SingleUniform(s,e,t):new PureArrayUniform(s,e,t));break}{const e=n.map;let t=e[s];if(t===void 0){t=new StructuredUniform(s);addUniform(n,t)}n=t}}}class WebGLUniforms{constructor(e,t){this.seq=[];this.map={};const n=e.getProgramParameter(t,e.ACTIVE_UNIFORMS);for(let r=0;r<n;++r){const n=e.getActiveUniform(t,r),a=e.getUniformLocation(t,n.name);parseUniform(n,a,this)}}setValue(e,t,n,r){const a=this.map[t];a!==void 0&&a.setValue(e,n,r)}setOptional(e,t,n){const r=t[n];r!==void 0&&this.setValue(e,n,r)}static upload(e,t,n,r){for(let a=0,i=t.length;a!==i;++a){const i=t[a],o=n[i.id];o.needsUpdate!==false&&i.setValue(e,o.value,r)}}static seqWithValue(e,t){const n=[];for(let r=0,a=e.length;r!==a;++r){const a=e[r];a.id in t&&n.push(a)}return n}}function WebGLShader(e,t,n){const r=e.createShader(t);e.shaderSource(r,n);e.compileShader(r);return r}const Po=37297;let Do=0;function handleSource(e,t){const n=e.split(\"\\n\");const r=[];const a=Math.max(t-6,0);const i=Math.min(t+6,n.length);for(let e=a;e<i;e++){const a=e+1;r.push(`${a===t?\">\":\" \"} ${a}: ${n[e]}`)}return r.join(\"\\n\")}const yo=new t;function getEncodingComponents(e){T._getMatrix(yo,T.workingColorSpace,e);const t=`mat3( ${yo.elements.map((e=>e.toFixed(4)))} )`;switch(T.getTransfer(e)){case ve:return[t,\"LinearTransferOETF\"];case b:return[t,\"sRGBTransferOETF\"];default:console.warn(\"THREE.WebGLProgram: Unsupported color space: \",e);return[t,\"LinearTransferOETF\"]}}function getShaderErrors(e,t,n){const r=e.getShaderParameter(t,e.COMPILE_STATUS);const a=e.getShaderInfoLog(t).trim();if(r&&a===\"\")return\"\";const i=/ERROR: 0:(\\d+)/.exec(a);if(i){const r=parseInt(i[1]);return n.toUpperCase()+\"\\n\\n\"+a+\"\\n\\n\"+handleSource(e.getShaderSource(t),r)}return a}function getTexelEncodingFunction(e,t){const n=getEncodingComponents(t);return[`vec4 ${e}( vec4 value ) {`,`\\treturn ${n[1]}( vec4( value.rgb * ${n[0]}, value.a ) );`,\"}\"].join(\"\\n\")}function getToneMappingFunction(e,t){let n;switch(t){case Re:n=\"Linear\";break;case be:n=\"Reinhard\";break;case xe:n=\"Cineon\";break;case Me:n=\"ACESFilmic\";break;case Te:n=\"AgX\";break;case Se:n=\"Neutral\";break;case Ee:n=\"Custom\";break;default:console.warn(\"THREE.WebGLProgram: Unsupported toneMapping:\",t);n=\"Linear\"}return\"vec3 \"+e+\"( vec3 color ) { return \"+n+\"ToneMapping( color ); }\"}const wo=new o;function getLuminanceFunction(){T.getLuminanceCoefficients(wo);const e=wo.x.toFixed(4);const t=wo.y.toFixed(4);const n=wo.z.toFixed(4);return[\"float luminance( const in vec3 rgb ) {\",`\\tconst vec3 weights = vec3( ${e}, ${t}, ${n} );`,\"\\treturn dot( weights, rgb );\",\"}\"].join(\"\\n\")}function generateVertexExtensions(e){const t=[e.extensionClipCullDistance?\"#extension GL_ANGLE_clip_cull_distance : require\":\"\",e.extensionMultiDraw?\"#extension GL_ANGLE_multi_draw : require\":\"\"];return t.filter(filterEmptyLine).join(\"\\n\")}function generateDefines(e){const t=[];for(const n in e){const r=e[n];r!==false&&t.push(\"#define \"+n+\" \"+r)}return t.join(\"\\n\")}function fetchAttributeLocations(e,t){const n={};const r=e.getProgramParameter(t,e.ACTIVE_ATTRIBUTES);for(let a=0;a<r;a++){const r=e.getActiveAttrib(t,a);const i=r.name;let o=1;r.type===e.FLOAT_MAT2&&(o=2);r.type===e.FLOAT_MAT3&&(o=3);r.type===e.FLOAT_MAT4&&(o=4);n[i]={type:r.type,location:e.getAttribLocation(t,i),locationSize:o}}return n}function filterEmptyLine(e){return e!==\"\"}function replaceLightNums(e,t){const n=t.numSpotLightShadows+t.numSpotLightMaps-t.numSpotLightShadowsWithMaps;return e.replace(/NUM_DIR_LIGHTS/g,t.numDirLights).replace(/NUM_SPOT_LIGHTS/g,t.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g,t.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g,n).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_WITH_MAPS/g,t.numSpotLightShadowsWithMaps).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 Io=/^[ \\t]*#include +<([\\w\\d./]+)>/gm;function resolveIncludes(e){return e.replace(Io,includeReplacer)}const No=new Map;function includeReplacer(e,t){let n=Zi[t];if(n===void 0){const e=No.get(t);if(e===void 0)throw new Error(\"Can not resolve #include <\"+t+\">\");n=Zi[e];console.warn('THREE.WebGLRenderer: Shader chunk \"%s\" has been deprecated. Use \"%s\" instead.',t,e)}return resolveIncludes(n)}const Oo=/#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(Oo,loopReplacer)}function loopReplacer(e,t,n,r){let a=\"\";for(let e=parseInt(t);e<parseInt(n);e++)a+=r.replace(/\\[\\s*i\\s*\\]/g,\"[ \"+e+\" ]\").replace(/UNROLLED_LOOP_INDEX/g,e);return a}function generatePrecision(e){let t=`precision ${e.precision} float;\\n\\tprecision ${e.precision} int;\\n\\tprecision ${e.precision} sampler2D;\\n\\tprecision ${e.precision} samplerCube;\\n\\tprecision ${e.precision} sampler3D;\\n\\tprecision ${e.precision} sampler2DArray;\\n\\tprecision ${e.precision} sampler2DShadow;\\n\\tprecision ${e.precision} samplerCubeShadow;\\n\\tprecision ${e.precision} sampler2DArrayShadow;\\n\\tprecision ${e.precision} isampler2D;\\n\\tprecision ${e.precision} isampler3D;\\n\\tprecision ${e.precision} isamplerCube;\\n\\tprecision ${e.precision} isampler2DArray;\\n\\tprecision ${e.precision} usampler2D;\\n\\tprecision ${e.precision} usampler3D;\\n\\tprecision ${e.precision} usamplerCube;\\n\\tprecision ${e.precision} usampler2DArray;\\n\\t`;e.precision===\"highp\"?t+=\"\\n#define HIGH_PRECISION\":e.precision===\"mediump\"?t+=\"\\n#define MEDIUM_PRECISION\":e.precision===\"lowp\"&&(t+=\"\\n#define LOW_PRECISION\");return t}function generateShadowMapTypeDefine(e){let t=\"SHADOWMAP_TYPE_BASIC\";e.shadowMapType===Ae?t=\"SHADOWMAP_TYPE_PCF\":e.shadowMapType===Ce?t=\"SHADOWMAP_TYPE_PCF_SOFT\":e.shadowMapType===Le&&(t=\"SHADOWMAP_TYPE_VSM\");return t}function generateEnvMapTypeDefine(e){let t=\"ENVMAP_TYPE_CUBE\";if(e.envMap)switch(e.envMapMode){case B:case H:t=\"ENVMAP_TYPE_CUBE\";break;case m:t=\"ENVMAP_TYPE_CUBE_UV\";break}return t}function generateEnvMapModeDefine(e){let t=\"ENVMAP_MODE_REFLECTION\";if(e.envMap)switch(e.envMapMode){case H:t=\"ENVMAP_MODE_REFRACTION\";break}return t}function generateEnvMapBlendingDefine(e){let t=\"ENVMAP_BLENDING_NONE\";if(e.envMap)switch(e.combine){case De:t=\"ENVMAP_BLENDING_MULTIPLY\";break;case Pe:t=\"ENVMAP_BLENDING_MIX\";break;case Ue:t=\"ENVMAP_BLENDING_ADD\";break}return t}function generateCubeUVSize(e){const t=e.envMapCubeUVHeight;if(t===null)return null;const n=Math.log2(t)-2;const r=1/t;const a=1/(3*Math.max(Math.pow(2,n),112));return{texelWidth:a,texelHeight:r,maxMip:n}}function WebGLProgram(e,t,n,r){const a=e.getContext();const i=n.defines;let o=n.vertexShader;let s=n.fragmentShader;const l=generateShadowMapTypeDefine(n);const c=generateEnvMapTypeDefine(n);const u=generateEnvMapModeDefine(n);const d=generateEnvMapBlendingDefine(n);const f=generateCubeUVSize(n);const p=generateVertexExtensions(n);const m=generateDefines(i);const h=a.createProgram();let g,_;let v=n.glslVersion?\"#version \"+n.glslVersion+\"\\n\":\"\";if(n.isRawShaderMaterial){g=[\"#define SHADER_TYPE \"+n.shaderType,\"#define SHADER_NAME \"+n.shaderName,m].filter(filterEmptyLine).join(\"\\n\");g.length>0&&(g+=\"\\n\");_=[\"#define SHADER_TYPE \"+n.shaderType,\"#define SHADER_NAME \"+n.shaderName,m].filter(filterEmptyLine).join(\"\\n\");_.length>0&&(_+=\"\\n\")}else{g=[generatePrecision(n),\"#define SHADER_TYPE \"+n.shaderType,\"#define SHADER_NAME \"+n.shaderName,m,n.extensionClipCullDistance?\"#define USE_CLIP_DISTANCE\":\"\",n.batching?\"#define USE_BATCHING\":\"\",n.batchingColor?\"#define USE_BATCHING_COLOR\":\"\",n.instancing?\"#define USE_INSTANCING\":\"\",n.instancingColor?\"#define USE_INSTANCING_COLOR\":\"\",n.instancingMorph?\"#define USE_INSTANCING_MORPH\":\"\",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.bumpMap?\"#define USE_BUMPMAP\":\"\",n.normalMap?\"#define USE_NORMALMAP\":\"\",n.normalMapObjectSpace?\"#define USE_NORMALMAP_OBJECTSPACE\":\"\",n.normalMapTangentSpace?\"#define USE_NORMALMAP_TANGENTSPACE\":\"\",n.displacementMap?\"#define USE_DISPLACEMENTMAP\":\"\",n.emissiveMap?\"#define USE_EMISSIVEMAP\":\"\",n.anisotropy?\"#define USE_ANISOTROPY\":\"\",n.anisotropyMap?\"#define USE_ANISOTROPYMAP\":\"\",n.clearcoatMap?\"#define USE_CLEARCOATMAP\":\"\",n.clearcoatRoughnessMap?\"#define USE_CLEARCOAT_ROUGHNESSMAP\":\"\",n.clearcoatNormalMap?\"#define USE_CLEARCOAT_NORMALMAP\":\"\",n.iridescenceMap?\"#define USE_IRIDESCENCEMAP\":\"\",n.iridescenceThicknessMap?\"#define USE_IRIDESCENCE_THICKNESSMAP\":\"\",n.specularMap?\"#define USE_SPECULARMAP\":\"\",n.specularColorMap?\"#define USE_SPECULAR_COLORMAP\":\"\",n.specularIntensityMap?\"#define USE_SPECULAR_INTENSITYMAP\":\"\",n.roughnessMap?\"#define USE_ROUGHNESSMAP\":\"\",n.metalnessMap?\"#define USE_METALNESSMAP\":\"\",n.alphaMap?\"#define USE_ALPHAMAP\":\"\",n.alphaHash?\"#define USE_ALPHAHASH\":\"\",n.transmission?\"#define USE_TRANSMISSION\":\"\",n.transmissionMap?\"#define USE_TRANSMISSIONMAP\":\"\",n.thicknessMap?\"#define USE_THICKNESSMAP\":\"\",n.sheenColorMap?\"#define USE_SHEEN_COLORMAP\":\"\",n.sheenRoughnessMap?\"#define USE_SHEEN_ROUGHNESSMAP\":\"\",n.mapUv?\"#define MAP_UV \"+n.mapUv:\"\",n.alphaMapUv?\"#define ALPHAMAP_UV \"+n.alphaMapUv:\"\",n.lightMapUv?\"#define LIGHTMAP_UV \"+n.lightMapUv:\"\",n.aoMapUv?\"#define AOMAP_UV \"+n.aoMapUv:\"\",n.emissiveMapUv?\"#define EMISSIVEMAP_UV \"+n.emissiveMapUv:\"\",n.bumpMapUv?\"#define BUMPMAP_UV \"+n.bumpMapUv:\"\",n.normalMapUv?\"#define NORMALMAP_UV \"+n.normalMapUv:\"\",n.displacementMapUv?\"#define DISPLACEMENTMAP_UV \"+n.displacementMapUv:\"\",n.metalnessMapUv?\"#define METALNESSMAP_UV \"+n.metalnessMapUv:\"\",n.roughnessMapUv?\"#define ROUGHNESSMAP_UV \"+n.roughnessMapUv:\"\",n.anisotropyMapUv?\"#define ANISOTROPYMAP_UV \"+n.anisotropyMapUv:\"\",n.clearcoatMapUv?\"#define CLEARCOATMAP_UV \"+n.clearcoatMapUv:\"\",n.clearcoatNormalMapUv?\"#define CLEARCOAT_NORMALMAP_UV \"+n.clearcoatNormalMapUv:\"\",n.clearcoatRoughnessMapUv?\"#define CLEARCOAT_ROUGHNESSMAP_UV \"+n.clearcoatRoughnessMapUv:\"\",n.iridescenceMapUv?\"#define IRIDESCENCEMAP_UV \"+n.iridescenceMapUv:\"\",n.iridescenceThicknessMapUv?\"#define IRIDESCENCE_THICKNESSMAP_UV \"+n.iridescenceThicknessMapUv:\"\",n.sheenColorMapUv?\"#define SHEEN_COLORMAP_UV \"+n.sheenColorMapUv:\"\",n.sheenRoughnessMapUv?\"#define SHEEN_ROUGHNESSMAP_UV \"+n.sheenRoughnessMapUv:\"\",n.specularMapUv?\"#define SPECULARMAP_UV \"+n.specularMapUv:\"\",n.specularColorMapUv?\"#define SPECULAR_COLORMAP_UV \"+n.specularColorMapUv:\"\",n.specularIntensityMapUv?\"#define SPECULAR_INTENSITYMAP_UV \"+n.specularIntensityMapUv:\"\",n.transmissionMapUv?\"#define TRANSMISSIONMAP_UV \"+n.transmissionMapUv:\"\",n.thicknessMapUv?\"#define THICKNESSMAP_UV \"+n.thicknessMapUv:\"\",n.vertexTangents&&n.flatShading===false?\"#define USE_TANGENT\":\"\",n.vertexColors?\"#define USE_COLOR\":\"\",n.vertexAlphas?\"#define USE_COLOR_ALPHA\":\"\",n.vertexUv1s?\"#define USE_UV1\":\"\",n.vertexUv2s?\"#define USE_UV2\":\"\",n.vertexUv3s?\"#define USE_UV3\":\"\",n.pointsUvs?\"#define USE_POINTS_UV\":\"\",n.flatShading?\"#define FLAT_SHADED\":\"\",n.skinning?\"#define USE_SKINNING\":\"\",n.morphTargets?\"#define USE_MORPHTARGETS\":\"\",n.morphNormals&&n.flatShading===false?\"#define USE_MORPHNORMALS\":\"\",n.morphColors?\"#define USE_MORPHCOLORS\":\"\",n.morphTargetsCount>0?\"#define MORPHTARGETS_TEXTURE_STRIDE \"+n.morphTextureStride:\"\",n.morphTargetsCount>0?\"#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.numLightProbes>0?\"#define USE_LIGHT_PROBES\":\"\",n.logarithmicDepthBuffer?\"#define USE_LOGDEPTHBUF\":\"\",n.reverseDepthBuffer?\"#define USE_REVERSEDEPTHBUF\":\"\",\"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\",\"#ifdef USE_INSTANCING_MORPH\",\"\\tuniform sampler2D morphTexture;\",\"#endif\",\"attribute vec3 position;\",\"attribute vec3 normal;\",\"attribute vec2 uv;\",\"#ifdef USE_UV1\",\"\\tattribute vec2 uv1;\",\"#endif\",\"#ifdef USE_UV2\",\"\\tattribute vec2 uv2;\",\"#endif\",\"#ifdef USE_UV3\",\"\\tattribute vec2 uv3;\",\"#endif\",\"#ifdef USE_TANGENT\",\"\\tattribute vec4 tangent;\",\"#endif\",\"#if defined( USE_COLOR_ALPHA )\",\"\\tattribute vec4 color;\",\"#elif defined( USE_COLOR )\",\"\\tattribute vec3 color;\",\"#endif\",\"#ifdef USE_SKINNING\",\"\\tattribute vec4 skinIndex;\",\"\\tattribute vec4 skinWeight;\",\"#endif\",\"\\n\"].filter(filterEmptyLine).join(\"\\n\");_=[generatePrecision(n),\"#define SHADER_TYPE \"+n.shaderType,\"#define SHADER_NAME \"+n.shaderName,m,n.useFog&&n.fog?\"#define USE_FOG\":\"\",n.useFog&&n.fogExp2?\"#define FOG_EXP2\":\"\",n.alphaToCoverage?\"#define ALPHA_TO_COVERAGE\":\"\",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 \"+d:\"\",f?\"#define CUBEUV_TEXEL_WIDTH \"+f.texelWidth:\"\",f?\"#define CUBEUV_TEXEL_HEIGHT \"+f.texelHeight:\"\",f?\"#define CUBEUV_MAX_MIP \"+f.maxMip+\".0\":\"\",n.lightMap?\"#define USE_LIGHTMAP\":\"\",n.aoMap?\"#define USE_AOMAP\":\"\",n.bumpMap?\"#define USE_BUMPMAP\":\"\",n.normalMap?\"#define USE_NORMALMAP\":\"\",n.normalMapObjectSpace?\"#define USE_NORMALMAP_OBJECTSPACE\":\"\",n.normalMapTangentSpace?\"#define USE_NORMALMAP_TANGENTSPACE\":\"\",n.emissiveMap?\"#define USE_EMISSIVEMAP\":\"\",n.anisotropy?\"#define USE_ANISOTROPY\":\"\",n.anisotropyMap?\"#define USE_ANISOTROPYMAP\":\"\",n.clearcoat?\"#define USE_CLEARCOAT\":\"\",n.clearcoatMap?\"#define USE_CLEARCOATMAP\":\"\",n.clearcoatRoughnessMap?\"#define USE_CLEARCOAT_ROUGHNESSMAP\":\"\",n.clearcoatNormalMap?\"#define USE_CLEARCOAT_NORMALMAP\":\"\",n.dispersion?\"#define USE_DISPERSION\":\"\",n.iridescence?\"#define USE_IRIDESCENCE\":\"\",n.iridescenceMap?\"#define USE_IRIDESCENCEMAP\":\"\",n.iridescenceThicknessMap?\"#define USE_IRIDESCENCE_THICKNESSMAP\":\"\",n.specularMap?\"#define USE_SPECULARMAP\":\"\",n.specularColorMap?\"#define USE_SPECULAR_COLORMAP\":\"\",n.specularIntensityMap?\"#define USE_SPECULAR_INTENSITYMAP\":\"\",n.roughnessMap?\"#define USE_ROUGHNESSMAP\":\"\",n.metalnessMap?\"#define USE_METALNESSMAP\":\"\",n.alphaMap?\"#define USE_ALPHAMAP\":\"\",n.alphaTest?\"#define USE_ALPHATEST\":\"\",n.alphaHash?\"#define USE_ALPHAHASH\":\"\",n.sheen?\"#define USE_SHEEN\":\"\",n.sheenColorMap?\"#define USE_SHEEN_COLORMAP\":\"\",n.sheenRoughnessMap?\"#define USE_SHEEN_ROUGHNESSMAP\":\"\",n.transmission?\"#define USE_TRANSMISSION\":\"\",n.transmissionMap?\"#define USE_TRANSMISSIONMAP\":\"\",n.thicknessMap?\"#define USE_THICKNESSMAP\":\"\",n.vertexTangents&&n.flatShading===false?\"#define USE_TANGENT\":\"\",n.vertexColors||n.instancingColor||n.batchingColor?\"#define USE_COLOR\":\"\",n.vertexAlphas?\"#define USE_COLOR_ALPHA\":\"\",n.vertexUv1s?\"#define USE_UV1\":\"\",n.vertexUv2s?\"#define USE_UV2\":\"\",n.vertexUv3s?\"#define USE_UV3\":\"\",n.pointsUvs?\"#define USE_POINTS_UV\":\"\",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.numLightProbes>0?\"#define USE_LIGHT_PROBES\":\"\",n.decodeVideoTexture?\"#define DECODE_VIDEO_TEXTURE\":\"\",n.decodeVideoTextureEmissive?\"#define DECODE_VIDEO_TEXTURE_EMISSIVE\":\"\",n.logarithmicDepthBuffer?\"#define USE_LOGDEPTHBUF\":\"\",n.reverseDepthBuffer?\"#define USE_REVERSEDEPTHBUF\":\"\",\"uniform mat4 viewMatrix;\",\"uniform vec3 cameraPosition;\",\"uniform bool isOrthographic;\",n.toneMapping!==Y?\"#define TONE_MAPPING\":\"\",n.toneMapping!==Y?Zi.tonemapping_pars_fragment:\"\",n.toneMapping!==Y?getToneMappingFunction(\"toneMapping\",n.toneMapping):\"\",n.dithering?\"#define DITHERING\":\"\",n.opaque?\"#define OPAQUE\":\"\",Zi.colorspace_pars_fragment,getTexelEncodingFunction(\"linearToOutputTexel\",n.outputColorSpace),getLuminanceFunction(),n.useDepthPacking?\"#define DEPTH_PACKING \"+n.depthPacking:\"\",\"\\n\"].filter(filterEmptyLine).join(\"\\n\")}o=resolveIncludes(o);o=replaceLightNums(o,n);o=replaceClippingPlaneNums(o,n);s=resolveIncludes(s);s=replaceLightNums(s,n);s=replaceClippingPlaneNums(s,n);o=unrollLoops(o);s=unrollLoops(s);if(n.isRawShaderMaterial!==true){v=\"#version 300 es\\n\";g=[p,\"#define attribute in\",\"#define varying out\",\"#define texture2D texture\"].join(\"\\n\")+\"\\n\"+g;_=[\"#define varying in\",n.glslVersion===ye?\"\":\"layout(location = 0) out highp vec4 pc_fragColor;\",n.glslVersion===ye?\"\":\"#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\"+_}const E=v+g+o;const S=v+_+s;const T=WebGLShader(a,a.VERTEX_SHADER,E);const M=WebGLShader(a,a.FRAGMENT_SHADER,S);a.attachShader(h,T);a.attachShader(h,M);n.index0AttributeName!==void 0?a.bindAttribLocation(h,0,n.index0AttributeName):n.morphTargets===true&&a.bindAttribLocation(h,0,\"position\");a.linkProgram(h);function onFirstUse(t){if(e.debug.checkShaderErrors){const n=a.getProgramInfoLog(h).trim();const r=a.getShaderInfoLog(T).trim();const i=a.getShaderInfoLog(M).trim();let o=true;let s=true;if(a.getProgramParameter(h,a.LINK_STATUS)===false){o=false;if(typeof e.debug.onShaderError===\"function\")e.debug.onShaderError(a,h,T,M);else{const e=getShaderErrors(a,T,\"vertex\");const r=getShaderErrors(a,M,\"fragment\");console.error(\"THREE.WebGLProgram: Shader Error \"+a.getError()+\" - VALIDATE_STATUS \"+a.getProgramParameter(h,a.VALIDATE_STATUS)+\"\\n\\nMaterial Name: \"+t.name+\"\\nMaterial Type: \"+t.type+\"\\n\\nProgram Info Log: \"+n+\"\\n\"+e+\"\\n\"+r)}}else n!==\"\"?console.warn(\"THREE.WebGLProgram: Program Info Log:\",n):r!==\"\"&&i!==\"\"||(s=false);s&&(t.diagnostics={runnable:o,programLog:n,vertexShader:{log:r,prefix:g},fragmentShader:{log:i,prefix:_}})}a.deleteShader(T);a.deleteShader(M);x=new WebGLUniforms(a,h);b=fetchAttributeLocations(a,h)}let x;this.getUniforms=function(){x===void 0&&onFirstUse(this);return x};let b;this.getAttributes=function(){b===void 0&&onFirstUse(this);return b};let R=n.rendererExtensionParallelShaderCompile===false;this.isReady=function(){R===false&&(R=a.getProgramParameter(h,Po));return R};this.destroy=function(){r.releaseStatesOfProgram(this);a.deleteProgram(h);this.program=void 0};this.type=n.shaderType;this.name=n.shaderName;this.id=Do++;this.cacheKey=t;this.usedTimes=1;this.program=h;this.vertexShader=T;this.fragmentShader=M;return this}let Fo=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 a=this._getShaderStage(n);const i=this._getShaderCacheForMaterial(e);if(i.has(r)===false){i.add(r);r.usedTimes++}if(i.has(a)===false){i.add(a);a.usedTimes++}return this}remove(e){const t=this.materialCache.get(e);for(const e of t){e.usedTimes--;e.usedTimes===0&&this.shaderCache.delete(e.code)}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;let n=t.get(e);if(n===void 0){n=new Set;t.set(e,n)}return n}_getShaderStage(e){const t=this.shaderCache;let n=t.get(e);if(n===void 0){n=new WebGLShaderStage(e);t.set(e,n)}return n}}class WebGLShaderStage{constructor(e){this.id=Fo++;this.code=e;this.usedTimes=0}}function WebGLPrograms(e,t,n,r,a,i,o){const s=new we;const l=new WebGLShaderCache;const c=new Set;const u=[];const d=a.logarithmicDepthBuffer;const f=a.vertexTextures;let p=a.precision;const h={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 getChannel(e){c.add(e);return e===0?\"uv\":`uv${e}`}function getParameters(i,s,u,g,_){const v=g.fog;const S=_.geometry;const M=i.isMeshStandardMaterial?g.environment:null;const x=(i.isMeshStandardMaterial?n:t).get(i.envMap||M);const R=!x||x.mapping!==m?null:x.image.height;const A=h[i.type];if(i.precision!==null){p=a.getMaxPrecision(i.precision);p!==i.precision&&console.warn(\"THREE.WebGLProgram.getParameters:\",i.precision,\"not supported, using\",p,\"instead.\")}const C=S.morphAttributes.position||S.morphAttributes.normal||S.morphAttributes.color;const L=C!==void 0?C.length:0;let U=0;S.morphAttributes.position!==void 0&&(U=1);S.morphAttributes.normal!==void 0&&(U=2);S.morphAttributes.color!==void 0&&(U=3);let P,D;let y,w;if(A){const e=Qi[A];P=e.vertexShader;D=e.fragmentShader}else{P=i.vertexShader;D=i.fragmentShader;l.update(i);y=l.getVertexShaderID(i);w=l.getFragmentShaderID(i)}const I=e.getRenderTarget();const N=e.state.buffers.depth.getReversed();const O=_.isInstancedMesh===true;const F=_.isBatchedMesh===true;const B=!!i.map;const G=!!i.matcap;const H=!!x;const V=!!i.aoMap;const W=!!i.lightMap;const z=!!i.bumpMap;const X=!!i.normalMap;const j=!!i.displacementMap;const q=!!i.emissiveMap;const K=!!i.metalnessMap;const Z=!!i.roughnessMap;const $=i.anisotropy>0;const Q=i.clearcoat>0;const J=i.dispersion>0;const ee=i.iridescence>0;const te=i.sheen>0;const ne=i.transmission>0;const re=$&&!!i.anisotropyMap;const ae=Q&&!!i.clearcoatMap;const ie=Q&&!!i.clearcoatNormalMap;const oe=Q&&!!i.clearcoatRoughnessMap;const se=ee&&!!i.iridescenceMap;const le=ee&&!!i.iridescenceThicknessMap;const ce=te&&!!i.sheenColorMap;const ue=te&&!!i.sheenRoughnessMap;const de=!!i.specularMap;const fe=!!i.specularColorMap;const pe=!!i.specularIntensityMap;const me=ne&&!!i.transmissionMap;const he=ne&&!!i.thicknessMap;const ge=!!i.gradientMap;const _e=!!i.alphaMap;const ve=i.alphaTest>0;const Ee=!!i.alphaHash;const Se=!!i.extensions;let Te=Y;i.toneMapped&&(I!==null&&I.isXRRenderTarget!==true||(Te=e.toneMapping));const Me={shaderID:A,shaderType:i.type,shaderName:i.name,vertexShader:P,fragmentShader:D,defines:i.defines,customVertexShaderID:y,customFragmentShaderID:w,isRawShaderMaterial:i.isRawShaderMaterial===true,glslVersion:i.glslVersion,precision:p,batching:F,batchingColor:F&&_._colorsTexture!==null,instancing:O,instancingColor:O&&_.instanceColor!==null,instancingMorph:O&&_.morphTexture!==null,supportsVertexTextures:f,outputColorSpace:I===null?e.outputColorSpace:I.isXRRenderTarget===true?I.texture.colorSpace:k,alphaToCoverage:!!i.alphaToCoverage,map:B,matcap:G,envMap:H,envMapMode:H&&x.mapping,envMapCubeUVHeight:R,aoMap:V,lightMap:W,bumpMap:z,normalMap:X,displacementMap:f&&j,emissiveMap:q,normalMapObjectSpace:X&&i.normalMapType===Fe,normalMapTangentSpace:X&&i.normalMapType===Oe,metalnessMap:K,roughnessMap:Z,anisotropy:$,anisotropyMap:re,clearcoat:Q,clearcoatMap:ae,clearcoatNormalMap:ie,clearcoatRoughnessMap:oe,dispersion:J,iridescence:ee,iridescenceMap:se,iridescenceThicknessMap:le,sheen:te,sheenColorMap:ce,sheenRoughnessMap:ue,specularMap:de,specularColorMap:fe,specularIntensityMap:pe,transmission:ne,transmissionMap:me,thicknessMap:he,gradientMap:ge,opaque:i.transparent===false&&i.blending===Ne&&i.alphaToCoverage===false,alphaMap:_e,alphaTest:ve,alphaHash:Ee,combine:i.combine,mapUv:B&&getChannel(i.map.channel),aoMapUv:V&&getChannel(i.aoMap.channel),lightMapUv:W&&getChannel(i.lightMap.channel),bumpMapUv:z&&getChannel(i.bumpMap.channel),normalMapUv:X&&getChannel(i.normalMap.channel),displacementMapUv:j&&getChannel(i.displacementMap.channel),emissiveMapUv:q&&getChannel(i.emissiveMap.channel),metalnessMapUv:K&&getChannel(i.metalnessMap.channel),roughnessMapUv:Z&&getChannel(i.roughnessMap.channel),anisotropyMapUv:re&&getChannel(i.anisotropyMap.channel),clearcoatMapUv:ae&&getChannel(i.clearcoatMap.channel),clearcoatNormalMapUv:ie&&getChannel(i.clearcoatNormalMap.channel),clearcoatRoughnessMapUv:oe&&getChannel(i.clearcoatRoughnessMap.channel),iridescenceMapUv:se&&getChannel(i.iridescenceMap.channel),iridescenceThicknessMapUv:le&&getChannel(i.iridescenceThicknessMap.channel),sheenColorMapUv:ce&&getChannel(i.sheenColorMap.channel),sheenRoughnessMapUv:ue&&getChannel(i.sheenRoughnessMap.channel),specularMapUv:de&&getChannel(i.specularMap.channel),specularColorMapUv:fe&&getChannel(i.specularColorMap.channel),specularIntensityMapUv:pe&&getChannel(i.specularIntensityMap.channel),transmissionMapUv:me&&getChannel(i.transmissionMap.channel),thicknessMapUv:he&&getChannel(i.thicknessMap.channel),alphaMapUv:_e&&getChannel(i.alphaMap.channel),vertexTangents:!!S.attributes.tangent&&(X||$),vertexColors:i.vertexColors,vertexAlphas:i.vertexColors===true&&!!S.attributes.color&&S.attributes.color.itemSize===4,pointsUvs:_.isPoints===true&&!!S.attributes.uv&&(B||_e),fog:!!v,useFog:i.fog===true,fogExp2:!!v&&v.isFogExp2,flatShading:i.flatShading===true,sizeAttenuation:i.sizeAttenuation===true,logarithmicDepthBuffer:d,reverseDepthBuffer:N,skinning:_.isSkinnedMesh===true,morphTargets:S.morphAttributes.position!==void 0,morphNormals:S.morphAttributes.normal!==void 0,morphColors:S.morphAttributes.color!==void 0,morphTargetsCount:L,morphTextureStride:U,numDirLights:s.directional.length,numPointLights:s.point.length,numSpotLights:s.spot.length,numSpotLightMaps:s.spotLightMap.length,numRectAreaLights:s.rectArea.length,numHemiLights:s.hemi.length,numDirLightShadows:s.directionalShadowMap.length,numPointLightShadows:s.pointShadowMap.length,numSpotLightShadows:s.spotShadowMap.length,numSpotLightShadowsWithMaps:s.numSpotLightShadowsWithMaps,numLightProbes:s.numLightProbes,numClippingPlanes:o.numPlanes,numClipIntersection:o.numIntersection,dithering:i.dithering,shadowMapEnabled:e.shadowMap.enabled&&u.length>0,shadowMapType:e.shadowMap.type,toneMapping:Te,decodeVideoTexture:B&&i.map.isVideoTexture===true&&T.getTransfer(i.map.colorSpace)===b,decodeVideoTextureEmissive:q&&i.emissiveMap.isVideoTexture===true&&T.getTransfer(i.emissiveMap.colorSpace)===b,premultipliedAlpha:i.premultipliedAlpha,doubleSided:i.side===Ie,flipSided:i.side===E,useDepthPacking:i.depthPacking>=0,depthPacking:i.depthPacking||0,index0AttributeName:i.index0AttributeName,extensionClipCullDistance:Se&&i.extensions.clipCullDistance===true&&r.has(\"WEBGL_clip_cull_distance\"),extensionMultiDraw:(Se&&i.extensions.multiDraw===true||F)&&r.has(\"WEBGL_multi_draw\"),rendererExtensionParallelShaderCompile:r.has(\"KHR_parallel_shader_compile\"),customProgramCacheKey:i.customProgramCacheKey()};Me.vertexUv1s=c.has(1);Me.vertexUv2s=c.has(2);Me.vertexUv3s=c.has(3);c.clear();return Me}function getProgramCacheKey(t){const n=[];if(t.shaderID)n.push(t.shaderID);else{n.push(t.customVertexShaderID);n.push(t.customFragmentShaderID)}if(t.defines!==void 0)for(const e in t.defines){n.push(e);n.push(t.defines[e])}if(t.isRawShaderMaterial===false){getProgramCacheKeyParameters(n,t);getProgramCacheKeyBooleans(n,t);n.push(e.outputColorSpace)}n.push(t.customProgramCacheKey);return n.join()}function getProgramCacheKeyParameters(e,t){e.push(t.precision);e.push(t.outputColorSpace);e.push(t.envMapMode);e.push(t.envMapCubeUVHeight);e.push(t.mapUv);e.push(t.alphaMapUv);e.push(t.lightMapUv);e.push(t.aoMapUv);e.push(t.bumpMapUv);e.push(t.normalMapUv);e.push(t.displacementMapUv);e.push(t.emissiveMapUv);e.push(t.metalnessMapUv);e.push(t.roughnessMapUv);e.push(t.anisotropyMapUv);e.push(t.clearcoatMapUv);e.push(t.clearcoatNormalMapUv);e.push(t.clearcoatRoughnessMapUv);e.push(t.iridescenceMapUv);e.push(t.iridescenceThicknessMapUv);e.push(t.sheenColorMapUv);e.push(t.sheenRoughnessMapUv);e.push(t.specularMapUv);e.push(t.specularColorMapUv);e.push(t.specularIntensityMapUv);e.push(t.transmissionMapUv);e.push(t.thicknessMapUv);e.push(t.combine);e.push(t.fogExp2);e.push(t.sizeAttenuation);e.push(t.morphTargetsCount);e.push(t.morphAttributeCount);e.push(t.numDirLights);e.push(t.numPointLights);e.push(t.numSpotLights);e.push(t.numSpotLightMaps);e.push(t.numHemiLights);e.push(t.numRectAreaLights);e.push(t.numDirLightShadows);e.push(t.numPointLightShadows);e.push(t.numSpotLightShadows);e.push(t.numSpotLightShadowsWithMaps);e.push(t.numLightProbes);e.push(t.shadowMapType);e.push(t.toneMapping);e.push(t.numClippingPlanes);e.push(t.numClipIntersection);e.push(t.depthPacking)}function getProgramCacheKeyBooleans(e,t){s.disableAll();t.supportsVertexTextures&&s.enable(0);t.instancing&&s.enable(1);t.instancingColor&&s.enable(2);t.instancingMorph&&s.enable(3);t.matcap&&s.enable(4);t.envMap&&s.enable(5);t.normalMapObjectSpace&&s.enable(6);t.normalMapTangentSpace&&s.enable(7);t.clearcoat&&s.enable(8);t.iridescence&&s.enable(9);t.alphaTest&&s.enable(10);t.vertexColors&&s.enable(11);t.vertexAlphas&&s.enable(12);t.vertexUv1s&&s.enable(13);t.vertexUv2s&&s.enable(14);t.vertexUv3s&&s.enable(15);t.vertexTangents&&s.enable(16);t.anisotropy&&s.enable(17);t.alphaHash&&s.enable(18);t.batching&&s.enable(19);t.dispersion&&s.enable(20);t.batchingColor&&s.enable(21);e.push(s.mask);s.disableAll();t.fog&&s.enable(0);t.useFog&&s.enable(1);t.flatShading&&s.enable(2);t.logarithmicDepthBuffer&&s.enable(3);t.reverseDepthBuffer&&s.enable(4);t.skinning&&s.enable(5);t.morphTargets&&s.enable(6);t.morphNormals&&s.enable(7);t.morphColors&&s.enable(8);t.premultipliedAlpha&&s.enable(9);t.shadowMapEnabled&&s.enable(10);t.doubleSided&&s.enable(11);t.flipSided&&s.enable(12);t.useDepthPacking&&s.enable(13);t.dithering&&s.enable(14);t.transmission&&s.enable(15);t.sheen&&s.enable(16);t.opaque&&s.enable(17);t.pointsUvs&&s.enable(18);t.decodeVideoTexture&&s.enable(19);t.decodeVideoTextureEmissive&&s.enable(20);t.alphaToCoverage&&s.enable(21);e.push(s.mask)}function getUniforms(e){const t=h[e.type];let n;if(t){const e=Qi[t];n=Be.clone(e.uniforms)}else n=e.uniforms;return n}function acquireProgram(t,n){let r;for(let e=0,t=u.length;e<t;e++){const t=u[e];if(t.cacheKey===n){r=t;++r.usedTimes;break}}if(r===void 0){r=new WebGLProgram(e,n,t,i);u.push(r)}return r}function releaseProgram(e){if(--e.usedTimes===0){const t=u.indexOf(e);u[t]=u[u.length-1];u.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:u,dispose:dispose}}function WebGLProperties(){let e=new WeakMap;function has(t){return e.has(t)}function get(t){let n=e.get(t);if(n===void 0){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{has:has,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 a=[];function init(){t=0;n.length=0;r.length=0;a.length=0}function getNextRenderItem(n,r,a,i,o,s){let l=e[t];if(l===void 0){l={id:n.id,object:n,geometry:r,material:a,groupOrder:i,renderOrder:n.renderOrder,z:o,group:s};e[t]=l}else{l.id=n.id;l.object=n;l.geometry=r;l.material=a;l.groupOrder=i;l.renderOrder=n.renderOrder;l.z=o;l.group=s}t++;return l}function push(e,t,i,o,s,l){const c=getNextRenderItem(e,t,i,o,s,l);i.transmission>0?r.push(c):i.transparent===true?a.push(c):n.push(c)}function unshift(e,t,i,o,s,l){const c=getNextRenderItem(e,t,i,o,s,l);i.transmission>0?r.unshift(c):i.transparent===true?a.unshift(c):n.unshift(c)}function sort(e,t){n.length>1&&n.sort(e||painterSortStable);r.length>1&&r.sort(t||reversePainterSortStable);a.length>1&&a.sort(t||reversePainterSortStable)}function finish(){for(let n=t,r=e.length;n<r;n++){const t=e[n];if(t.id===null)break;t.id=null;t.object=null;t.geometry=null;t.material=null;t.group=null}}return{opaque:n,transmissive:r,transparent:a,init:init,push:push,unshift:unshift,finish:finish,sort:sort}}function WebGLRenderLists(){let e=new WeakMap;function get(t,n){const r=e.get(t);let a;if(r===void 0){a=new WebGLRenderList;e.set(t,[a])}else if(n>=r.length){a=new WebGLRenderList;r.push(a)}else a=r[n];return a}function dispose(){e=new WeakMap}return{get:get,dispose:dispose}}function UniformsCache(){const e={};return{get:function(t){if(e[t.id]!==void 0)return e[t.id];let n;switch(t.type){case\"DirectionalLight\":n={direction:new o,color:new r};break;case\"SpotLight\":n={position:new o,direction:new o,color:new r,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case\"PointLight\":n={position:new o,color:new r,distance:0,decay:0};break;case\"HemisphereLight\":n={direction:new o,skyColor:new r,groundColor:new r};break;case\"RectAreaLight\":n={color:new r,position:new o,halfWidth:new o,halfHeight:new o};break}e[t.id]=n;return n}}}function ShadowUniformsCache(){const e={};return{get:function(t){if(e[t.id]!==void 0)return e[t.id];let r;switch(t.type){case\"DirectionalLight\":r={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new n};break;case\"SpotLight\":r={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new n};break;case\"PointLight\":r={shadowIntensity:1,shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new n,shadowCameraNear:1,shadowCameraFar:1e3};break}e[t.id]=r;return r}}}let Bo=0;function shadowCastingAndTexturingLightsFirst(e,t){return(t.castShadow?2:0)-(e.castShadow?2:0)+(t.map?1:0)-(e.map?1:0)}function WebGLLights(e){const t=new UniformsCache;const n=ShadowUniformsCache();const r={version:0,hash:{directionalLength:-1,pointLength:-1,spotLength:-1,rectAreaLength:-1,hemiLength:-1,numDirectionalShadows:-1,numPointShadows:-1,numSpotShadows:-1,numSpotMaps:-1,numLightProbes:-1},ambient:[0,0,0],probe:[],directional:[],directionalShadow:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotLightMap:[],spotShadow:[],spotShadowMap:[],spotLightMatrix:[],rectArea:[],rectAreaLTC1:null,rectAreaLTC2:null,point:[],pointShadow:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],numSpotLightShadowsWithMaps:0,numLightProbes:0};for(let e=0;e<9;e++)r.probe.push(new o);const a=new o;const i=new d;const s=new d;function setup(a){let i=0,o=0,s=0;for(let e=0;e<9;e++)r.probe[e].set(0,0,0);let l=0;let c=0;let u=0;let d=0;let f=0;let p=0;let m=0;let h=0;let g=0;let _=0;let v=0;a.sort(shadowCastingAndTexturingLightsFirst);for(let e=0,E=a.length;e<E;e++){const E=a[e];const S=E.color;const T=E.intensity;const M=E.distance;const x=E.shadow&&E.shadow.map?E.shadow.map.texture:null;if(E.isAmbientLight){i+=S.r*T;o+=S.g*T;s+=S.b*T}else if(E.isLightProbe){for(let e=0;e<9;e++)r.probe[e].addScaledVector(E.sh.coefficients[e],T);v++}else if(E.isDirectionalLight){const e=t.get(E);e.color.copy(E.color).multiplyScalar(E.intensity);if(E.castShadow){const e=E.shadow;const t=n.get(E);t.shadowIntensity=e.intensity;t.shadowBias=e.bias;t.shadowNormalBias=e.normalBias;t.shadowRadius=e.radius;t.shadowMapSize=e.mapSize;r.directionalShadow[l]=t;r.directionalShadowMap[l]=x;r.directionalShadowMatrix[l]=E.shadow.matrix;p++}r.directional[l]=e;l++}else if(E.isSpotLight){const e=t.get(E);e.position.setFromMatrixPosition(E.matrixWorld);e.color.copy(S).multiplyScalar(T);e.distance=M;e.coneCos=Math.cos(E.angle);e.penumbraCos=Math.cos(E.angle*(1-E.penumbra));e.decay=E.decay;r.spot[u]=e;const a=E.shadow;if(E.map){r.spotLightMap[g]=E.map;g++;a.updateMatrices(E);E.castShadow&&_++}r.spotLightMatrix[u]=a.matrix;if(E.castShadow){const e=n.get(E);e.shadowIntensity=a.intensity;e.shadowBias=a.bias;e.shadowNormalBias=a.normalBias;e.shadowRadius=a.radius;e.shadowMapSize=a.mapSize;r.spotShadow[u]=e;r.spotShadowMap[u]=x;h++}u++}else if(E.isRectAreaLight){const e=t.get(E);e.color.copy(S).multiplyScalar(T);e.halfWidth.set(E.width*.5,0,0);e.halfHeight.set(0,E.height*.5,0);r.rectArea[d]=e;d++}else if(E.isPointLight){const e=t.get(E);e.color.copy(E.color).multiplyScalar(E.intensity);e.distance=E.distance;e.decay=E.decay;if(E.castShadow){const e=E.shadow;const t=n.get(E);t.shadowIntensity=e.intensity;t.shadowBias=e.bias;t.shadowNormalBias=e.normalBias;t.shadowRadius=e.radius;t.shadowMapSize=e.mapSize;t.shadowCameraNear=e.camera.near;t.shadowCameraFar=e.camera.far;r.pointShadow[c]=t;r.pointShadowMap[c]=x;r.pointShadowMatrix[c]=E.shadow.matrix;m++}r.point[c]=e;c++}else if(E.isHemisphereLight){const e=t.get(E);e.skyColor.copy(E.color).multiplyScalar(T);e.groundColor.copy(E.groundColor).multiplyScalar(T);r.hemi[f]=e;f++}}if(d>0)if(e.has(\"OES_texture_float_linear\")===true){r.rectAreaLTC1=$i.LTC_FLOAT_1;r.rectAreaLTC2=$i.LTC_FLOAT_2}else{r.rectAreaLTC1=$i.LTC_HALF_1;r.rectAreaLTC2=$i.LTC_HALF_2}r.ambient[0]=i;r.ambient[1]=o;r.ambient[2]=s;const E=r.hash;if(E.directionalLength!==l||E.pointLength!==c||E.spotLength!==u||E.rectAreaLength!==d||E.hemiLength!==f||E.numDirectionalShadows!==p||E.numPointShadows!==m||E.numSpotShadows!==h||E.numSpotMaps!==g||E.numLightProbes!==v){r.directional.length=l;r.spot.length=u;r.rectArea.length=d;r.point.length=c;r.hemi.length=f;r.directionalShadow.length=p;r.directionalShadowMap.length=p;r.pointShadow.length=m;r.pointShadowMap.length=m;r.spotShadow.length=h;r.spotShadowMap.length=h;r.directionalShadowMatrix.length=p;r.pointShadowMatrix.length=m;r.spotLightMatrix.length=h+g-_;r.spotLightMap.length=g;r.numSpotLightShadowsWithMaps=_;r.numLightProbes=v;E.directionalLength=l;E.pointLength=c;E.spotLength=u;E.rectAreaLength=d;E.hemiLength=f;E.numDirectionalShadows=p;E.numPointShadows=m;E.numSpotShadows=h;E.numSpotMaps=g;E.numLightProbes=v;r.version=Bo++}}function setupView(e,t){let n=0;let o=0;let l=0;let c=0;let u=0;const d=t.matrixWorldInverse;for(let t=0,f=e.length;t<f;t++){const f=e[t];if(f.isDirectionalLight){const e=r.directional[n];e.direction.setFromMatrixPosition(f.matrixWorld);a.setFromMatrixPosition(f.target.matrixWorld);e.direction.sub(a);e.direction.transformDirection(d);n++}else if(f.isSpotLight){const e=r.spot[l];e.position.setFromMatrixPosition(f.matrixWorld);e.position.applyMatrix4(d);e.direction.setFromMatrixPosition(f.matrixWorld);a.setFromMatrixPosition(f.target.matrixWorld);e.direction.sub(a);e.direction.transformDirection(d);l++}else if(f.isRectAreaLight){const e=r.rectArea[c];e.position.setFromMatrixPosition(f.matrixWorld);e.position.applyMatrix4(d);s.identity();i.copy(f.matrixWorld);i.premultiply(d);s.extractRotation(i);e.halfWidth.set(f.width*.5,0,0);e.halfHeight.set(0,f.height*.5,0);e.halfWidth.applyMatrix4(s);e.halfHeight.applyMatrix4(s);c++}else if(f.isPointLight){const e=r.point[o];e.position.setFromMatrixPosition(f.matrixWorld);e.position.applyMatrix4(d);o++}else if(f.isHemisphereLight){const e=r.hemi[u];e.direction.setFromMatrixPosition(f.matrixWorld);e.direction.transformDirection(d);u++}}}return{setup:setup,setupView:setupView,state:r}}function WebGLRenderState(e){const t=new WebGLLights(e);const n=[];const r=[];function init(e){a.camera=e;n.length=0;r.length=0}function pushLight(e){n.push(e)}function pushShadow(e){r.push(e)}function setupLights(){t.setup(n)}function setupLightsView(e){t.setupView(n,e)}const a={lightsArray:n,shadowsArray:r,camera:null,lights:t,transmissionRenderTarget:{}};return{init:init,state:a,setupLights:setupLights,setupLightsView:setupLightsView,pushLight:pushLight,pushShadow:pushShadow}}function WebGLRenderStates(e){let t=new WeakMap;function get(n,r=0){const a=t.get(n);let i;if(a===void 0){i=new WebGLRenderState(e);t.set(n,[i])}else if(r>=a.length){i=new WebGLRenderState(e);a.push(i)}else i=a[r];return i}function dispose(){t=new WeakMap}return{get:get,dispose:dispose}}const Go=\"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";const Ho=\"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,r){let a=new Ge;const i=new n,o=new n,s=new le,l=new He({depthPacking:Ve}),c=new We,u={},d=r.maxTextureSize;const f={[A]:E,[E]:A,[Ie]:Ie};const p=new v({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new n},radius:{value:4}},vertexShader:Go,fragmentShader:Ho});const m=p.clone();m.defines.HORIZONTAL_PASS=1;const h=new $;h.setAttribute(\"position\",new J(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const _=new g(h,p);const S=this;this.enabled=false;this.autoUpdate=true;this.needsUpdate=false;this.type=Ae;let T=this.type;this.render=function(t,n,r){if(S.enabled===false)return;if(S.autoUpdate===false&&S.needsUpdate===false)return;if(t.length===0)return;const l=e.getRenderTarget();const c=e.getActiveCubeFace();const u=e.getActiveMipmapLevel();const f=e.state;f.setBlending(ne);f.buffers.color.setClear(1,1,1,1);f.buffers.depth.setTest(true);f.setScissorTest(false);const p=T!==Le&&this.type===Le;const m=T===Le&&this.type!==Le;for(let l=0,c=t.length;l<c;l++){const c=t[l];const u=c.shadow;if(u===void 0){console.warn(\"THREE.WebGLShadowMap:\",c,\"has no shadow.\");continue}if(u.autoUpdate===false&&u.needsUpdate===false)continue;i.copy(u.mapSize);const h=u.getFrameExtents();i.multiply(h);o.copy(u.mapSize);if(i.x>d||i.y>d){if(i.x>d){o.x=Math.floor(d/h.x);i.x=o.x*h.x;u.mapSize.x=o.x}if(i.y>d){o.y=Math.floor(d/h.y);i.y=o.y*h.y;u.mapSize.y=o.y}}if(u.map===null||p===true||m===true){const e=this.type!==Le?{minFilter:ke,magFilter:ke}:{};u.map!==null&&u.map.dispose();u.map=new te(i.x,i.y,e);u.map.texture.name=c.name+\".shadowMap\";u.camera.updateProjectionMatrix()}e.setRenderTarget(u.map);e.clear();const g=u.getViewportCount();for(let e=0;e<g;e++){const t=u.getViewport(e);s.set(o.x*t.x,o.y*t.y,o.x*t.z,o.y*t.w);f.viewport(s);u.updateMatrices(c,e);a=u.getFrustum();renderObject(n,r,u.camera,c,this.type)}u.isPointLightShadow!==true&&this.type===Le&&VSMPass(u,r);u.needsUpdate=false}T=this.type;S.needsUpdate=false;e.setRenderTarget(l,c,u)};function VSMPass(n,r){const a=t.update(_);if(p.defines.VSM_SAMPLES!==n.blurSamples){p.defines.VSM_SAMPLES=n.blurSamples;m.defines.VSM_SAMPLES=n.blurSamples;p.needsUpdate=true;m.needsUpdate=true}n.mapPass===null&&(n.mapPass=new te(i.x,i.y));p.uniforms.shadow_pass.value=n.map.texture;p.uniforms.resolution.value=n.mapSize;p.uniforms.radius.value=n.radius;e.setRenderTarget(n.mapPass);e.clear();e.renderBufferDirect(r,null,a,p,_,null);m.uniforms.shadow_pass.value=n.mapPass.texture;m.uniforms.resolution.value=n.mapSize;m.uniforms.radius.value=n.radius;e.setRenderTarget(n.map);e.clear();e.renderBufferDirect(r,null,a,m,_,null)}function getDepthMaterial(t,n,r,a){let i=null;const o=r.isPointLight===true?t.customDistanceMaterial:t.customDepthMaterial;if(o!==void 0)i=o;else{i=r.isPointLight===true?c:l;if(e.localClippingEnabled&&n.clipShadows===true&&Array.isArray(n.clippingPlanes)&&n.clippingPlanes.length!==0||n.displacementMap&&n.displacementScale!==0||n.alphaMap&&n.alphaTest>0||n.map&&n.alphaTest>0){const e=i.uuid,t=n.uuid;let r=u[e];if(r===void 0){r={};u[e]=r}let a=r[t];if(a===void 0){a=i.clone();r[t]=a;n.addEventListener(\"dispose\",onMaterialDispose)}i=a}}i.visible=n.visible;i.wireframe=n.wireframe;i.side=a===Le?n.shadowSide!==null?n.shadowSide:n.side:n.shadowSide!==null?n.shadowSide:f[n.side];i.alphaMap=n.alphaMap;i.alphaTest=n.alphaTest;i.map=n.map;i.clipShadows=n.clipShadows;i.clippingPlanes=n.clippingPlanes;i.clipIntersection=n.clipIntersection;i.displacementMap=n.displacementMap;i.displacementScale=n.displacementScale;i.displacementBias=n.displacementBias;i.wireframeLinewidth=n.wireframeLinewidth;i.linewidth=n.linewidth;if(r.isPointLight===true&&i.isMeshDistanceMaterial===true){const t=e.properties.get(i);t.light=r}return i}function renderObject(n,r,i,o,s){if(n.visible===false)return;const l=n.layers.test(r.layers);if(l&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&s===Le)&&(!n.frustumCulled||a.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(i.matrixWorldInverse,n.matrixWorld);const a=t.update(n);const l=n.material;if(Array.isArray(l)){const t=a.groups;for(let c=0,u=t.length;c<u;c++){const u=t[c];const d=l[u.materialIndex];if(d&&d.visible){const t=getDepthMaterial(n,d,o,s);n.onBeforeShadow(e,n,r,i,a,t,u);e.renderBufferDirect(i,null,a,t,n,u);n.onAfterShadow(e,n,r,i,a,t,u)}}}else if(l.visible){const t=getDepthMaterial(n,l,o,s);n.onBeforeShadow(e,n,r,i,a,t,null);e.renderBufferDirect(i,null,a,t,n,null);n.onAfterShadow(e,n,r,i,a,t,null)}}const c=n.children;for(let e=0,t=c.length;e<t;e++)renderObject(c[e],r,i,o,s)}function onMaterialDispose(e){const t=e.target;t.removeEventListener(\"dispose\",onMaterialDispose);for(const t in u){const n=u[t];const r=e.target.uuid;if(r in n){const e=n[r];e.dispose();delete n[r]}}}}const Vo={[$e]:Ze,[Ke]:qe,[Ye]:je,[Xe]:ze,[Ze]:$e,[qe]:Ke,[je]:Ye,[ze]:Xe};function WebGLState(e,t){function ColorBuffer(){let t=false;const n=new le;let r=null;const a=new le(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,i,o,s){if(s===true){t*=o;r*=o;i*=o}n.set(t,r,i,o);if(a.equals(n)===false){e.clearColor(t,r,i,o);a.copy(n)}},reset:function(){t=false;r=null;a.set(-1,0,0,0)}}}function DepthBuffer(){let n=false;let r=false;let a=null;let i=null;let o=null;return{setReversed:function(e){if(r!==e){const e=t.get(\"EXT_clip_control\");r?e.clipControlEXT(e.LOWER_LEFT_EXT,e.ZERO_TO_ONE_EXT):e.clipControlEXT(e.LOWER_LEFT_EXT,e.NEGATIVE_ONE_TO_ONE_EXT);const n=o;o=null;this.setClear(n)}r=e},getReversed:function(){return r},setTest:function(t){t?enable(e.DEPTH_TEST):disable(e.DEPTH_TEST)},setMask:function(t){if(a!==t&&!n){e.depthMask(t);a=t}},setFunc:function(t){r&&(t=Vo[t]);if(i!==t){switch(t){case $e:e.depthFunc(e.NEVER);break;case Ze:e.depthFunc(e.ALWAYS);break;case Ke:e.depthFunc(e.LESS);break;case Xe:e.depthFunc(e.LEQUAL);break;case Ye:e.depthFunc(e.EQUAL);break;case ze:e.depthFunc(e.GEQUAL);break;case qe:e.depthFunc(e.GREATER);break;case je:e.depthFunc(e.NOTEQUAL);break;default:e.depthFunc(e.LEQUAL)}i=t}},setLocked:function(e){n=e},setClear:function(t){if(o!==t){r&&(t=1-t);e.clearDepth(t);o=t}},reset:function(){n=false;a=null;i=null;o=null;r=false}}}function StencilBuffer(){let t=false;let n=null;let r=null;let a=null;let i=null;let o=null;let s=null;let l=null;let c=null;return{setTest:function(n){t||(n?enable(e.STENCIL_TEST):disable(e.STENCIL_TEST))},setMask:function(r){if(n!==r&&!t){e.stencilMask(r);n=r}},setFunc:function(t,n,o){if(r!==t||a!==n||i!==o){e.stencilFunc(t,n,o);r=t;a=n;i=o}},setOp:function(t,n,r){if(o!==t||s!==n||l!==r){e.stencilOp(t,n,r);o=t;s=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;a=null;i=null;o=null;s=null;l=null;c=null}}}const n=new ColorBuffer;const a=new DepthBuffer;const i=new StencilBuffer;const o=new WeakMap;const s=new WeakMap;let l={};let c={};let u=new WeakMap;let d=[];let f=null;let p=false;let m=null;let h=null;let g=null;let _=null;let v=null;let S=null;let T=null;let M=new r(0,0,0);let x=0;let b=false;let R=null;let A=null;let C=null;let L=null;let U=null;const P=e.getParameter(e.MAX_COMBINED_TEXTURE_IMAGE_UNITS);let D=false;let y=0;const w=e.getParameter(e.VERSION);if(w.indexOf(\"WebGL\")!==-1){y=parseFloat(/^WebGL (\\d)/.exec(w)[1]);D=y>=1}else if(w.indexOf(\"OpenGL ES\")!==-1){y=parseFloat(/^OpenGL ES (\\d)/.exec(w)[1]);D=y>=2}let I=null;let N={};const O=e.getParameter(e.SCISSOR_BOX);const F=e.getParameter(e.VIEWPORT);const B=(new le).fromArray(O);const G=(new le).fromArray(F);function createTexture(t,n,r,a){const i=new Uint8Array(4);const o=e.createTexture();e.bindTexture(t,o);e.texParameteri(t,e.TEXTURE_MIN_FILTER,e.NEAREST);e.texParameteri(t,e.TEXTURE_MAG_FILTER,e.NEAREST);for(let o=0;o<r;o++)t===e.TEXTURE_3D||t===e.TEXTURE_2D_ARRAY?e.texImage3D(n,0,e.RGBA,1,1,a,0,e.RGBA,e.UNSIGNED_BYTE,i):e.texImage2D(n+o,0,e.RGBA,1,1,0,e.RGBA,e.UNSIGNED_BYTE,i);return o}const H={};H[e.TEXTURE_2D]=createTexture(e.TEXTURE_2D,e.TEXTURE_2D,1);H[e.TEXTURE_CUBE_MAP]=createTexture(e.TEXTURE_CUBE_MAP,e.TEXTURE_CUBE_MAP_POSITIVE_X,6);H[e.TEXTURE_2D_ARRAY]=createTexture(e.TEXTURE_2D_ARRAY,e.TEXTURE_2D_ARRAY,1,1);H[e.TEXTURE_3D]=createTexture(e.TEXTURE_3D,e.TEXTURE_3D,1,1);n.setClear(0,0,0,1);a.setClear(1);i.setClear(0);enable(e.DEPTH_TEST);a.setFunc(Xe);setFlipSided(false);setCullFace(Qe);enable(e.CULL_FACE);setBlending(ne);function enable(t){if(l[t]!==true){e.enable(t);l[t]=true}}function disable(t){if(l[t]!==false){e.disable(t);l[t]=false}}function bindFramebuffer(t,n){if(c[t]!==n){e.bindFramebuffer(t,n);c[t]=n;t===e.DRAW_FRAMEBUFFER&&(c[e.FRAMEBUFFER]=n);t===e.FRAMEBUFFER&&(c[e.DRAW_FRAMEBUFFER]=n);return true}return false}function drawBuffers(t,n){let r=d;let a=false;if(t){r=u.get(n);if(r===void 0){r=[];u.set(n,r)}const i=t.textures;if(r.length!==i.length||r[0]!==e.COLOR_ATTACHMENT0){for(let t=0,n=i.length;t<n;t++)r[t]=e.COLOR_ATTACHMENT0+t;r.length=i.length;a=true}}else if(r[0]!==e.BACK){r[0]=e.BACK;a=true}a&&e.drawBuffers(r)}function useProgram(t){if(f!==t){e.useProgram(t);f=t;return true}return false}const V={[nt]:e.FUNC_ADD,[tt]:e.FUNC_SUBTRACT,[Je]:e.FUNC_REVERSE_SUBTRACT};V[rt]=e.MIN;V[at]=e.MAX;const W={[Mt]:e.ZERO,[Tt]:e.ONE,[St]:e.SRC_COLOR,[Et]:e.SRC_ALPHA,[vt]:e.SRC_ALPHA_SATURATE,[_t]:e.DST_COLOR,[gt]:e.DST_ALPHA,[ht]:e.ONE_MINUS_SRC_COLOR,[mt]:e.ONE_MINUS_SRC_ALPHA,[pt]:e.ONE_MINUS_DST_COLOR,[ut]:e.ONE_MINUS_DST_ALPHA,[lt]:e.CONSTANT_COLOR,[st]:e.ONE_MINUS_CONSTANT_COLOR,[ot]:e.CONSTANT_ALPHA,[it]:e.ONE_MINUS_CONSTANT_ALPHA};function setBlending(t,n,r,a,i,o,s,l,c,u){if(t!==ne){if(p===false){enable(e.BLEND);p=true}if(t===xt){i=i||n;o=o||r;s=s||a;if(n!==h||i!==v){e.blendEquationSeparate(V[n],V[i]);h=n;v=i}if(r!==g||a!==_||o!==S||s!==T){e.blendFuncSeparate(W[r],W[a],W[o],W[s]);g=r;_=a;S=o;T=s}if(l.equals(M)===false||c!==x){e.blendColor(l.r,l.g,l.b,c);M.copy(l);x=c}m=t;b=false}else if(t!==m||u!==b){if(h!==nt||v!==nt){e.blendEquation(e.FUNC_ADD);h=nt;v=nt}if(u)switch(t){case Ne:e.blendFuncSeparate(e.ONE,e.ONE_MINUS_SRC_ALPHA,e.ONE,e.ONE_MINUS_SRC_ALPHA);break;case At:e.blendFunc(e.ONE,e.ONE);break;case Rt:e.blendFuncSeparate(e.ZERO,e.ONE_MINUS_SRC_COLOR,e.ZERO,e.ONE);break;case bt:e.blendFuncSeparate(e.ZERO,e.SRC_COLOR,e.ZERO,e.SRC_ALPHA);break;default:console.error(\"THREE.WebGLState: Invalid blending: \",t);break}else switch(t){case Ne:e.blendFuncSeparate(e.SRC_ALPHA,e.ONE_MINUS_SRC_ALPHA,e.ONE,e.ONE_MINUS_SRC_ALPHA);break;case At:e.blendFunc(e.SRC_ALPHA,e.ONE);break;case Rt:e.blendFuncSeparate(e.ZERO,e.ONE_MINUS_SRC_COLOR,e.ZERO,e.ONE);break;case bt:e.blendFunc(e.ZERO,e.SRC_COLOR);break;default:console.error(\"THREE.WebGLState: Invalid blending: \",t);break}g=null;_=null;S=null;T=null;M.set(0,0,0);x=0;m=t;b=u}}else if(p===true){disable(e.BLEND);p=false}}function setMaterial(t,r){t.side===Ie?disable(e.CULL_FACE):enable(e.CULL_FACE);let o=t.side===E;r&&(o=!o);setFlipSided(o);t.blending===Ne&&t.transparent===false?setBlending(ne):setBlending(t.blending,t.blendEquation,t.blendSrc,t.blendDst,t.blendEquationAlpha,t.blendSrcAlpha,t.blendDstAlpha,t.blendColor,t.blendAlpha,t.premultipliedAlpha);a.setFunc(t.depthFunc);a.setTest(t.depthTest);a.setMask(t.depthWrite);n.setMask(t.colorWrite);const s=t.stencilWrite;i.setTest(s);if(s){i.setMask(t.stencilWriteMask);i.setFunc(t.stencilFunc,t.stencilRef,t.stencilFuncMask);i.setOp(t.stencilFail,t.stencilZFail,t.stencilZPass)}setPolygonOffset(t.polygonOffset,t.polygonOffsetFactor,t.polygonOffsetUnits);t.alphaToCoverage===true?enable(e.SAMPLE_ALPHA_TO_COVERAGE):disable(e.SAMPLE_ALPHA_TO_COVERAGE)}function setFlipSided(t){if(R!==t){t?e.frontFace(e.CW):e.frontFace(e.CCW);R=t}}function setCullFace(t){if(t!==Ct){enable(e.CULL_FACE);t!==A&&(t===Qe?e.cullFace(e.BACK):t===Lt?e.cullFace(e.FRONT):e.cullFace(e.FRONT_AND_BACK))}else disable(e.CULL_FACE);A=t}function setLineWidth(t){if(t!==C){D&&e.lineWidth(t);C=t}}function setPolygonOffset(t,n,r){if(t){enable(e.POLYGON_OFFSET_FILL);if(L!==n||U!==r){e.polygonOffset(n,r);L=n;U=r}}else disable(e.POLYGON_OFFSET_FILL)}function setScissorTest(t){t?enable(e.SCISSOR_TEST):disable(e.SCISSOR_TEST)}function activeTexture(t){t===void 0&&(t=e.TEXTURE0+P-1);if(I!==t){e.activeTexture(t);I=t}}function bindTexture(t,n,r){r===void 0&&(r=I===null?e.TEXTURE0+P-1:I);let a=N[r];if(a===void 0){a={type:void 0,texture:void 0};N[r]=a}if(a.type!==t||a.texture!==n){if(I!==r){e.activeTexture(r);I=r}e.bindTexture(t,n||H[t]);a.type=t;a.texture=n}}function unbindTexture(){const t=N[I];if(t!==void 0&&t.type!==void 0){e.bindTexture(t.type,null);t.type=void 0;t.texture=void 0}}function compressedTexImage2D(){try{e.compressedTexImage2D(...arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function compressedTexImage3D(){try{e.compressedTexImage3D(...arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texSubImage2D(){try{e.texSubImage2D(...arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texSubImage3D(){try{e.texSubImage3D(...arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function compressedTexSubImage2D(){try{e.compressedTexSubImage2D(...arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function compressedTexSubImage3D(){try{e.compressedTexSubImage3D(...arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texStorage2D(){try{e.texStorage2D(...arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texStorage3D(){try{e.texStorage3D(...arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texImage2D(){try{e.texImage2D(...arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function texImage3D(){try{e.texImage3D(...arguments)}catch(e){console.error(\"THREE.WebGLState:\",e)}}function scissor(t){if(B.equals(t)===false){e.scissor(t.x,t.y,t.z,t.w);B.copy(t)}}function viewport(t){if(G.equals(t)===false){e.viewport(t.x,t.y,t.z,t.w);G.copy(t)}}function updateUBOMapping(t,n){let r=s.get(n);if(r===void 0){r=new WeakMap;s.set(n,r)}let a=r.get(t);if(a===void 0){a=e.getUniformBlockIndex(n,t.name);r.set(t,a)}}function uniformBlockBinding(t,n){const r=s.get(n);const a=r.get(t);if(o.get(n)!==a){e.uniformBlockBinding(n,a,t.__bindingPointIndex);o.set(n,a)}}function reset(){e.disable(e.BLEND);e.disable(e.CULL_FACE);e.disable(e.DEPTH_TEST);e.disable(e.POLYGON_OFFSET_FILL);e.disable(e.SCISSOR_TEST);e.disable(e.STENCIL_TEST);e.disable(e.SAMPLE_ALPHA_TO_COVERAGE);e.blendEquation(e.FUNC_ADD);e.blendFunc(e.ONE,e.ZERO);e.blendFuncSeparate(e.ONE,e.ZERO,e.ONE,e.ZERO);e.blendColor(0,0,0,0);e.colorMask(true,true,true,true);e.clearColor(0,0,0,0);e.depthMask(true);e.depthFunc(e.LESS);a.setReversed(false);e.clearDepth(1);e.stencilMask(4294967295);e.stencilFunc(e.ALWAYS,0,4294967295);e.stencilOp(e.KEEP,e.KEEP,e.KEEP);e.clearStencil(0);e.cullFace(e.BACK);e.frontFace(e.CCW);e.polygonOffset(0,0);e.activeTexture(e.TEXTURE0);e.bindFramebuffer(e.FRAMEBUFFER,null);e.bindFramebuffer(e.DRAW_FRAMEBUFFER,null);e.bindFramebuffer(e.READ_FRAMEBUFFER,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);l={};I=null;N={};c={};u=new WeakMap;d=[];f=null;p=false;m=null;h=null;g=null;_=null;v=null;S=null;T=null;M=new r(0,0,0);x=0;b=false;R=null;A=null;C=null;L=null;U=null;B.set(0,0,e.canvas.width,e.canvas.height);G.set(0,0,e.canvas.width,e.canvas.height);n.reset();a.reset();i.reset()}return{buffers:{color:n,depth:a,stencil:i},enable:enable,disable:disable,bindFramebuffer:bindFramebuffer,drawBuffers:drawBuffers,useProgram:useProgram,setBlending:setBlending,setMaterial:setMaterial,setFlipSided:setFlipSided,setCullFace:setCullFace,setLineWidth:setLineWidth,setPolygonOffset:setPolygonOffset,setScissorTest:setScissorTest,activeTexture:activeTexture,bindTexture:bindTexture,unbindTexture:unbindTexture,compressedTexImage2D:compressedTexImage2D,compressedTexImage3D:compressedTexImage3D,texImage2D:texImage2D,texImage3D:texImage3D,updateUBOMapping:updateUBOMapping,uniformBlockBinding:uniformBlockBinding,texStorage2D:texStorage2D,texStorage3D:texStorage3D,texSubImage2D:texSubImage2D,texSubImage3D:texSubImage3D,compressedTexSubImage2D:compressedTexSubImage2D,compressedTexSubImage3D:compressedTexSubImage3D,scissor:scissor,viewport:viewport,reset:reset}}function WebGLTextures(e,t,r,a,i,o,s){const l=t.has(\"WEBGL_multisampled_render_to_texture\")?t.get(\"WEBGL_multisampled_render_to_texture\"):null;const c=typeof navigator!==\"undefined\"&&/OculusBrowser/g.test(navigator.userAgent);const u=new n;const d=new WeakMap;let f;const p=new WeakMap;let m=false;try{m=typeof OffscreenCanvas!==\"undefined\"&&new OffscreenCanvas(1,1).getContext(\"2d\")!==null}catch(e){}function createCanvas(e,t){return m?new OffscreenCanvas(e,t):Ut(\"canvas\")}function resizeImage(e,t,n){let r=1;const a=getDimensions(e);(a.width>n||a.height>n)&&(r=n/Math.max(a.width,a.height));if(r<1){if(typeof HTMLImageElement!==\"undefined\"&&e instanceof HTMLImageElement||typeof HTMLCanvasElement!==\"undefined\"&&e instanceof HTMLCanvasElement||typeof ImageBitmap!==\"undefined\"&&e instanceof ImageBitmap||typeof VideoFrame!==\"undefined\"&&e instanceof VideoFrame){const n=Math.floor(r*a.width);const i=Math.floor(r*a.height);f===void 0&&(f=createCanvas(n,i));const o=t?createCanvas(n,i):f;o.width=n;o.height=i;const s=o.getContext(\"2d\");s.drawImage(e,0,0,n,i);console.warn(\"THREE.WebGLRenderer: Texture has been resized from (\"+a.width+\"x\"+a.height+\") to (\"+n+\"x\"+i+\").\");return o}\"data\"in e&&console.warn(\"THREE.WebGLRenderer: Image in DataTexture is too big (\"+a.width+\"x\"+a.height+\").\");return e}return e}function textureNeedsGenerateMipmaps(e){return e.generateMipmaps}function generateMipmap(t){e.generateMipmap(t)}function getTargetType(t){return t.isWebGLCubeRenderTarget?e.TEXTURE_CUBE_MAP:t.isWebGL3DRenderTarget?e.TEXTURE_3D:t.isWebGLArrayRenderTarget||t.isCompressedArrayTexture?e.TEXTURE_2D_ARRAY:e.TEXTURE_2D}function getInternalFormat(n,r,a,i,o=false){if(n!==null){if(e[n]!==void 0)return e[n];console.warn(\"THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format '\"+n+\"'\")}let s=r;if(r===e.RED){a===e.FLOAT&&(s=e.R32F);a===e.HALF_FLOAT&&(s=e.R16F);a===e.UNSIGNED_BYTE&&(s=e.R8)}if(r===e.RED_INTEGER){a===e.UNSIGNED_BYTE&&(s=e.R8UI);a===e.UNSIGNED_SHORT&&(s=e.R16UI);a===e.UNSIGNED_INT&&(s=e.R32UI);a===e.BYTE&&(s=e.R8I);a===e.SHORT&&(s=e.R16I);a===e.INT&&(s=e.R32I)}if(r===e.RG){a===e.FLOAT&&(s=e.RG32F);a===e.HALF_FLOAT&&(s=e.RG16F);a===e.UNSIGNED_BYTE&&(s=e.RG8)}if(r===e.RG_INTEGER){a===e.UNSIGNED_BYTE&&(s=e.RG8UI);a===e.UNSIGNED_SHORT&&(s=e.RG16UI);a===e.UNSIGNED_INT&&(s=e.RG32UI);a===e.BYTE&&(s=e.RG8I);a===e.SHORT&&(s=e.RG16I);a===e.INT&&(s=e.RG32I)}if(r===e.RGB_INTEGER){a===e.UNSIGNED_BYTE&&(s=e.RGB8UI);a===e.UNSIGNED_SHORT&&(s=e.RGB16UI);a===e.UNSIGNED_INT&&(s=e.RGB32UI);a===e.BYTE&&(s=e.RGB8I);a===e.SHORT&&(s=e.RGB16I);a===e.INT&&(s=e.RGB32I)}if(r===e.RGBA_INTEGER){a===e.UNSIGNED_BYTE&&(s=e.RGBA8UI);a===e.UNSIGNED_SHORT&&(s=e.RGBA16UI);a===e.UNSIGNED_INT&&(s=e.RGBA32UI);a===e.BYTE&&(s=e.RGBA8I);a===e.SHORT&&(s=e.RGBA16I);a===e.INT&&(s=e.RGBA32I)}r===e.RGB&&a===e.UNSIGNED_INT_5_9_9_9_REV&&(s=e.RGB9_E5);if(r===e.RGBA){const t=o?ve:T.getTransfer(i);a===e.FLOAT&&(s=e.RGBA32F);a===e.HALF_FLOAT&&(s=e.RGBA16F);a===e.UNSIGNED_BYTE&&(s=t===b?e.SRGB8_ALPHA8:e.RGBA8);a===e.UNSIGNED_SHORT_4_4_4_4&&(s=e.RGBA4);a===e.UNSIGNED_SHORT_5_5_5_1&&(s=e.RGB5_A1)}s!==e.R16F&&s!==e.R32F&&s!==e.RG16F&&s!==e.RG32F&&s!==e.RGBA16F&&s!==e.RGBA32F||t.get(\"EXT_color_buffer_float\");return s}function getInternalDepthFormat(t,n){let r;if(t){if(n===null||n===Pt||n===Dt)r=e.DEPTH24_STENCIL8;else if(n===N)r=e.DEPTH32F_STENCIL8;else if(n===yt){r=e.DEPTH24_STENCIL8;console.warn(\"DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.\")}}else n===null||n===Pt||n===Dt?r=e.DEPTH_COMPONENT24:n===N?r=e.DEPTH_COMPONENT32F:n===yt&&(r=e.DEPTH_COMPONENT16);return r}function getMipLevels(e,t){return textureNeedsGenerateMipmaps(e)===true||e.isFramebufferTexture&&e.minFilter!==ke&&e.minFilter!==X?Math.log2(Math.max(t.width,t.height))+1:e.mipmaps!==void 0&&e.mipmaps.length>0?e.mipmaps.length:e.isCompressedTexture&&Array.isArray(e.image)?t.mipmaps.length:1}function onTextureDispose(e){const t=e.target;t.removeEventListener(\"dispose\",onTextureDispose);deallocateTexture(t);t.isVideoTexture&&d.delete(t)}function onRenderTargetDispose(e){const t=e.target;t.removeEventListener(\"dispose\",onRenderTargetDispose);deallocateRenderTarget(t)}function deallocateTexture(e){const t=a.get(e);if(t.__webglInit===void 0)return;const n=e.source;const r=p.get(n);if(r){const a=r[t.__cacheKey];a.usedTimes--;a.usedTimes===0&&deleteTexture(e);Object.keys(r).length===0&&p.delete(n)}a.remove(e)}function deleteTexture(t){const n=a.get(t);e.deleteTexture(n.__webglTexture);const r=t.source;const i=p.get(r);delete i[n.__cacheKey];s.memory.textures--}function deallocateRenderTarget(t){const n=a.get(t);if(t.depthTexture){t.depthTexture.dispose();a.remove(t.depthTexture)}if(t.isWebGLCubeRenderTarget)for(let t=0;t<6;t++){if(Array.isArray(n.__webglFramebuffer[t]))for(let r=0;r<n.__webglFramebuffer[t].length;r++)e.deleteFramebuffer(n.__webglFramebuffer[t][r]);else e.deleteFramebuffer(n.__webglFramebuffer[t]);n.__webglDepthbuffer&&e.deleteRenderbuffer(n.__webglDepthbuffer[t])}else{if(Array.isArray(n.__webglFramebuffer))for(let t=0;t<n.__webglFramebuffer.length;t++)e.deleteFramebuffer(n.__webglFramebuffer[t]);else e.deleteFramebuffer(n.__webglFramebuffer);n.__webglDepthbuffer&&e.deleteRenderbuffer(n.__webglDepthbuffer);n.__webglMultisampledFramebuffer&&e.deleteFramebuffer(n.__webglMultisampledFramebuffer);if(n.__webglColorRenderbuffer)for(let t=0;t<n.__webglColorRenderbuffer.length;t++)n.__webglColorRenderbuffer[t]&&e.deleteRenderbuffer(n.__webglColorRenderbuffer[t]);n.__webglDepthRenderbuffer&&e.deleteRenderbuffer(n.__webglDepthRenderbuffer)}const r=t.textures;for(let t=0,n=r.length;t<n;t++){const n=a.get(r[t]);if(n.__webglTexture){e.deleteTexture(n.__webglTexture);s.memory.textures--}a.remove(r[t])}a.remove(t)}let h=0;function resetTextureUnits(){h=0}function allocateTextureUnit(){const e=h;e>=i.maxTextures&&console.warn(\"THREE.WebGLTextures: Trying to use \"+e+\" texture units while this GPU supports only \"+i.maxTextures);h+=1;return e}function getTextureCacheKey(e){const t=[];t.push(e.wrapS);t.push(e.wrapT);t.push(e.wrapR||0);t.push(e.magFilter);t.push(e.minFilter);t.push(e.anisotropy);t.push(e.internalFormat);t.push(e.format);t.push(e.type);t.push(e.generateMipmaps);t.push(e.premultiplyAlpha);t.push(e.flipY);t.push(e.unpackAlignment);t.push(e.colorSpace);return t.join()}function setTexture2D(t,n){const i=a.get(t);t.isVideoTexture&&updateVideoTexture(t);if(t.isRenderTargetTexture===false&&t.version>0&&i.__version!==t.version){const e=t.image;if(e===null)console.warn(\"THREE.WebGLRenderer: Texture marked for update but no image data found.\");else{if(e.complete!==false){uploadTexture(i,t,n);return}console.warn(\"THREE.WebGLRenderer: Texture marked for update but image is incomplete\")}}r.bindTexture(e.TEXTURE_2D,i.__webglTexture,e.TEXTURE0+n)}function setTexture2DArray(t,n){const i=a.get(t);t.version>0&&i.__version!==t.version?uploadTexture(i,t,n):r.bindTexture(e.TEXTURE_2D_ARRAY,i.__webglTexture,e.TEXTURE0+n)}function setTexture3D(t,n){const i=a.get(t);t.version>0&&i.__version!==t.version?uploadTexture(i,t,n):r.bindTexture(e.TEXTURE_3D,i.__webglTexture,e.TEXTURE0+n)}function setTextureCube(t,n){const i=a.get(t);t.version>0&&i.__version!==t.version?uploadCubeTexture(i,t,n):r.bindTexture(e.TEXTURE_CUBE_MAP,i.__webglTexture,e.TEXTURE0+n)}const g={[Nt]:e.REPEAT,[It]:e.CLAMP_TO_EDGE,[wt]:e.MIRRORED_REPEAT};const _={[ke]:e.NEAREST,[Gt]:e.NEAREST_MIPMAP_NEAREST,[Bt]:e.NEAREST_MIPMAP_LINEAR,[X]:e.LINEAR,[Ft]:e.LINEAR_MIPMAP_NEAREST,[Ot]:e.LINEAR_MIPMAP_LINEAR};const v={[jt]:e.NEVER,[Xt]:e.ALWAYS,[zt]:e.LESS,[_e]:e.LEQUAL,[kt]:e.EQUAL,[Wt]:e.GEQUAL,[Vt]:e.GREATER,[Ht]:e.NOTEQUAL};function setTextureParameters(n,r){r.type!==N||t.has(\"OES_texture_float_linear\")!==false||r.magFilter!==X&&r.magFilter!==Ft&&r.magFilter!==Bt&&r.magFilter!==Ot&&r.minFilter!==X&&r.minFilter!==Ft&&r.minFilter!==Bt&&r.minFilter!==Ot||console.warn(\"THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.\");e.texParameteri(n,e.TEXTURE_WRAP_S,g[r.wrapS]);e.texParameteri(n,e.TEXTURE_WRAP_T,g[r.wrapT]);n!==e.TEXTURE_3D&&n!==e.TEXTURE_2D_ARRAY||e.texParameteri(n,e.TEXTURE_WRAP_R,g[r.wrapR]);e.texParameteri(n,e.TEXTURE_MAG_FILTER,_[r.magFilter]);e.texParameteri(n,e.TEXTURE_MIN_FILTER,_[r.minFilter]);if(r.compareFunction){e.texParameteri(n,e.TEXTURE_COMPARE_MODE,e.COMPARE_REF_TO_TEXTURE);e.texParameteri(n,e.TEXTURE_COMPARE_FUNC,v[r.compareFunction])}if(t.has(\"EXT_texture_filter_anisotropic\")===true){if(r.magFilter===ke)return;if(r.minFilter!==Bt&&r.minFilter!==Ot)return;if(r.type===N&&t.has(\"OES_texture_float_linear\")===false)return;if(r.anisotropy>1||a.get(r).__currentAnisotropy){const o=t.get(\"EXT_texture_filter_anisotropic\");e.texParameterf(n,o.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(r.anisotropy,i.getMaxAnisotropy()));a.get(r).__currentAnisotropy=r.anisotropy}}}function initTexture(t,n){let r=false;if(t.__webglInit===void 0){t.__webglInit=true;n.addEventListener(\"dispose\",onTextureDispose)}const a=n.source;let i=p.get(a);if(i===void 0){i={};p.set(a,i)}const o=getTextureCacheKey(n);if(o!==t.__cacheKey){if(i[o]===void 0){i[o]={texture:e.createTexture(),usedTimes:0};s.memory.textures++;r=true}i[o].usedTimes++;const a=i[t.__cacheKey];if(a!==void 0){i[t.__cacheKey].usedTimes--;a.usedTimes===0&&deleteTexture(n)}t.__cacheKey=o;t.__webglTexture=i[o].texture}return r}function uploadTexture(t,n,s){let l=e.TEXTURE_2D;(n.isDataArrayTexture||n.isCompressedArrayTexture)&&(l=e.TEXTURE_2D_ARRAY);n.isData3DTexture&&(l=e.TEXTURE_3D);const c=initTexture(t,n);const u=n.source;r.bindTexture(l,t.__webglTexture,e.TEXTURE0+s);const d=a.get(u);if(u.version!==d.__version||c===true){r.activeTexture(e.TEXTURE0+s);const t=T.getPrimaries(T.workingColorSpace);const a=n.colorSpace===Yt?null:T.getPrimaries(n.colorSpace);const f=n.colorSpace===Yt||t===a?e.NONE:e.BROWSER_DEFAULT_WEBGL;e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL,n.flipY);e.pixelStorei(e.UNPACK_PREMULTIPLY_ALPHA_WEBGL,n.premultiplyAlpha);e.pixelStorei(e.UNPACK_ALIGNMENT,n.unpackAlignment);e.pixelStorei(e.UNPACK_COLORSPACE_CONVERSION_WEBGL,f);let p=resizeImage(n.image,false,i.maxTextureSize);p=verifyColorSpace(n,p);const m=o.convert(n.format,n.colorSpace);const h=o.convert(n.type);let g=getInternalFormat(n.internalFormat,m,h,n.colorSpace,n.isVideoTexture);setTextureParameters(l,n);let _;const v=n.mipmaps;const E=n.isVideoTexture!==true;const S=d.__version===void 0||c===true;const M=u.dataReady;const x=getMipLevels(n,p);if(n.isDepthTexture){g=getInternalDepthFormat(n.format===qt,n.type);S&&(E?r.texStorage2D(e.TEXTURE_2D,1,g,p.width,p.height):r.texImage2D(e.TEXTURE_2D,0,g,p.width,p.height,0,m,h,null))}else if(n.isDataTexture)if(v.length>0){E&&S&&r.texStorage2D(e.TEXTURE_2D,x,g,v[0].width,v[0].height);for(let t=0,n=v.length;t<n;t++){_=v[t];E?M&&r.texSubImage2D(e.TEXTURE_2D,t,0,0,_.width,_.height,m,h,_.data):r.texImage2D(e.TEXTURE_2D,t,g,_.width,_.height,0,m,h,_.data)}n.generateMipmaps=false}else if(E){S&&r.texStorage2D(e.TEXTURE_2D,x,g,p.width,p.height);M&&r.texSubImage2D(e.TEXTURE_2D,0,0,0,p.width,p.height,m,h,p.data)}else r.texImage2D(e.TEXTURE_2D,0,g,p.width,p.height,0,m,h,p.data);else if(n.isCompressedTexture)if(n.isCompressedArrayTexture){E&&S&&r.texStorage3D(e.TEXTURE_2D_ARRAY,x,g,v[0].width,v[0].height,p.depth);for(let t=0,a=v.length;t<a;t++){_=v[t];if(n.format!==U)if(m!==null)if(E){if(M)if(n.layerUpdates.size>0){const a=Kt(_.width,_.height,n.format,n.type);for(const i of n.layerUpdates){const n=_.data.subarray(i*a/_.data.BYTES_PER_ELEMENT,(i+1)*a/_.data.BYTES_PER_ELEMENT);r.compressedTexSubImage3D(e.TEXTURE_2D_ARRAY,t,0,0,i,_.width,_.height,1,m,n)}n.clearLayerUpdates()}else r.compressedTexSubImage3D(e.TEXTURE_2D_ARRAY,t,0,0,0,_.width,_.height,p.depth,m,_.data)}else r.compressedTexImage3D(e.TEXTURE_2D_ARRAY,t,g,_.width,_.height,p.depth,0,_.data,0,0);else console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\");else E?M&&r.texSubImage3D(e.TEXTURE_2D_ARRAY,t,0,0,0,_.width,_.height,p.depth,m,h,_.data):r.texImage3D(e.TEXTURE_2D_ARRAY,t,g,_.width,_.height,p.depth,0,m,h,_.data)}}else{E&&S&&r.texStorage2D(e.TEXTURE_2D,x,g,v[0].width,v[0].height);for(let t=0,a=v.length;t<a;t++){_=v[t];n.format!==U?m!==null?E?M&&r.compressedTexSubImage2D(e.TEXTURE_2D,t,0,0,_.width,_.height,m,_.data):r.compressedTexImage2D(e.TEXTURE_2D,t,g,_.width,_.height,0,_.data):console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\"):E?M&&r.texSubImage2D(e.TEXTURE_2D,t,0,0,_.width,_.height,m,h,_.data):r.texImage2D(e.TEXTURE_2D,t,g,_.width,_.height,0,m,h,_.data)}}else if(n.isDataArrayTexture)if(E){S&&r.texStorage3D(e.TEXTURE_2D_ARRAY,x,g,p.width,p.height,p.depth);if(M)if(n.layerUpdates.size>0){const t=Kt(p.width,p.height,n.format,n.type);for(const a of n.layerUpdates){const n=p.data.subarray(a*t/p.data.BYTES_PER_ELEMENT,(a+1)*t/p.data.BYTES_PER_ELEMENT);r.texSubImage3D(e.TEXTURE_2D_ARRAY,0,0,0,a,p.width,p.height,1,m,h,n)}n.clearLayerUpdates()}else r.texSubImage3D(e.TEXTURE_2D_ARRAY,0,0,0,0,p.width,p.height,p.depth,m,h,p.data)}else r.texImage3D(e.TEXTURE_2D_ARRAY,0,g,p.width,p.height,p.depth,0,m,h,p.data);else if(n.isData3DTexture)if(E){S&&r.texStorage3D(e.TEXTURE_3D,x,g,p.width,p.height,p.depth);M&&r.texSubImage3D(e.TEXTURE_3D,0,0,0,0,p.width,p.height,p.depth,m,h,p.data)}else r.texImage3D(e.TEXTURE_3D,0,g,p.width,p.height,p.depth,0,m,h,p.data);else if(n.isFramebufferTexture){if(S)if(E)r.texStorage2D(e.TEXTURE_2D,x,g,p.width,p.height);else{let t=p.width,n=p.height;for(let a=0;a<x;a++){r.texImage2D(e.TEXTURE_2D,a,g,t,n,0,m,h,null);t>>=1;n>>=1}}}else if(v.length>0){if(E&&S){const t=getDimensions(v[0]);r.texStorage2D(e.TEXTURE_2D,x,g,t.width,t.height)}for(let t=0,n=v.length;t<n;t++){_=v[t];E?M&&r.texSubImage2D(e.TEXTURE_2D,t,0,0,m,h,_):r.texImage2D(e.TEXTURE_2D,t,g,m,h,_)}n.generateMipmaps=false}else if(E){if(S){const t=getDimensions(p);r.texStorage2D(e.TEXTURE_2D,x,g,t.width,t.height)}M&&r.texSubImage2D(e.TEXTURE_2D,0,0,0,m,h,p)}else r.texImage2D(e.TEXTURE_2D,0,g,m,h,p);textureNeedsGenerateMipmaps(n)&&generateMipmap(l);d.__version=u.version;n.onUpdate&&n.onUpdate(n)}t.__version=n.version}function uploadCubeTexture(t,n,s){if(n.image.length!==6)return;const l=initTexture(t,n);const c=n.source;r.bindTexture(e.TEXTURE_CUBE_MAP,t.__webglTexture,e.TEXTURE0+s);const u=a.get(c);if(c.version!==u.__version||l===true){r.activeTexture(e.TEXTURE0+s);const t=T.getPrimaries(T.workingColorSpace);const a=n.colorSpace===Yt?null:T.getPrimaries(n.colorSpace);const d=n.colorSpace===Yt||t===a?e.NONE:e.BROWSER_DEFAULT_WEBGL;e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL,n.flipY);e.pixelStorei(e.UNPACK_PREMULTIPLY_ALPHA_WEBGL,n.premultiplyAlpha);e.pixelStorei(e.UNPACK_ALIGNMENT,n.unpackAlignment);e.pixelStorei(e.UNPACK_COLORSPACE_CONVERSION_WEBGL,d);const f=n.isCompressedTexture||n.image[0].isCompressedTexture;const p=n.image[0]&&n.image[0].isDataTexture;const m=[];for(let e=0;e<6;e++){m[e]=f||p?p?n.image[e].image:n.image[e]:resizeImage(n.image[e],true,i.maxCubemapSize);m[e]=verifyColorSpace(n,m[e])}const h=m[0],g=o.convert(n.format,n.colorSpace),_=o.convert(n.type),v=getInternalFormat(n.internalFormat,g,_,n.colorSpace);const E=n.isVideoTexture!==true;const S=u.__version===void 0||l===true;const M=c.dataReady;let x=getMipLevels(n,h);setTextureParameters(e.TEXTURE_CUBE_MAP,n);let b;if(f){E&&S&&r.texStorage2D(e.TEXTURE_CUBE_MAP,x,v,h.width,h.height);for(let t=0;t<6;t++){b=m[t].mipmaps;for(let a=0;a<b.length;a++){const i=b[a];n.format!==U?g!==null?E?M&&r.compressedTexSubImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,a,0,0,i.width,i.height,g,i.data):r.compressedTexImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,a,v,i.width,i.height,0,i.data):console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()\"):E?M&&r.texSubImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,a,0,0,i.width,i.height,g,_,i.data):r.texImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,a,v,i.width,i.height,0,g,_,i.data)}}}else{b=n.mipmaps;if(E&&S){b.length>0&&x++;const t=getDimensions(m[0]);r.texStorage2D(e.TEXTURE_CUBE_MAP,x,v,t.width,t.height)}for(let t=0;t<6;t++)if(p){E?M&&r.texSubImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,0,0,0,m[t].width,m[t].height,g,_,m[t].data):r.texImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,0,v,m[t].width,m[t].height,0,g,_,m[t].data);for(let n=0;n<b.length;n++){const a=b[n];const i=a.image[t].image;E?M&&r.texSubImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,n+1,0,0,i.width,i.height,g,_,i.data):r.texImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,n+1,v,i.width,i.height,0,g,_,i.data)}}else{E?M&&r.texSubImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,0,0,0,g,_,m[t]):r.texImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,0,v,g,_,m[t]);for(let n=0;n<b.length;n++){const a=b[n];E?M&&r.texSubImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,n+1,0,0,g,_,a.image[t]):r.texImage2D(e.TEXTURE_CUBE_MAP_POSITIVE_X+t,n+1,v,g,_,a.image[t])}}}textureNeedsGenerateMipmaps(n)&&generateMipmap(e.TEXTURE_CUBE_MAP);u.__version=c.version;n.onUpdate&&n.onUpdate(n)}t.__version=n.version}function setupFrameBufferTexture(t,n,i,s,c,u){const d=o.convert(i.format,i.colorSpace);const f=o.convert(i.type);const p=getInternalFormat(i.internalFormat,d,f,i.colorSpace);const m=a.get(n);const h=a.get(i);h.__renderTarget=n;if(!m.__hasExternalTextures){const t=Math.max(1,n.width>>u);const a=Math.max(1,n.height>>u);c===e.TEXTURE_3D||c===e.TEXTURE_2D_ARRAY?r.texImage3D(c,u,p,t,a,n.depth,0,d,f,null):r.texImage2D(c,u,p,t,a,0,d,f,null)}r.bindFramebuffer(e.FRAMEBUFFER,t);useMultisampledRTT(n)?l.framebufferTexture2DMultisampleEXT(e.FRAMEBUFFER,s,c,h.__webglTexture,0,getRenderTargetSamples(n)):(c===e.TEXTURE_2D||c>=e.TEXTURE_CUBE_MAP_POSITIVE_X&&c<=e.TEXTURE_CUBE_MAP_NEGATIVE_Z)&&e.framebufferTexture2D(e.FRAMEBUFFER,s,c,h.__webglTexture,u);r.bindFramebuffer(e.FRAMEBUFFER,null)}function setupRenderBufferStorage(t,n,r){e.bindRenderbuffer(e.RENDERBUFFER,t);if(n.depthBuffer){const a=n.depthTexture;const i=a&&a.isDepthTexture?a.type:null;const o=getInternalDepthFormat(n.stencilBuffer,i);const s=n.stencilBuffer?e.DEPTH_STENCIL_ATTACHMENT:e.DEPTH_ATTACHMENT;const c=getRenderTargetSamples(n);const u=useMultisampledRTT(n);u?l.renderbufferStorageMultisampleEXT(e.RENDERBUFFER,c,o,n.width,n.height):r?e.renderbufferStorageMultisample(e.RENDERBUFFER,c,o,n.width,n.height):e.renderbufferStorage(e.RENDERBUFFER,o,n.width,n.height);e.framebufferRenderbuffer(e.FRAMEBUFFER,s,e.RENDERBUFFER,t)}else{const t=n.textures;for(let a=0;a<t.length;a++){const i=t[a];const s=o.convert(i.format,i.colorSpace);const c=o.convert(i.type);const u=getInternalFormat(i.internalFormat,s,c,i.colorSpace);const d=getRenderTargetSamples(n);r&&useMultisampledRTT(n)===false?e.renderbufferStorageMultisample(e.RENDERBUFFER,d,u,n.width,n.height):useMultisampledRTT(n)?l.renderbufferStorageMultisampleEXT(e.RENDERBUFFER,d,u,n.width,n.height):e.renderbufferStorage(e.RENDERBUFFER,u,n.width,n.height)}}e.bindRenderbuffer(e.RENDERBUFFER,null)}function setupDepthTexture(t,n){const i=n&&n.isWebGLCubeRenderTarget;if(i)throw new Error(\"Depth Texture with cube render targets is not supported\");r.bindFramebuffer(e.FRAMEBUFFER,t);if(!(n.depthTexture&&n.depthTexture.isDepthTexture))throw new Error(\"renderTarget.depthTexture must be an instance of THREE.DepthTexture\");const o=a.get(n.depthTexture);o.__renderTarget=n;if(!o.__webglTexture||n.depthTexture.image.width!==n.width||n.depthTexture.image.height!==n.height){n.depthTexture.image.width=n.width;n.depthTexture.image.height=n.height;n.depthTexture.needsUpdate=true}setTexture2D(n.depthTexture,0);const s=o.__webglTexture;const c=getRenderTargetSamples(n);if(n.depthTexture.format===Zt)useMultisampledRTT(n)?l.framebufferTexture2DMultisampleEXT(e.FRAMEBUFFER,e.DEPTH_ATTACHMENT,e.TEXTURE_2D,s,0,c):e.framebufferTexture2D(e.FRAMEBUFFER,e.DEPTH_ATTACHMENT,e.TEXTURE_2D,s,0);else{if(n.depthTexture.format!==qt)throw new Error(\"Unknown depthTexture format\");useMultisampledRTT(n)?l.framebufferTexture2DMultisampleEXT(e.FRAMEBUFFER,e.DEPTH_STENCIL_ATTACHMENT,e.TEXTURE_2D,s,0,c):e.framebufferTexture2D(e.FRAMEBUFFER,e.DEPTH_STENCIL_ATTACHMENT,e.TEXTURE_2D,s,0)}}function setupDepthRenderbuffer(t){const n=a.get(t);const i=t.isWebGLCubeRenderTarget===true;if(n.__boundDepthTexture!==t.depthTexture){const e=t.depthTexture;n.__depthDisposeCallback&&n.__depthDisposeCallback();if(e){const disposeEvent=()=>{delete n.__boundDepthTexture;delete n.__depthDisposeCallback;e.removeEventListener(\"dispose\",disposeEvent)};e.addEventListener(\"dispose\",disposeEvent);n.__depthDisposeCallback=disposeEvent}n.__boundDepthTexture=e}if(t.depthTexture&&!n.__autoAllocateDepthBuffer){if(i)throw new Error(\"target.depthTexture not supported in Cube render targets\");setupDepthTexture(n.__webglFramebuffer,t)}else if(i){n.__webglDepthbuffer=[];for(let a=0;a<6;a++){r.bindFramebuffer(e.FRAMEBUFFER,n.__webglFramebuffer[a]);if(n.__webglDepthbuffer[a]===void 0){n.__webglDepthbuffer[a]=e.createRenderbuffer();setupRenderBufferStorage(n.__webglDepthbuffer[a],t,false)}else{const r=t.stencilBuffer?e.DEPTH_STENCIL_ATTACHMENT:e.DEPTH_ATTACHMENT;const i=n.__webglDepthbuffer[a];e.bindRenderbuffer(e.RENDERBUFFER,i);e.framebufferRenderbuffer(e.FRAMEBUFFER,r,e.RENDERBUFFER,i)}}}else{r.bindFramebuffer(e.FRAMEBUFFER,n.__webglFramebuffer);if(n.__webglDepthbuffer===void 0){n.__webglDepthbuffer=e.createRenderbuffer();setupRenderBufferStorage(n.__webglDepthbuffer,t,false)}else{const r=t.stencilBuffer?e.DEPTH_STENCIL_ATTACHMENT:e.DEPTH_ATTACHMENT;const a=n.__webglDepthbuffer;e.bindRenderbuffer(e.RENDERBUFFER,a);e.framebufferRenderbuffer(e.FRAMEBUFFER,r,e.RENDERBUFFER,a)}}r.bindFramebuffer(e.FRAMEBUFFER,null)}function rebindTextures(t,n,r){const i=a.get(t);n!==void 0&&setupFrameBufferTexture(i.__webglFramebuffer,t,t.texture,e.COLOR_ATTACHMENT0,e.TEXTURE_2D,0);r!==void 0&&setupDepthRenderbuffer(t)}function setupRenderTarget(t){const n=t.texture;const i=a.get(t);const l=a.get(n);t.addEventListener(\"dispose\",onRenderTargetDispose);const c=t.textures;const u=t.isWebGLCubeRenderTarget===true;const d=c.length>1;if(!d){l.__webglTexture===void 0&&(l.__webglTexture=e.createTexture());l.__version=n.version;s.memory.textures++}if(u){i.__webglFramebuffer=[];for(let t=0;t<6;t++)if(n.mipmaps&&n.mipmaps.length>0){i.__webglFramebuffer[t]=[];for(let r=0;r<n.mipmaps.length;r++)i.__webglFramebuffer[t][r]=e.createFramebuffer()}else i.__webglFramebuffer[t]=e.createFramebuffer()}else{if(n.mipmaps&&n.mipmaps.length>0){i.__webglFramebuffer=[];for(let t=0;t<n.mipmaps.length;t++)i.__webglFramebuffer[t]=e.createFramebuffer()}else i.__webglFramebuffer=e.createFramebuffer();if(d)for(let t=0,n=c.length;t<n;t++){const n=a.get(c[t]);if(n.__webglTexture===void 0){n.__webglTexture=e.createTexture();s.memory.textures++}}if(t.samples>0&&useMultisampledRTT(t)===false){i.__webglMultisampledFramebuffer=e.createFramebuffer();i.__webglColorRenderbuffer=[];r.bindFramebuffer(e.FRAMEBUFFER,i.__webglMultisampledFramebuffer);for(let n=0;n<c.length;n++){const r=c[n];i.__webglColorRenderbuffer[n]=e.createRenderbuffer();e.bindRenderbuffer(e.RENDERBUFFER,i.__webglColorRenderbuffer[n]);const a=o.convert(r.format,r.colorSpace);const s=o.convert(r.type);const l=getInternalFormat(r.internalFormat,a,s,r.colorSpace,t.isXRRenderTarget===true);const u=getRenderTargetSamples(t);e.renderbufferStorageMultisample(e.RENDERBUFFER,u,l,t.width,t.height);e.framebufferRenderbuffer(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0+n,e.RENDERBUFFER,i.__webglColorRenderbuffer[n])}e.bindRenderbuffer(e.RENDERBUFFER,null);if(t.depthBuffer){i.__webglDepthRenderbuffer=e.createRenderbuffer();setupRenderBufferStorage(i.__webglDepthRenderbuffer,t,true)}r.bindFramebuffer(e.FRAMEBUFFER,null)}}if(u){r.bindTexture(e.TEXTURE_CUBE_MAP,l.__webglTexture);setTextureParameters(e.TEXTURE_CUBE_MAP,n);for(let r=0;r<6;r++)if(n.mipmaps&&n.mipmaps.length>0)for(let a=0;a<n.mipmaps.length;a++)setupFrameBufferTexture(i.__webglFramebuffer[r][a],t,n,e.COLOR_ATTACHMENT0,e.TEXTURE_CUBE_MAP_POSITIVE_X+r,a);else setupFrameBufferTexture(i.__webglFramebuffer[r],t,n,e.COLOR_ATTACHMENT0,e.TEXTURE_CUBE_MAP_POSITIVE_X+r,0);textureNeedsGenerateMipmaps(n)&&generateMipmap(e.TEXTURE_CUBE_MAP);r.unbindTexture()}else if(d){for(let n=0,o=c.length;n<o;n++){const o=c[n];const s=a.get(o);r.bindTexture(e.TEXTURE_2D,s.__webglTexture);setTextureParameters(e.TEXTURE_2D,o);setupFrameBufferTexture(i.__webglFramebuffer,t,o,e.COLOR_ATTACHMENT0+n,e.TEXTURE_2D,0);textureNeedsGenerateMipmaps(o)&&generateMipmap(e.TEXTURE_2D)}r.unbindTexture()}else{let a=e.TEXTURE_2D;(t.isWebGL3DRenderTarget||t.isWebGLArrayRenderTarget)&&(a=t.isWebGL3DRenderTarget?e.TEXTURE_3D:e.TEXTURE_2D_ARRAY);r.bindTexture(a,l.__webglTexture);setTextureParameters(a,n);if(n.mipmaps&&n.mipmaps.length>0)for(let r=0;r<n.mipmaps.length;r++)setupFrameBufferTexture(i.__webglFramebuffer[r],t,n,e.COLOR_ATTACHMENT0,a,r);else setupFrameBufferTexture(i.__webglFramebuffer,t,n,e.COLOR_ATTACHMENT0,a,0);textureNeedsGenerateMipmaps(n)&&generateMipmap(a);r.unbindTexture()}t.depthBuffer&&setupDepthRenderbuffer(t)}function updateRenderTargetMipmap(e){const t=e.textures;for(let n=0,i=t.length;n<i;n++){const i=t[n];if(textureNeedsGenerateMipmaps(i)){const t=getTargetType(e);const n=a.get(i).__webglTexture;r.bindTexture(t,n);generateMipmap(t);r.unbindTexture()}}}const E=[];const S=[];function updateMultisampleRenderTarget(t){if(t.samples>0)if(useMultisampledRTT(t)===false){const n=t.textures;const i=t.width;const o=t.height;let s=e.COLOR_BUFFER_BIT;const l=t.stencilBuffer?e.DEPTH_STENCIL_ATTACHMENT:e.DEPTH_ATTACHMENT;const u=a.get(t);const d=n.length>1;if(d)for(let t=0;t<n.length;t++){r.bindFramebuffer(e.FRAMEBUFFER,u.__webglMultisampledFramebuffer);e.framebufferRenderbuffer(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0+t,e.RENDERBUFFER,null);r.bindFramebuffer(e.FRAMEBUFFER,u.__webglFramebuffer);e.framebufferTexture2D(e.DRAW_FRAMEBUFFER,e.COLOR_ATTACHMENT0+t,e.TEXTURE_2D,null,0)}r.bindFramebuffer(e.READ_FRAMEBUFFER,u.__webglMultisampledFramebuffer);r.bindFramebuffer(e.DRAW_FRAMEBUFFER,u.__webglFramebuffer);for(let r=0;r<n.length;r++){if(t.resolveDepthBuffer){t.depthBuffer&&(s|=e.DEPTH_BUFFER_BIT);t.stencilBuffer&&t.resolveStencilBuffer&&(s|=e.STENCIL_BUFFER_BIT)}if(d){e.framebufferRenderbuffer(e.READ_FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.RENDERBUFFER,u.__webglColorRenderbuffer[r]);const t=a.get(n[r]).__webglTexture;e.framebufferTexture2D(e.DRAW_FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.TEXTURE_2D,t,0)}e.blitFramebuffer(0,0,i,o,0,0,i,o,s,e.NEAREST);if(c===true){E.length=0;S.length=0;E.push(e.COLOR_ATTACHMENT0+r);if(t.depthBuffer&&t.resolveDepthBuffer===false){E.push(l);S.push(l);e.invalidateFramebuffer(e.DRAW_FRAMEBUFFER,S)}e.invalidateFramebuffer(e.READ_FRAMEBUFFER,E)}}r.bindFramebuffer(e.READ_FRAMEBUFFER,null);r.bindFramebuffer(e.DRAW_FRAMEBUFFER,null);if(d)for(let t=0;t<n.length;t++){r.bindFramebuffer(e.FRAMEBUFFER,u.__webglMultisampledFramebuffer);e.framebufferRenderbuffer(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0+t,e.RENDERBUFFER,u.__webglColorRenderbuffer[t]);const i=a.get(n[t]).__webglTexture;r.bindFramebuffer(e.FRAMEBUFFER,u.__webglFramebuffer);e.framebufferTexture2D(e.DRAW_FRAMEBUFFER,e.COLOR_ATTACHMENT0+t,e.TEXTURE_2D,i,0)}r.bindFramebuffer(e.DRAW_FRAMEBUFFER,u.__webglMultisampledFramebuffer)}else if(t.depthBuffer&&t.resolveDepthBuffer===false&&c){const n=t.stencilBuffer?e.DEPTH_STENCIL_ATTACHMENT:e.DEPTH_ATTACHMENT;e.invalidateFramebuffer(e.DRAW_FRAMEBUFFER,[n])}}function getRenderTargetSamples(e){return Math.min(i.maxSamples,e.samples)}function useMultisampledRTT(e){const n=a.get(e);return e.samples>0&&t.has(\"WEBGL_multisampled_render_to_texture\")===true&&n.__useRenderToTexture!==false}function updateVideoTexture(e){const t=s.render.frame;if(d.get(e)!==t){d.set(e,t);e.update()}}function verifyColorSpace(e,t){const n=e.colorSpace;const r=e.format;const a=e.type;if(e.isCompressedTexture===true||e.isVideoTexture===true)return t;n!==k&&n!==Yt&&(T.getTransfer(n)===b?r===U&&a===y||console.warn(\"THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.\"):console.error(\"THREE.WebGLTextures: Unsupported texture color space:\",n));return t}function getDimensions(e){if(typeof HTMLImageElement!==\"undefined\"&&e instanceof HTMLImageElement){u.width=e.naturalWidth||e.width;u.height=e.naturalHeight||e.height}else if(typeof VideoFrame!==\"undefined\"&&e instanceof VideoFrame){u.width=e.displayWidth;u.height=e.displayHeight}else{u.width=e.width;u.height=e.height}return u}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.useMultisampledRTT=useMultisampledRTT}function WebGLUtils(e,t){function convert(n,r=Yt){let a;const i=T.getTransfer(r);if(n===y)return e.UNSIGNED_BYTE;if(n===$t)return e.UNSIGNED_SHORT_4_4_4_4;if(n===Qt)return e.UNSIGNED_SHORT_5_5_5_1;if(n===Jt)return e.UNSIGNED_INT_5_9_9_9_REV;if(n===en)return e.BYTE;if(n===tn)return e.SHORT;if(n===yt)return e.UNSIGNED_SHORT;if(n===L)return e.INT;if(n===Pt)return e.UNSIGNED_INT;if(n===N)return e.FLOAT;if(n===P)return e.HALF_FLOAT;if(n===nn)return e.ALPHA;if(n===rn)return e.RGB;if(n===U)return e.RGBA;if(n===an)return e.LUMINANCE;if(n===on)return e.LUMINANCE_ALPHA;if(n===Zt)return e.DEPTH_COMPONENT;if(n===qt)return e.DEPTH_STENCIL;if(n===sn)return e.RED;if(n===ln)return e.RED_INTEGER;if(n===un)return e.RG;if(n===pn)return e.RG_INTEGER;if(n===mn)return e.RGBA_INTEGER;if(n===hn||n===gn||n===_n||n===vn)if(i===b){a=t.get(\"WEBGL_compressed_texture_s3tc_srgb\");if(a===null)return null;if(n===hn)return a.COMPRESSED_SRGB_S3TC_DXT1_EXT;if(n===gn)return a.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;if(n===_n)return a.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;if(n===vn)return a.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT}else{a=t.get(\"WEBGL_compressed_texture_s3tc\");if(a===null)return null;if(n===hn)return a.COMPRESSED_RGB_S3TC_DXT1_EXT;if(n===gn)return a.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(n===_n)return a.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(n===vn)return a.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(n===En||n===Sn||n===Tn||n===Mn){a=t.get(\"WEBGL_compressed_texture_pvrtc\");if(a===null)return null;if(n===En)return a.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(n===Sn)return a.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(n===Tn)return a.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(n===Mn)return a.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(n===xn||n===bn||n===Rn){a=t.get(\"WEBGL_compressed_texture_etc\");if(a===null)return null;if(n===xn||n===bn)return i===b?a.COMPRESSED_SRGB8_ETC2:a.COMPRESSED_RGB8_ETC2;if(n===Rn)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:a.COMPRESSED_RGBA8_ETC2_EAC}if(n===An||n===Cn||n===Ln||n===Un||n===Pn||n===Dn||n===yn||n===wn||n===In||n===Nn||n===On||n===Fn||n===Bn||n===Gn){a=t.get(\"WEBGL_compressed_texture_astc\");if(a===null)return null;if(n===An)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:a.COMPRESSED_RGBA_ASTC_4x4_KHR;if(n===Cn)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:a.COMPRESSED_RGBA_ASTC_5x4_KHR;if(n===Ln)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:a.COMPRESSED_RGBA_ASTC_5x5_KHR;if(n===Un)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:a.COMPRESSED_RGBA_ASTC_6x5_KHR;if(n===Pn)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:a.COMPRESSED_RGBA_ASTC_6x6_KHR;if(n===Dn)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:a.COMPRESSED_RGBA_ASTC_8x5_KHR;if(n===yn)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:a.COMPRESSED_RGBA_ASTC_8x6_KHR;if(n===wn)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:a.COMPRESSED_RGBA_ASTC_8x8_KHR;if(n===In)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:a.COMPRESSED_RGBA_ASTC_10x5_KHR;if(n===Nn)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:a.COMPRESSED_RGBA_ASTC_10x6_KHR;if(n===On)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:a.COMPRESSED_RGBA_ASTC_10x8_KHR;if(n===Fn)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:a.COMPRESSED_RGBA_ASTC_10x10_KHR;if(n===Bn)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:a.COMPRESSED_RGBA_ASTC_12x10_KHR;if(n===Gn)return i===b?a.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:a.COMPRESSED_RGBA_ASTC_12x12_KHR}if(n===Hn||n===Vn||n===Wn){a=t.get(\"EXT_texture_compression_bptc\");if(a===null)return null;if(n===Hn)return i===b?a.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT:a.COMPRESSED_RGBA_BPTC_UNORM_EXT;if(n===Vn)return a.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;if(n===Wn)return a.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT}if(n===kn||n===zn||n===Xn||n===jn){a=t.get(\"EXT_texture_compression_rgtc\");if(a===null)return null;if(n===Hn)return a.COMPRESSED_RED_RGTC1_EXT;if(n===zn)return a.COMPRESSED_SIGNED_RED_RGTC1_EXT;if(n===Xn)return a.COMPRESSED_RED_GREEN_RGTC2_EXT;if(n===jn)return a.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT}return n===Dt?e.UNSIGNED_INT_24_8:e[n]!==void 0?e[n]:null}return{convert:convert}}const Wo=\"\\nvoid main() {\\n\\n\\tgl_Position = vec4( position, 1.0 );\\n\\n}\";const ko=\"\\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}\";class WebXRDepthSensing{constructor(){this.texture=null;this.mesh=null;this.depthNear=0;this.depthFar=0}init(e,t,n){if(this.texture===null){const r=new pe;const a=e.properties.get(r);a.__webglTexture=t.texture;if(t.depthNear!==n.depthNear||t.depthFar!==n.depthFar){this.depthNear=t.depthNear;this.depthFar=t.depthFar}this.texture=r}}getMesh(e){if(this.texture!==null&&this.mesh===null){const t=e.cameras[0].viewport;const n=new v({vertexShader:Wo,fragmentShader:ko,uniforms:{depthColor:{value:this.texture},depthWidth:{value:t.z},depthHeight:{value:t.w}}});this.mesh=new g(new R(20,20),n)}return this.mesh}reset(){this.texture=null;this.mesh=null}getDepthTexture(){return this.texture}}class WebXRManager extends Yn{constructor(e,t){super();const r=this;let a=null;let i=1;let s=null;let l=\"local-floor\";let c=1;let u=null;let d=null;let f=null;let p=null;let m=null;let h=null;const g=new WebXRDepthSensing;const _=t.getContextAttributes();let v=null;let E=null;const S=[];const T=[];const M=new n;let x=null;const b=new j;b.viewport=new le;const R=new j;R.viewport=new le;const A=[b,R];const C=new qn;let L=null;let P=null;this.cameraAutoUpdate=true;this.enabled=false;this.isPresenting=false;this.getController=function(e){let t=S[e];if(t===void 0){t=new Kn;S[e]=t}return t.getTargetRaySpace()};this.getControllerGrip=function(e){let t=S[e];if(t===void 0){t=new Kn;S[e]=t}return t.getGripSpace()};this.getHand=function(e){let t=S[e];if(t===void 0){t=new Kn;S[e]=t}return t.getHandSpace()};function onSessionEvent(e){const t=T.indexOf(e.inputSource);if(t===-1)return;const n=S[t];if(n!==void 0){n.update(e.inputSource,e.frame,u||s);n.dispatchEvent({type:e.type,data:e.inputSource})}}function onSessionEnd(){a.removeEventListener(\"select\",onSessionEvent);a.removeEventListener(\"selectstart\",onSessionEvent);a.removeEventListener(\"selectend\",onSessionEvent);a.removeEventListener(\"squeeze\",onSessionEvent);a.removeEventListener(\"squeezestart\",onSessionEvent);a.removeEventListener(\"squeezeend\",onSessionEvent);a.removeEventListener(\"end\",onSessionEnd);a.removeEventListener(\"inputsourceschange\",onInputSourcesChange);for(let e=0;e<S.length;e++){const t=T[e];if(t!==null){T[e]=null;S[e].disconnect(t)}}L=null;P=null;g.reset();e.setRenderTarget(v);m=null;p=null;f=null;a=null;E=null;N.stop();r.isPresenting=false;e.setPixelRatio(x);e.setSize(M.width,M.height,false);r.dispatchEvent({type:\"sessionend\"})}this.setFramebufferScaleFactor=function(e){i=e;r.isPresenting===true&&console.warn(\"THREE.WebXRManager: Cannot change framebuffer scale while presenting.\")};this.setReferenceSpaceType=function(e){l=e;r.isPresenting===true&&console.warn(\"THREE.WebXRManager: Cannot change reference space type while presenting.\")};this.getReferenceSpace=function(){return u||s};this.setReferenceSpace=function(e){u=e};this.getBaseLayer=function(){return p!==null?p:m};this.getBinding=function(){return f};this.getFrame=function(){return h};this.getSession=function(){return a};this.setSession=async function(n){a=n;if(a!==null){v=e.getRenderTarget();a.addEventListener(\"select\",onSessionEvent);a.addEventListener(\"selectstart\",onSessionEvent);a.addEventListener(\"selectend\",onSessionEvent);a.addEventListener(\"squeeze\",onSessionEvent);a.addEventListener(\"squeezestart\",onSessionEvent);a.addEventListener(\"squeezeend\",onSessionEvent);a.addEventListener(\"end\",onSessionEnd);a.addEventListener(\"inputsourceschange\",onInputSourcesChange);_.xrCompatible!==true&&await t.makeXRCompatible();x=e.getPixelRatio();e.getSize(M);const n=typeof XRWebGLBinding!==\"undefined\"&&\"createProjectionLayer\"in XRWebGLBinding.prototype;if(n){let n=null;let r=null;let o=null;if(_.depth){o=_.stencil?t.DEPTH24_STENCIL8:t.DEPTH_COMPONENT24;n=_.stencil?qt:Zt;r=_.stencil?Dt:Pt}const s={colorFormat:t.RGBA8,depthFormat:o,scaleFactor:i};f=new XRWebGLBinding(a,t);p=f.createProjectionLayer(s);a.updateRenderState({layers:[p]});e.setPixelRatio(1);e.setSize(p.textureWidth,p.textureHeight,false);E=new te(p.textureWidth,p.textureHeight,{format:U,type:y,depthTexture:new me(p.textureWidth,p.textureHeight,r,void 0,void 0,void 0,void 0,void 0,void 0,n),stencilBuffer:_.stencil,colorSpace:e.outputColorSpace,samples:_.antialias?4:0,resolveDepthBuffer:p.ignoreDepthValues===false,resolveStencilBuffer:p.ignoreDepthValues===false})}else{const n={antialias:_.antialias,alpha:true,depth:_.depth,stencil:_.stencil,framebufferScaleFactor:i};m=new XRWebGLLayer(a,t,n);a.updateRenderState({baseLayer:m});e.setPixelRatio(1);e.setSize(m.framebufferWidth,m.framebufferHeight,false);E=new te(m.framebufferWidth,m.framebufferHeight,{format:U,type:y,colorSpace:e.outputColorSpace,stencilBuffer:_.stencil,resolveDepthBuffer:m.ignoreDepthValues===false,resolveStencilBuffer:m.ignoreDepthValues===false})}E.isXRRenderTarget=true;this.setFoveation(c);u=null;s=await a.requestReferenceSpace(l);N.setContext(a);N.start();r.isPresenting=true;r.dispatchEvent({type:\"sessionstart\"})}};this.getEnvironmentBlendMode=function(){if(a!==null)return a.environmentBlendMode};this.getDepthTexture=function(){return g.getDepthTexture()};function onInputSourcesChange(e){for(let t=0;t<e.removed.length;t++){const n=e.removed[t];const r=T.indexOf(n);if(r>=0){T[r]=null;S[r].disconnect(n)}}for(let t=0;t<e.added.length;t++){const n=e.added[t];let r=T.indexOf(n);if(r===-1){for(let e=0;e<S.length;e++){if(e>=T.length){T.push(n);r=e;break}if(T[e]===null){T[e]=n;r=e;break}}if(r===-1)break}const a=S[r];a&&a.connect(n)}}const D=new o;const w=new o;\n/**\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\t * @param {ArrayCamera} camera - The camera to update.\n\t\t * @param {PerspectiveCamera} cameraL - The left camera.\n\t\t * @param {PerspectiveCamera} cameraR - The right camera.\n\t\t */function setProjectionFromUnion(e,t,n){D.setFromMatrixPosition(t.matrixWorld);w.setFromMatrixPosition(n.matrixWorld);const r=D.distanceTo(w);const a=t.projectionMatrix.elements;const i=n.projectionMatrix.elements;const o=a[14]/(a[10]-1);const s=a[14]/(a[10]+1);const l=(a[9]+1)/a[5];const c=(a[9]-1)/a[5];const u=(a[8]-1)/a[0];const d=(i[8]+1)/i[0];const f=o*u;const p=o*d;const m=r/(-u+d);const h=m*-u;t.matrixWorld.decompose(e.position,e.quaternion,e.scale);e.translateX(h);e.translateZ(m);e.matrixWorld.compose(e.position,e.quaternion,e.scale);e.matrixWorldInverse.copy(e.matrixWorld).invert();if(a[10]===-1){e.projectionMatrix.copy(t.projectionMatrix);e.projectionMatrixInverse.copy(t.projectionMatrixInverse)}else{const t=o+m;const n=s+m;const a=f-h;const i=p+(r-h);const u=l*s/n*t;const d=c*s/n*t;e.projectionMatrix.makePerspective(a,i,u,d,t,n);e.projectionMatrixInverse.copy(e.projectionMatrix).invert()}}function updateCamera(e,t){t===null?e.matrixWorld.copy(e.matrix):e.matrixWorld.multiplyMatrices(t.matrixWorld,e.matrix);e.matrixWorldInverse.copy(e.matrixWorld).invert()}this.updateCamera=function(e){if(a===null)return;let t=e.near;let n=e.far;if(g.texture!==null){g.depthNear>0&&(t=g.depthNear);g.depthFar>0&&(n=g.depthFar)}C.near=R.near=b.near=t;C.far=R.far=b.far=n;if(L!==C.near||P!==C.far){a.updateRenderState({depthNear:C.near,depthFar:C.far});L=C.near;P=C.far}b.layers.mask=e.layers.mask|2;R.layers.mask=e.layers.mask|4;C.layers.mask=b.layers.mask|R.layers.mask;const r=e.parent;const i=C.cameras;updateCamera(C,r);for(let e=0;e<i.length;e++)updateCamera(i[e],r);i.length===2?setProjectionFromUnion(C,b,R):C.projectionMatrix.copy(b.projectionMatrix);updateUserCamera(e,C,r)};function updateUserCamera(e,t,n){if(n===null)e.matrix.copy(t.matrixWorld);else{e.matrix.copy(n.matrixWorld);e.matrix.invert();e.matrix.multiply(t.matrixWorld)}e.matrix.decompose(e.position,e.quaternion,e.scale);e.updateMatrixWorld(true);e.projectionMatrix.copy(t.projectionMatrix);e.projectionMatrixInverse.copy(t.projectionMatrixInverse);if(e.isPerspectiveCamera){e.fov=Zn*2*Math.atan(1/e.projectionMatrix.elements[5]);e.zoom=1}}this.getCamera=function(){return C};this.getFoveation=function(){if(p!==null||m!==null)return c};this.setFoveation=function(e){c=e;p!==null&&(p.fixedFoveation=e);m!==null&&m.fixedFoveation!==void 0&&(m.fixedFoveation=e)};this.hasDepthSensing=function(){return g.texture!==null};this.getDepthSensingMesh=function(){return g.getMesh(C)};let I=null;function onAnimationFrame(t,n){d=n.getViewerPose(u||s);h=n;if(d!==null){const t=d.views;if(m!==null){e.setRenderTargetFramebuffer(E,m.framebuffer);e.setRenderTarget(E)}let n=false;if(t.length!==C.cameras.length){C.cameras.length=0;n=true}for(let r=0;r<t.length;r++){const a=t[r];let i=null;if(m!==null)i=m.getViewport(a);else{const t=f.getViewSubImage(p,a);i=t.viewport;if(r===0){e.setRenderTargetTextures(E,t.colorTexture,p.ignoreDepthValues?void 0:t.depthStencilTexture);e.setRenderTarget(E)}}let o=A[r];if(o===void 0){o=new j;o.layers.enable(r);o.viewport=new le;A[r]=o}o.matrix.fromArray(a.transform.matrix);o.matrix.decompose(o.position,o.quaternion,o.scale);o.projectionMatrix.fromArray(a.projectionMatrix);o.projectionMatrixInverse.copy(o.projectionMatrix).invert();o.viewport.set(i.x,i.y,i.width,i.height);if(r===0){C.matrix.copy(o.matrix);C.matrix.decompose(C.position,C.quaternion,C.scale)}n===true&&C.cameras.push(o)}const r=a.enabledFeatures;const i=r&&r.includes(\"depth-sensing\")&&a.depthUsage==\"gpu-optimized\";if(i&&f){const n=f.getDepthInformation(t[0]);n&&n.isValid&&n.texture&&g.init(e,n,a.renderState)}}for(let e=0;e<S.length;e++){const t=T[e];const r=S[e];t!==null&&r!==void 0&&r.update(t,n,u||s)}I&&I(t,n);n.detectedPlanes&&r.dispatchEvent({type:\"planesdetected\",data:n});h=null}const N=new WebGLAnimation;N.setAnimationLoop(onAnimationFrame);this.setAnimationLoop=function(e){I=e};this.dispose=function(){}}}const zo=new c;const Xo=new d;function WebGLMaterials(e,t){function refreshTransformUniform(e,t){e.matrixAutoUpdate===true&&e.updateMatrix();t.value.copy(e.matrix)}function refreshFogUniforms(t,n){n.color.getRGB(t.fogColor.value,C(e));if(n.isFog){t.fogNear.value=n.near;t.fogFar.value=n.far}else n.isFogExp2&&(t.fogDensity.value=n.density)}function refreshMaterialUniforms(e,t,n,r,a){if(t.isMeshBasicMaterial)refreshUniformsCommon(e,t);else if(t.isMeshLambertMaterial)refreshUniformsCommon(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);refreshUniformsStandard(e,t);t.isMeshPhysicalMaterial&&refreshUniformsPhysical(e,t,a)}else if(t.isMeshMatcapMaterial){refreshUniformsCommon(e,t);refreshUniformsMatcap(e,t)}else if(t.isMeshDepthMaterial)refreshUniformsCommon(e,t);else if(t.isMeshDistanceMaterial){refreshUniformsCommon(e,t);refreshUniformsDistance(e,t)}else if(t.isMeshNormalMaterial)refreshUniformsCommon(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(e,n){e.opacity.value=n.opacity;n.color&&e.diffuse.value.copy(n.color);n.emissive&&e.emissive.value.copy(n.emissive).multiplyScalar(n.emissiveIntensity);if(n.map){e.map.value=n.map;refreshTransformUniform(n.map,e.mapTransform)}if(n.alphaMap){e.alphaMap.value=n.alphaMap;refreshTransformUniform(n.alphaMap,e.alphaMapTransform)}if(n.bumpMap){e.bumpMap.value=n.bumpMap;refreshTransformUniform(n.bumpMap,e.bumpMapTransform);e.bumpScale.value=n.bumpScale;n.side===E&&(e.bumpScale.value*=-1)}if(n.normalMap){e.normalMap.value=n.normalMap;refreshTransformUniform(n.normalMap,e.normalMapTransform);e.normalScale.value.copy(n.normalScale);n.side===E&&e.normalScale.value.negate()}if(n.displacementMap){e.displacementMap.value=n.displacementMap;refreshTransformUniform(n.displacementMap,e.displacementMapTransform);e.displacementScale.value=n.displacementScale;e.displacementBias.value=n.displacementBias}if(n.emissiveMap){e.emissiveMap.value=n.emissiveMap;refreshTransformUniform(n.emissiveMap,e.emissiveMapTransform)}if(n.specularMap){e.specularMap.value=n.specularMap;refreshTransformUniform(n.specularMap,e.specularMapTransform)}n.alphaTest>0&&(e.alphaTest.value=n.alphaTest);const r=t.get(n);const a=r.envMap;const i=r.envMapRotation;if(a){e.envMap.value=a;zo.copy(i);zo.x*=-1;zo.y*=-1;zo.z*=-1;if(a.isCubeTexture&&a.isRenderTargetTexture===false){zo.y*=-1;zo.z*=-1}e.envMapRotation.value.setFromMatrix4(Xo.makeRotationFromEuler(zo));e.flipEnvMap.value=a.isCubeTexture&&a.isRenderTargetTexture===false?-1:1;e.reflectivity.value=n.reflectivity;e.ior.value=n.ior;e.refractionRatio.value=n.refractionRatio}if(n.lightMap){e.lightMap.value=n.lightMap;e.lightMapIntensity.value=n.lightMapIntensity;refreshTransformUniform(n.lightMap,e.lightMapTransform)}if(n.aoMap){e.aoMap.value=n.aoMap;e.aoMapIntensity.value=n.aoMapIntensity;refreshTransformUniform(n.aoMap,e.aoMapTransform)}}function refreshUniformsLine(e,t){e.diffuse.value.copy(t.color);e.opacity.value=t.opacity;if(t.map){e.map.value=t.map;refreshTransformUniform(t.map,e.mapTransform)}}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=r*.5;if(t.map){e.map.value=t.map;refreshTransformUniform(t.map,e.uvTransform)}if(t.alphaMap){e.alphaMap.value=t.alphaMap;refreshTransformUniform(t.alphaMap,e.alphaMapTransform)}t.alphaTest>0&&(e.alphaTest.value=t.alphaTest)}function refreshUniformsSprites(e,t){e.diffuse.value.copy(t.color);e.opacity.value=t.opacity;e.rotation.value=t.rotation;if(t.map){e.map.value=t.map;refreshTransformUniform(t.map,e.mapTransform)}if(t.alphaMap){e.alphaMap.value=t.alphaMap;refreshTransformUniform(t.alphaMap,e.alphaMapTransform)}t.alphaTest>0&&(e.alphaTest.value=t.alphaTest)}function refreshUniformsPhong(e,t){e.specular.value.copy(t.specular);e.shininess.value=Math.max(t.shininess,1e-4)}function refreshUniformsToon(e,t){t.gradientMap&&(e.gradientMap.value=t.gradientMap)}function refreshUniformsStandard(e,t){e.metalness.value=t.metalness;if(t.metalnessMap){e.metalnessMap.value=t.metalnessMap;refreshTransformUniform(t.metalnessMap,e.metalnessMapTransform)}e.roughness.value=t.roughness;if(t.roughnessMap){e.roughnessMap.value=t.roughnessMap;refreshTransformUniform(t.roughnessMap,e.roughnessMapTransform)}t.envMap&&(e.envMapIntensity.value=t.envMapIntensity)}function refreshUniformsPhysical(e,t,n){e.ior.value=t.ior;if(t.sheen>0){e.sheenColor.value.copy(t.sheenColor).multiplyScalar(t.sheen);e.sheenRoughness.value=t.sheenRoughness;if(t.sheenColorMap){e.sheenColorMap.value=t.sheenColorMap;refreshTransformUniform(t.sheenColorMap,e.sheenColorMapTransform)}if(t.sheenRoughnessMap){e.sheenRoughnessMap.value=t.sheenRoughnessMap;refreshTransformUniform(t.sheenRoughnessMap,e.sheenRoughnessMapTransform)}}if(t.clearcoat>0){e.clearcoat.value=t.clearcoat;e.clearcoatRoughness.value=t.clearcoatRoughness;if(t.clearcoatMap){e.clearcoatMap.value=t.clearcoatMap;refreshTransformUniform(t.clearcoatMap,e.clearcoatMapTransform)}if(t.clearcoatRoughnessMap){e.clearcoatRoughnessMap.value=t.clearcoatRoughnessMap;refreshTransformUniform(t.clearcoatRoughnessMap,e.clearcoatRoughnessMapTransform)}if(t.clearcoatNormalMap){e.clearcoatNormalMap.value=t.clearcoatNormalMap;refreshTransformUniform(t.clearcoatNormalMap,e.clearcoatNormalMapTransform);e.clearcoatNormalScale.value.copy(t.clearcoatNormalScale);t.side===E&&e.clearcoatNormalScale.value.negate()}}t.dispersion>0&&(e.dispersion.value=t.dispersion);if(t.iridescence>0){e.iridescence.value=t.iridescence;e.iridescenceIOR.value=t.iridescenceIOR;e.iridescenceThicknessMinimum.value=t.iridescenceThicknessRange[0];e.iridescenceThicknessMaximum.value=t.iridescenceThicknessRange[1];if(t.iridescenceMap){e.iridescenceMap.value=t.iridescenceMap;refreshTransformUniform(t.iridescenceMap,e.iridescenceMapTransform)}if(t.iridescenceThicknessMap){e.iridescenceThicknessMap.value=t.iridescenceThicknessMap;refreshTransformUniform(t.iridescenceThicknessMap,e.iridescenceThicknessMapTransform)}}if(t.transmission>0){e.transmission.value=t.transmission;e.transmissionSamplerMap.value=n.texture;e.transmissionSamplerSize.value.set(n.width,n.height);if(t.transmissionMap){e.transmissionMap.value=t.transmissionMap;refreshTransformUniform(t.transmissionMap,e.transmissionMapTransform)}e.thickness.value=t.thickness;if(t.thicknessMap){e.thicknessMap.value=t.thicknessMap;refreshTransformUniform(t.thicknessMap,e.thicknessMapTransform)}e.attenuationDistance.value=t.attenuationDistance;e.attenuationColor.value.copy(t.attenuationColor)}if(t.anisotropy>0){e.anisotropyVector.value.set(t.anisotropy*Math.cos(t.anisotropyRotation),t.anisotropy*Math.sin(t.anisotropyRotation));if(t.anisotropyMap){e.anisotropyMap.value=t.anisotropyMap;refreshTransformUniform(t.anisotropyMap,e.anisotropyMapTransform)}}e.specularIntensity.value=t.specularIntensity;e.specularColor.value.copy(t.specularColor);if(t.specularColorMap){e.specularColorMap.value=t.specularColorMap;refreshTransformUniform(t.specularColorMap,e.specularColorMapTransform)}if(t.specularIntensityMap){e.specularIntensityMap.value=t.specularIntensityMap;refreshTransformUniform(t.specularIntensityMap,e.specularIntensityMapTransform)}}function refreshUniformsMatcap(e,t){t.matcap&&(e.matcap.value=t.matcap)}function refreshUniformsDistance(e,n){const r=t.get(n).light;e.referencePosition.value.setFromMatrixPosition(r.matrixWorld);e.nearDistance.value=r.shadow.camera.near;e.farDistance.value=r.shadow.camera.far}return{refreshFogUniforms:refreshFogUniforms,refreshMaterialUniforms:refreshMaterialUniforms}}function WebGLUniformsGroups(e,t,n,r){let a={};let i={};let o=[];const s=e.getParameter(e.MAX_UNIFORM_BUFFER_BINDINGS);function bind(e,t){const n=t.program;r.uniformBlockBinding(e,n)}function update(e,n){let o=a[e.id];if(o===void 0){prepareUniformsGroup(e);o=createBuffer(e);a[e.id]=o;e.addEventListener(\"dispose\",onUniformsGroupsDispose)}const s=n.program;r.updateUBOMapping(e,s);const l=t.render.frame;if(i[e.id]!==l){updateBufferData(e);i[e.id]=l}}function createBuffer(t){const n=allocateBindingPointIndex();t.__bindingPointIndex=n;const r=e.createBuffer();const a=t.__size;const i=t.usage;e.bindBuffer(e.UNIFORM_BUFFER,r);e.bufferData(e.UNIFORM_BUFFER,a,i);e.bindBuffer(e.UNIFORM_BUFFER,null);e.bindBufferBase(e.UNIFORM_BUFFER,n,r);return r}function allocateBindingPointIndex(){for(let e=0;e<s;e++)if(o.indexOf(e)===-1){o.push(e);return e}console.error(\"THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.\");return 0}function updateBufferData(t){const n=a[t.id];const r=t.uniforms;const i=t.__cache;e.bindBuffer(e.UNIFORM_BUFFER,n);for(let t=0,n=r.length;t<n;t++){const n=Array.isArray(r[t])?r[t]:[r[t]];for(let r=0,a=n.length;r<a;r++){const a=n[r];if(hasUniformChanged(a,t,r,i)===true){const t=a.__offset;const n=Array.isArray(a.value)?a.value:[a.value];let r=0;for(let i=0;i<n.length;i++){const o=n[i];const s=getUniformSize(o);if(typeof o===\"number\"||typeof o===\"boolean\"){a.__data[0]=o;e.bufferSubData(e.UNIFORM_BUFFER,t+r,a.__data)}else if(o.isMatrix3){a.__data[0]=o.elements[0];a.__data[1]=o.elements[1];a.__data[2]=o.elements[2];a.__data[3]=0;a.__data[4]=o.elements[3];a.__data[5]=o.elements[4];a.__data[6]=o.elements[5];a.__data[7]=0;a.__data[8]=o.elements[6];a.__data[9]=o.elements[7];a.__data[10]=o.elements[8];a.__data[11]=0}else{o.toArray(a.__data,r);r+=s.storage/Float32Array.BYTES_PER_ELEMENT}}e.bufferSubData(e.UNIFORM_BUFFER,t,a.__data)}}}e.bindBuffer(e.UNIFORM_BUFFER,null)}function hasUniformChanged(e,t,n,r){const a=e.value;const i=t+\"_\"+n;if(r[i]===void 0){r[i]=typeof a===\"number\"||typeof a===\"boolean\"?a:a.clone();return true}{const e=r[i];if(typeof a===\"number\"||typeof a===\"boolean\"){if(e!==a){r[i]=a;return true}}else if(e.equals(a)===false){e.copy(a);return true}}return false}function prepareUniformsGroup(e){const t=e.uniforms;let n=0;const r=16;for(let e=0,a=t.length;e<a;e++){const a=Array.isArray(t[e])?t[e]:[t[e]];for(let e=0,t=a.length;e<t;e++){const t=a[e];const i=Array.isArray(t.value)?t.value:[t.value];for(let e=0,a=i.length;e<a;e++){const a=i[e];const o=getUniformSize(a);const s=n%r;const l=s%o.boundary;const c=s+l;n+=l;c!==0&&r-c<o.storage&&(n+=r-c);t.__data=new Float32Array(o.storage/Float32Array.BYTES_PER_ELEMENT);t.__offset=n;n+=o.storage}}}const a=n%r;a>0&&(n+=r-a);e.__size=n;e.__cache={};return this}function getUniformSize(e){const t={boundary:0,storage:0};if(typeof e===\"number\"||typeof e===\"boolean\"){t.boundary=4;t.storage=4}else if(e.isVector2){t.boundary=8;t.storage=8}else if(e.isVector3||e.isColor){t.boundary=16;t.storage=12}else if(e.isVector4){t.boundary=16;t.storage=16}else if(e.isMatrix3){t.boundary=48;t.storage=48}else if(e.isMatrix4){t.boundary=64;t.storage=64}else e.isTexture?console.warn(\"THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.\"):console.warn(\"THREE.WebGLRenderer: Unsupported uniform value type.\",e);return t}function onUniformsGroupsDispose(t){const n=t.target;n.removeEventListener(\"dispose\",onUniformsGroupsDispose);const r=o.indexOf(n.__bindingPointIndex);o.splice(r,1);e.deleteBuffer(a[n.id]);delete a[n.id];delete i[n.id]}function dispose(){for(const t in a)e.deleteBuffer(a[t]);o=[];a={};i={}}return{bind:bind,update:update,dispose:dispose}}class WebGLRenderer{constructor(e={}){const{canvas:t=$n(),context:n=null,depth:a=true,stencil:i=false,alpha:s=false,antialias:l=false,premultipliedAlpha:c=true,preserveDrawingBuffer:u=false,powerPreference:f=\"default\",failIfMajorPerformanceCaveat:p=false,reverseDepthBuffer:m=false}=e;this.isWebGLRenderer=true;let h;if(n!==null){if(typeof WebGLRenderingContext!==\"undefined\"&&n instanceof WebGLRenderingContext)throw new Error(\"THREE.WebGLRenderer: WebGL 1 is not supported since r163.\");h=n.getContextAttributes().alpha}else h=s;const g=new Uint32Array(4);const _=new Int32Array(4);let v=null;let S=null;const M=[];const x=[];this.domElement=t;this.debug={\n/**\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 */\ncheckShaderErrors:true,\n/**\n\t\t\t * Callback for custom error reporting.\n\t\t\t * @type {?Function}\n\t\t\t */\nonShaderError:null};this.autoClear=true;this.autoClearColor=true;this.autoClearDepth=true;this.autoClearStencil=true;this.sortObjects=true;this.clippingPlanes=[];this.localClippingEnabled=false;this._outputColorSpace=Qn;this.toneMapping=Y;this.toneMappingExposure=1;const b=this;let R=false;let C=0;let L=0;let U=null;let D=-1;let w=null;const I=new le;const N=new le;let O=null;const F=new r(0);let B=0;let G=t.width;let H=t.height;let V=1;let W=null;let z=null;const X=new le(0,0,G,H);const j=new le(0,0,G,H);let q=false;const K=new Ge;let Z=false;let $=false;this.transmissionResolutionScale=1;const Q=new d;const J=new d;const ee=new o;const ne=new le;const ae={background:null,fog:null,environment:null,overrideMaterial:null,isScene:true};let ie=false;function getTargetPixelRatio(){return U===null?V:1}let oe=n;function getContext(e,n){return t.getContext(e,n)}try{const e={alpha:true,depth:a,stencil:i,antialias:l,premultipliedAlpha:c,preserveDrawingBuffer:u,powerPreference:f,failIfMajorPerformanceCaveat:p};\"setAttribute\"in t&&t.setAttribute(\"data-engine\",`three.js r${Jn}`);t.addEventListener(\"webglcontextlost\",onContextLost,false);t.addEventListener(\"webglcontextrestored\",onContextRestore,false);t.addEventListener(\"webglcontextcreationerror\",onContextCreationError,false);if(oe===null){const t=\"webgl2\";oe=getContext(t,e);if(oe===null)throw getContext(t)?new Error(\"Error creating WebGL context with your selected attributes.\"):new Error(\"Error creating WebGL context.\")}}catch(e){console.error(\"THREE.WebGLRenderer: \"+e.message);throw e}let se,ce,ue,de;let fe,pe,me,he,ge,_e,ve;let Ee,Se,Te,Me,xe,be;let Re,Ae,Ce,Le;let Ue,Pe,De;function initGLContext(){se=new WebGLExtensions(oe);se.init();Ue=new WebGLUtils(oe,se);ce=new WebGLCapabilities(oe,se,e,Ue);ue=new WebGLState(oe,se);ce.reverseDepthBuffer&&m&&ue.buffers.depth.setReversed(true);de=new WebGLInfo(oe);fe=new WebGLProperties;pe=new WebGLTextures(oe,se,ue,fe,ce,Ue,de);me=new WebGLCubeMaps(b);he=new WebGLCubeUVMaps(b);ge=new WebGLAttributes(oe);Pe=new WebGLBindingStates(oe,ge);_e=new WebGLGeometries(oe,ge,de,Pe);ve=new WebGLObjects(oe,_e,ge,de);Ae=new WebGLMorphtargets(oe,ce,pe);xe=new WebGLClipping(fe);Ee=new WebGLPrograms(b,me,he,se,ce,Pe,xe);Se=new WebGLMaterials(b,fe);Te=new WebGLRenderLists;Me=new WebGLRenderStates(se);Re=new WebGLBackground(b,me,he,ue,ve,h,c);be=new WebGLShadowMap(b,ve,ce);De=new WebGLUniformsGroups(oe,de,ce,ue);Ce=new WebGLBufferRenderer(oe,se,de);Le=new WebGLIndexedBufferRenderer(oe,se,de);de.programs=Ee.programs;b.capabilities=ce;b.extensions=se;b.properties=fe;b.renderLists=Te;b.shadowMap=be;b.state=ue;b.info=de}initGLContext();const ye=new WebXRManager(b,oe);this.xr=ye;this.getContext=function(){return oe};this.getContextAttributes=function(){return oe.getContextAttributes()};this.forceContextLoss=function(){const e=se.get(\"WEBGL_lose_context\");e&&e.loseContext()};this.forceContextRestore=function(){const e=se.get(\"WEBGL_lose_context\");e&&e.restoreContext()};this.getPixelRatio=function(){return V};this.setPixelRatio=function(e){if(e!==void 0){V=e;this.setSize(G,H,false)}};this.getSize=function(e){return e.set(G,H)};this.setSize=function(e,n,r=true){if(ye.isPresenting)console.warn(\"THREE.WebGLRenderer: Can't change size while VR device is presenting.\");else{G=e;H=n;t.width=Math.floor(e*V);t.height=Math.floor(n*V);if(r===true){t.style.width=e+\"px\";t.style.height=n+\"px\"}this.setViewport(0,0,e,n)}};this.getDrawingBufferSize=function(e){return e.set(G*V,H*V).floor()};this.setDrawingBufferSize=function(e,n,r){G=e;H=n;V=r;t.width=Math.floor(e*r);t.height=Math.floor(n*r);this.setViewport(0,0,e,n)};this.getCurrentViewport=function(e){return e.copy(I)};this.getViewport=function(e){return e.copy(X)};this.setViewport=function(e,t,n,r){e.isVector4?X.set(e.x,e.y,e.z,e.w):X.set(e,t,n,r);ue.viewport(I.copy(X).multiplyScalar(V).round())};this.getScissor=function(e){return e.copy(j)};this.setScissor=function(e,t,n,r){e.isVector4?j.set(e.x,e.y,e.z,e.w):j.set(e,t,n,r);ue.scissor(N.copy(j).multiplyScalar(V).round())};this.getScissorTest=function(){return q};this.setScissorTest=function(e){ue.setScissorTest(q=e)};this.setOpaqueSort=function(e){W=e};this.setTransparentSort=function(e){z=e};this.getClearColor=function(e){return e.copy(Re.getClearColor())};this.setClearColor=function(){Re.setClearColor(...arguments)};this.getClearAlpha=function(){return Re.getClearAlpha()};this.setClearAlpha=function(){Re.setClearAlpha(...arguments)};this.clear=function(e=true,t=true,n=true){let r=0;if(e){let e=false;if(U!==null){const t=U.texture.format;e=t===mn||t===pn||t===ln}if(e){const e=U.texture.type;const t=e===y||e===Pt||e===yt||e===Dt||e===$t||e===Qt;const n=Re.getClearColor();const r=Re.getClearAlpha();const a=n.r;const i=n.g;const o=n.b;if(t){g[0]=a;g[1]=i;g[2]=o;g[3]=r;oe.clearBufferuiv(oe.COLOR,0,g)}else{_[0]=a;_[1]=i;_[2]=o;_[3]=r;oe.clearBufferiv(oe.COLOR,0,_)}}else r|=oe.COLOR_BUFFER_BIT}t&&(r|=oe.DEPTH_BUFFER_BIT);if(n){r|=oe.STENCIL_BUFFER_BIT;this.state.buffers.stencil.setMask(4294967295)}oe.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(){t.removeEventListener(\"webglcontextlost\",onContextLost,false);t.removeEventListener(\"webglcontextrestored\",onContextRestore,false);t.removeEventListener(\"webglcontextcreationerror\",onContextCreationError,false);Re.dispose();Te.dispose();Me.dispose();fe.dispose();me.dispose();he.dispose();ve.dispose();Pe.dispose();De.dispose();Ee.dispose();ye.dispose();ye.removeEventListener(\"sessionstart\",onXRSessionStart);ye.removeEventListener(\"sessionend\",onXRSessionEnd);Ne.stop()};function onContextLost(e){e.preventDefault();console.log(\"THREE.WebGLRenderer: Context Lost.\");R=true}function onContextRestore(){console.log(\"THREE.WebGLRenderer: Context Restored.\");R=false;const e=de.autoReset;const t=be.enabled;const n=be.autoUpdate;const r=be.needsUpdate;const a=be.type;initGLContext();de.autoReset=e;be.enabled=t;be.autoUpdate=n;be.needsUpdate=r;be.type=a}function onContextCreationError(e){console.error(\"THREE.WebGLRenderer: A WebGL context could not be created. Reason: \",e.statusMessage)}function onMaterialDispose(e){const t=e.target;t.removeEventListener(\"dispose\",onMaterialDispose);deallocateMaterial(t)}function deallocateMaterial(e){releaseMaterialProgramReferences(e);fe.remove(e)}function releaseMaterialProgramReferences(e){const t=fe.get(e).programs;if(t!==void 0){t.forEach((function(e){Ee.releaseProgram(e)}));e.isShaderMaterial&&Ee.releaseShaderCache(e)}}this.renderBufferDirect=function(e,t,n,r,a,i){t===null&&(t=ae);const o=a.isMesh&&a.matrixWorld.determinant()<0;const s=setProgram(e,t,n,r,a);ue.setMaterial(r,o);let l=n.index;let c=1;if(r.wireframe===true){l=_e.getWireframeAttribute(n);if(l===void 0)return;c=2}const u=n.drawRange;const d=n.attributes.position;let f=u.start*c;let p=(u.start+u.count)*c;if(i!==null){f=Math.max(f,i.start*c);p=Math.min(p,(i.start+i.count)*c)}if(l!==null){f=Math.max(f,0);p=Math.min(p,l.count)}else if(d!==void 0&&d!==null){f=Math.max(f,0);p=Math.min(p,d.count)}const m=p-f;if(m<0||m===Infinity)return;Pe.setup(a,r,s,n,l);let h;let g=Ce;if(l!==null){h=ge.get(l);g=Le;g.setIndex(h)}if(a.isMesh)if(r.wireframe===true){ue.setLineWidth(r.wireframeLinewidth*getTargetPixelRatio());g.setMode(oe.LINES)}else g.setMode(oe.TRIANGLES);else if(a.isLine){let e=r.linewidth;e===void 0&&(e=1);ue.setLineWidth(e*getTargetPixelRatio());a.isLineSegments?g.setMode(oe.LINES):a.isLineLoop?g.setMode(oe.LINE_LOOP):g.setMode(oe.LINE_STRIP)}else a.isPoints?g.setMode(oe.POINTS):a.isSprite&&g.setMode(oe.TRIANGLES);if(a.isBatchedMesh)if(a._multiDrawInstances!==null){re(\"THREE.WebGLRenderer: renderMultiDrawInstances has been deprecated and will be removed in r184. Append to renderMultiDraw arguments and use indirection.\");g.renderMultiDrawInstances(a._multiDrawStarts,a._multiDrawCounts,a._multiDrawCount,a._multiDrawInstances)}else if(se.get(\"WEBGL_multi_draw\"))g.renderMultiDraw(a._multiDrawStarts,a._multiDrawCounts,a._multiDrawCount);else{const e=a._multiDrawStarts;const t=a._multiDrawCounts;const n=a._multiDrawCount;const i=l?ge.get(l).bytesPerElement:1;const o=fe.get(r).currentProgram.getUniforms();for(let r=0;r<n;r++){o.setValue(oe,\"_gl_DrawID\",r);g.render(e[r]/i,t[r])}}else if(a.isInstancedMesh)g.renderInstances(f,m,a.count);else if(n.isInstancedBufferGeometry){const e=n._maxInstanceCount!==void 0?n._maxInstanceCount:Infinity;const t=Math.min(n.instanceCount,e);g.renderInstances(f,m,t)}else g.render(f,m)};function prepareMaterial(e,t,n){if(e.transparent===true&&e.side===Ie&&e.forceSinglePass===false){e.side=E;e.needsUpdate=true;getProgram(e,t,n);e.side=A;e.needsUpdate=true;getProgram(e,t,n);e.side=Ie}else getProgram(e,t,n)}this.compile=function(e,t,n=null){n===null&&(n=e);S=Me.get(n);S.init(t);x.push(S);n.traverseVisible((function(e){if(e.isLight&&e.layers.test(t.layers)){S.pushLight(e);e.castShadow&&S.pushShadow(e)}}));e!==n&&e.traverseVisible((function(e){if(e.isLight&&e.layers.test(t.layers)){S.pushLight(e);e.castShadow&&S.pushShadow(e)}}));S.setupLights();const r=new Set;e.traverse((function(e){if(!(e.isMesh||e.isPoints||e.isLine||e.isSprite))return;const t=e.material;if(t)if(Array.isArray(t))for(let a=0;a<t.length;a++){const i=t[a];prepareMaterial(i,n,e);r.add(i)}else{prepareMaterial(t,n,e);r.add(t)}}));S=x.pop();return r};this.compileAsync=function(e,t,n=null){const r=this.compile(e,t,n);return new Promise((t=>{function checkMaterialsReady(){r.forEach((function(e){const t=fe.get(e);const n=t.currentProgram;n.isReady()&&r.delete(e)}));r.size!==0?setTimeout(checkMaterialsReady,10):t(e)}se.get(\"KHR_parallel_shader_compile\")!==null?checkMaterialsReady():setTimeout(checkMaterialsReady,10)}))};let we=null;function onAnimationFrame(e){we&&we(e)}function onXRSessionStart(){Ne.stop()}function onXRSessionEnd(){Ne.start()}const Ne=new WebGLAnimation;Ne.setAnimationLoop(onAnimationFrame);typeof self!==\"undefined\"&&Ne.setContext(self);this.setAnimationLoop=function(e){we=e;ye.setAnimationLoop(e);e===null?Ne.stop():Ne.start()};ye.addEventListener(\"sessionstart\",onXRSessionStart);ye.addEventListener(\"sessionend\",onXRSessionEnd);this.render=function(e,t){if(t!==void 0&&t.isCamera!==true){console.error(\"THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.\");return}if(R===true)return;e.matrixWorldAutoUpdate===true&&e.updateMatrixWorld();t.parent===null&&t.matrixWorldAutoUpdate===true&&t.updateMatrixWorld();if(ye.enabled===true&&ye.isPresenting===true){ye.cameraAutoUpdate===true&&ye.updateCamera(t);t=ye.getCamera()}e.isScene===true&&e.onBeforeRender(b,e,t,U);S=Me.get(e,x.length);S.init(t);x.push(S);J.multiplyMatrices(t.projectionMatrix,t.matrixWorldInverse);K.setFromProjectionMatrix(J);$=this.localClippingEnabled;Z=xe.init(this.clippingPlanes,$);v=Te.get(e,M.length);v.init();M.push(v);if(ye.enabled===true&&ye.isPresenting===true){const e=b.xr.getDepthSensingMesh();e!==null&&projectObject(e,t,-Infinity,b.sortObjects)}projectObject(e,t,0,b.sortObjects);v.finish();b.sortObjects===true&&v.sort(W,z);ie=ye.enabled===false||ye.isPresenting===false||ye.hasDepthSensing()===false;ie&&Re.addToRenderList(v,e);this.info.render.frame++;Z===true&&xe.beginShadows();const n=S.state.shadowsArray;be.render(n,e,t);Z===true&&xe.endShadows();this.info.autoReset===true&&this.info.reset();const r=v.opaque;const a=v.transmissive;S.setupLights();if(t.isArrayCamera){const n=t.cameras;if(a.length>0)for(let t=0,i=n.length;t<i;t++){const i=n[t];renderTransmissionPass(r,a,e,i)}ie&&Re.render(e);for(let t=0,r=n.length;t<r;t++){const r=n[t];renderScene(v,e,r,r.viewport)}}else{a.length>0&&renderTransmissionPass(r,a,e,t);ie&&Re.render(e);renderScene(v,e,t)}if(U!==null&&L===0){pe.updateMultisampleRenderTarget(U);pe.updateRenderTargetMipmap(U)}e.isScene===true&&e.onAfterRender(b,e,t);Pe.resetDefaultState();D=-1;w=null;x.pop();if(x.length>0){S=x[x.length-1];Z===true&&xe.setGlobalState(b.clippingPlanes,S.state.camera)}else S=null;M.pop();v=M.length>0?M[M.length-1]:null};function projectObject(e,t,n,r){if(e.visible===false)return;const a=e.layers.test(t.layers);if(a)if(e.isGroup)n=e.renderOrder;else if(e.isLOD)e.autoUpdate===true&&e.update(t);else if(e.isLight){S.pushLight(e);e.castShadow&&S.pushShadow(e)}else if(e.isSprite){if(!e.frustumCulled||K.intersectsSprite(e)){r&&ne.setFromMatrixPosition(e.matrixWorld).applyMatrix4(J);const t=ve.update(e);const a=e.material;a.visible&&v.push(e,t,a,n,ne.z,null)}}else if((e.isMesh||e.isLine||e.isPoints)&&(!e.frustumCulled||K.intersectsObject(e))){const t=ve.update(e);const a=e.material;if(r){if(e.boundingSphere!==void 0){e.boundingSphere===null&&e.computeBoundingSphere();ne.copy(e.boundingSphere.center)}else{t.boundingSphere===null&&t.computeBoundingSphere();ne.copy(t.boundingSphere.center)}ne.applyMatrix4(e.matrixWorld).applyMatrix4(J)}if(Array.isArray(a)){const r=t.groups;for(let i=0,o=r.length;i<o;i++){const o=r[i];const s=a[o.materialIndex];s&&s.visible&&v.push(e,t,s,n,ne.z,o)}}else a.visible&&v.push(e,t,a,n,ne.z,null)}const i=e.children;for(let e=0,a=i.length;e<a;e++)projectObject(i[e],t,n,r)}function renderScene(e,t,n,r){const a=e.opaque;const i=e.transmissive;const o=e.transparent;S.setupLightsView(n);Z===true&&xe.setGlobalState(b.clippingPlanes,n);r&&ue.viewport(I.copy(r));a.length>0&&renderObjects(a,t,n);i.length>0&&renderObjects(i,t,n);o.length>0&&renderObjects(o,t,n);ue.buffers.depth.setTest(true);ue.buffers.depth.setMask(true);ue.buffers.color.setMask(true);ue.setPolygonOffset(false)}function renderTransmissionPass(e,t,n,r){const a=n.isScene===true?n.overrideMaterial:null;if(a!==null)return;S.state.transmissionRenderTarget[r.id]===void 0&&(S.state.transmissionRenderTarget[r.id]=new te(1,1,{generateMipmaps:true,type:se.has(\"EXT_color_buffer_half_float\")||se.has(\"EXT_color_buffer_float\")?P:y,minFilter:Ot,samples:4,stencilBuffer:i,resolveDepthBuffer:false,resolveStencilBuffer:false,colorSpace:T.workingColorSpace}));const o=S.state.transmissionRenderTarget[r.id];const s=r.viewport||I;o.setSize(s.z*b.transmissionResolutionScale,s.w*b.transmissionResolutionScale);const l=b.getRenderTarget();b.setRenderTarget(o);b.getClearColor(F);B=b.getClearAlpha();B<1&&b.setClearColor(16777215,.5);b.clear();ie&&Re.render(n);const c=b.toneMapping;b.toneMapping=Y;const u=r.viewport;r.viewport!==void 0&&(r.viewport=void 0);S.setupLightsView(r);Z===true&&xe.setGlobalState(b.clippingPlanes,r);renderObjects(e,n,r);pe.updateMultisampleRenderTarget(o);pe.updateRenderTargetMipmap(o);if(se.has(\"WEBGL_multisampled_render_to_texture\")===false){let e=false;for(let a=0,i=t.length;a<i;a++){const i=t[a];const o=i.object;const s=i.geometry;const l=i.material;const c=i.group;if(l.side===Ie&&o.layers.test(r.layers)){const t=l.side;l.side=E;l.needsUpdate=true;renderObject(o,n,r,s,l,c);l.side=t;l.needsUpdate=true;e=true}}if(e===true){pe.updateMultisampleRenderTarget(o);pe.updateRenderTargetMipmap(o)}}b.setRenderTarget(l);b.setClearColor(F,B);u!==void 0&&(r.viewport=u);b.toneMapping=c}function renderObjects(e,t,n){const r=t.isScene===true?t.overrideMaterial:null;for(let a=0,i=e.length;a<i;a++){const i=e[a];const o=i.object;const s=i.geometry;const l=r===null?i.material:r;const c=i.group;o.layers.test(n.layers)&&renderObject(o,t,n,s,l,c)}}function renderObject(e,t,n,r,a,i){e.onBeforeRender(b,t,n,r,a,i);e.modelViewMatrix.multiplyMatrices(n.matrixWorldInverse,e.matrixWorld);e.normalMatrix.getNormalMatrix(e.modelViewMatrix);a.onBeforeRender(b,t,n,r,e,i);if(a.transparent===true&&a.side===Ie&&a.forceSinglePass===false){a.side=E;a.needsUpdate=true;b.renderBufferDirect(n,t,r,a,e,i);a.side=A;a.needsUpdate=true;b.renderBufferDirect(n,t,r,a,e,i);a.side=Ie}else b.renderBufferDirect(n,t,r,a,e,i);e.onAfterRender(b,t,n,r,a,i)}function getProgram(e,t,n){t.isScene!==true&&(t=ae);const r=fe.get(e);const a=S.state.lights;const i=S.state.shadowsArray;const o=a.state.version;const s=Ee.getParameters(e,a.state,i,t,n);const l=Ee.getProgramCacheKey(s);let c=r.programs;r.environment=e.isMeshStandardMaterial?t.environment:null;r.fog=t.fog;r.envMap=(e.isMeshStandardMaterial?he:me).get(e.envMap||r.environment);r.envMapRotation=r.environment!==null&&e.envMap===null?t.environmentRotation:e.envMapRotation;if(c===void 0){e.addEventListener(\"dispose\",onMaterialDispose);c=new Map;r.programs=c}let u=c.get(l);if(u!==void 0){if(r.currentProgram===u&&r.lightsStateVersion===o){updateCommonMaterialProperties(e,s);return u}}else{s.uniforms=Ee.getUniforms(e);e.onBeforeCompile(s,b);u=Ee.acquireProgram(s,l);c.set(l,u);r.uniforms=s.uniforms}const d=r.uniforms;(e.isShaderMaterial||e.isRawShaderMaterial)&&e.clipping!==true||(d.clippingPlanes=xe.uniform);updateCommonMaterialProperties(e,s);r.needsLights=materialNeedsLights(e);r.lightsStateVersion=o;if(r.needsLights){d.ambientLightColor.value=a.state.ambient;d.lightProbe.value=a.state.probe;d.directionalLights.value=a.state.directional;d.directionalLightShadows.value=a.state.directionalShadow;d.spotLights.value=a.state.spot;d.spotLightShadows.value=a.state.spotShadow;d.rectAreaLights.value=a.state.rectArea;d.ltc_1.value=a.state.rectAreaLTC1;d.ltc_2.value=a.state.rectAreaLTC2;d.pointLights.value=a.state.point;d.pointLightShadows.value=a.state.pointShadow;d.hemisphereLights.value=a.state.hemi;d.directionalShadowMap.value=a.state.directionalShadowMap;d.directionalShadowMatrix.value=a.state.directionalShadowMatrix;d.spotShadowMap.value=a.state.spotShadowMap;d.spotLightMatrix.value=a.state.spotLightMatrix;d.spotLightMap.value=a.state.spotLightMap;d.pointShadowMap.value=a.state.pointShadowMap;d.pointShadowMatrix.value=a.state.pointShadowMatrix}r.currentProgram=u;r.uniformsList=null;return u}function getUniformList(e){if(e.uniformsList===null){const t=e.currentProgram.getUniforms();e.uniformsList=WebGLUniforms.seqWithValue(t.seq,e.uniforms)}return e.uniformsList}function updateCommonMaterialProperties(e,t){const n=fe.get(e);n.outputColorSpace=t.outputColorSpace;n.batching=t.batching;n.batchingColor=t.batchingColor;n.instancing=t.instancing;n.instancingColor=t.instancingColor;n.instancingMorph=t.instancingMorph;n.skinning=t.skinning;n.morphTargets=t.morphTargets;n.morphNormals=t.morphNormals;n.morphColors=t.morphColors;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,a){t.isScene!==true&&(t=ae);pe.resetTextureUnits();const i=t.fog;const o=r.isMeshStandardMaterial?t.environment:null;const s=U===null?b.outputColorSpace:U.isXRRenderTarget===true?U.texture.colorSpace:k;const l=(r.isMeshStandardMaterial?he:me).get(r.envMap||o);const c=r.vertexColors===true&&!!n.attributes.color&&n.attributes.color.itemSize===4;const u=!!n.attributes.tangent&&(!!r.normalMap||r.anisotropy>0);const d=!!n.morphAttributes.position;const f=!!n.morphAttributes.normal;const p=!!n.morphAttributes.color;let m=Y;r.toneMapped&&(U!==null&&U.isXRRenderTarget!==true||(m=b.toneMapping));const h=n.morphAttributes.position||n.morphAttributes.normal||n.morphAttributes.color;const g=h!==void 0?h.length:0;const _=fe.get(r);const v=S.state.lights;if(Z===true&&($===true||e!==w)){const t=e===w&&r.id===D;xe.setState(r,e,t)}let E=false;if(r.version===_.__version)_.needsLights&&_.lightsStateVersion!==v.state.version||_.outputColorSpace!==s||a.isBatchedMesh&&_.batching===false?E=true:a.isBatchedMesh||_.batching!==true?a.isBatchedMesh&&_.batchingColor===true&&a.colorTexture===null||a.isBatchedMesh&&_.batchingColor===false&&a.colorTexture!==null||a.isInstancedMesh&&_.instancing===false?E=true:a.isInstancedMesh||_.instancing!==true?a.isSkinnedMesh&&_.skinning===false?E=true:a.isSkinnedMesh||_.skinning!==true?a.isInstancedMesh&&_.instancingColor===true&&a.instanceColor===null||a.isInstancedMesh&&_.instancingColor===false&&a.instanceColor!==null||a.isInstancedMesh&&_.instancingMorph===true&&a.morphTexture===null||a.isInstancedMesh&&_.instancingMorph===false&&a.morphTexture!==null||_.envMap!==l||r.fog===true&&_.fog!==i?E=true:_.numClippingPlanes===void 0||_.numClippingPlanes===xe.numPlanes&&_.numIntersection===xe.numIntersection?(_.vertexAlphas!==c||_.vertexTangents!==u||_.morphTargets!==d||_.morphNormals!==f||_.morphColors!==p||_.toneMapping!==m||_.morphTargetsCount!==g)&&(E=true):E=true:E=true:E=true:E=true;else{E=true;_.__version=r.version}let T=_.currentProgram;E===true&&(T=getProgram(r,t,a));let M=false;let x=false;let R=false;const A=T.getUniforms(),C=_.uniforms;if(ue.useProgram(T.program)){M=true;x=true;R=true}if(r.id!==D){D=r.id;x=true}if(M||w!==e){const t=ue.buffers.depth.getReversed();if(t){Q.copy(e.projectionMatrix);tr(Q);nr(Q);A.setValue(oe,\"projectionMatrix\",Q)}else A.setValue(oe,\"projectionMatrix\",e.projectionMatrix);A.setValue(oe,\"viewMatrix\",e.matrixWorldInverse);const n=A.map.cameraPosition;n!==void 0&&n.setValue(oe,ee.setFromMatrixPosition(e.matrixWorld));ce.logarithmicDepthBuffer&&A.setValue(oe,\"logDepthBufFC\",2/(Math.log(e.far+1)/Math.LN2));(r.isMeshPhongMaterial||r.isMeshToonMaterial||r.isMeshLambertMaterial||r.isMeshBasicMaterial||r.isMeshStandardMaterial||r.isShaderMaterial)&&A.setValue(oe,\"isOrthographic\",e.isOrthographicCamera===true);if(w!==e){w=e;x=true;R=true}}if(a.isSkinnedMesh){A.setOptional(oe,a,\"bindMatrix\");A.setOptional(oe,a,\"bindMatrixInverse\");const e=a.skeleton;if(e){e.boneTexture===null&&e.computeBoneTexture();A.setValue(oe,\"boneTexture\",e.boneTexture,pe)}}if(a.isBatchedMesh){A.setOptional(oe,a,\"batchingTexture\");A.setValue(oe,\"batchingTexture\",a._matricesTexture,pe);A.setOptional(oe,a,\"batchingIdTexture\");A.setValue(oe,\"batchingIdTexture\",a._indirectTexture,pe);A.setOptional(oe,a,\"batchingColorTexture\");a._colorsTexture!==null&&A.setValue(oe,\"batchingColorTexture\",a._colorsTexture,pe)}const L=n.morphAttributes;L.position===void 0&&L.normal===void 0&&L.color===void 0||Ae.update(a,n,T);if(x||_.receiveShadow!==a.receiveShadow){_.receiveShadow=a.receiveShadow;A.setValue(oe,\"receiveShadow\",a.receiveShadow)}if(r.isMeshGouraudMaterial&&r.envMap!==null){C.envMap.value=l;C.flipEnvMap.value=l.isCubeTexture&&l.isRenderTargetTexture===false?-1:1}r.isMeshStandardMaterial&&r.envMap===null&&t.environment!==null&&(C.envMapIntensity.value=t.environmentIntensity);if(x){A.setValue(oe,\"toneMappingExposure\",b.toneMappingExposure);_.needsLights&&markUniformsLightsNeedsUpdate(C,R);i&&r.fog===true&&Se.refreshFogUniforms(C,i);Se.refreshMaterialUniforms(C,r,V,H,S.state.transmissionRenderTarget[e.id]);WebGLUniforms.upload(oe,getUniformList(_),C,pe)}if(r.isShaderMaterial&&r.uniformsNeedUpdate===true){WebGLUniforms.upload(oe,getUniformList(_),C,pe);r.uniformsNeedUpdate=false}r.isSpriteMaterial&&A.setValue(oe,\"center\",a.center);A.setValue(oe,\"modelViewMatrix\",a.modelViewMatrix);A.setValue(oe,\"normalMatrix\",a.normalMatrix);A.setValue(oe,\"modelMatrix\",a.matrixWorld);if(r.isShaderMaterial||r.isRawShaderMaterial){const e=r.uniformsGroups;for(let t=0,n=e.length;t<n;t++){const n=e[t];De.update(n,T);De.bind(n,T)}}return T}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&&e.lights===true}this.getActiveCubeFace=function(){return C};this.getActiveMipmapLevel=function(){return L};this.getRenderTarget=function(){return U};this.setRenderTargetTextures=function(e,t,n){fe.get(e.texture).__webglTexture=t;fe.get(e.depthTexture).__webglTexture=n;const r=fe.get(e);r.__hasExternalTextures=true;r.__autoAllocateDepthBuffer=n===void 0;if(!r.__autoAllocateDepthBuffer&&se.has(\"WEBGL_multisampled_render_to_texture\")===true){console.warn(\"THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided\");r.__useRenderToTexture=false}};this.setRenderTargetFramebuffer=function(e,t){const n=fe.get(e);n.__webglFramebuffer=t;n.__useDefaultFramebuffer=t===void 0};const Oe=oe.createFramebuffer();this.setRenderTarget=function(e,t=0,n=0){U=e;C=t;L=n;let r=true;let a=null;let i=false;let o=false;if(e){const s=fe.get(e);if(s.__useDefaultFramebuffer!==void 0){ue.bindFramebuffer(oe.FRAMEBUFFER,null);r=false}else if(s.__webglFramebuffer===void 0)pe.setupRenderTarget(e);else if(s.__hasExternalTextures)pe.rebindTextures(e,fe.get(e.texture).__webglTexture,fe.get(e.depthTexture).__webglTexture);else if(e.depthBuffer){const t=e.depthTexture;if(s.__boundDepthTexture!==t){if(t!==null&&fe.has(t)&&(e.width!==t.image.width||e.height!==t.image.height))throw new Error(\"WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.\");pe.setupDepthRenderbuffer(e)}}const l=e.texture;(l.isData3DTexture||l.isDataArrayTexture||l.isCompressedArrayTexture)&&(o=true);const c=fe.get(e).__webglFramebuffer;if(e.isWebGLCubeRenderTarget){a=Array.isArray(c[t])?c[t][n]:c[t];i=true}else a=e.samples>0&&pe.useMultisampledRTT(e)===false?fe.get(e).__webglMultisampledFramebuffer:Array.isArray(c)?c[n]:c;I.copy(e.viewport);N.copy(e.scissor);O=e.scissorTest}else{I.copy(X).multiplyScalar(V).floor();N.copy(j).multiplyScalar(V).floor();O=q}n!==0&&(a=Oe);const s=ue.bindFramebuffer(oe.FRAMEBUFFER,a);s&&r&&ue.drawBuffers(e,a);ue.viewport(I);ue.scissor(N);ue.setScissorTest(O);if(i){const r=fe.get(e.texture);oe.framebufferTexture2D(oe.FRAMEBUFFER,oe.COLOR_ATTACHMENT0,oe.TEXTURE_CUBE_MAP_POSITIVE_X+t,r.__webglTexture,n)}else if(o){const r=fe.get(e.texture);const a=t;oe.framebufferTextureLayer(oe.FRAMEBUFFER,oe.COLOR_ATTACHMENT0,r.__webglTexture,n,a)}else if(e!==null&&n!==0){const t=fe.get(e.texture);oe.framebufferTexture2D(oe.FRAMEBUFFER,oe.COLOR_ATTACHMENT0,oe.TEXTURE_2D,t.__webglTexture,n)}D=-1};this.readRenderTargetPixels=function(e,t,n,r,a,i,o){if(!(e&&e.isWebGLRenderTarget)){console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.\");return}let s=fe.get(e).__webglFramebuffer;e.isWebGLCubeRenderTarget&&o!==void 0&&(s=s[o]);if(s){ue.bindFramebuffer(oe.FRAMEBUFFER,s);try{const o=e.texture;const s=o.format;const l=o.type;if(!ce.textureFormatReadable(s)){console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.\");return}if(!ce.textureTypeReadable(l)){console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.\");return}t>=0&&t<=e.width-r&&n>=0&&n<=e.height-a&&oe.readPixels(t,n,r,a,Ue.convert(s),Ue.convert(l),i)}finally{const e=U!==null?fe.get(U).__webglFramebuffer:null;ue.bindFramebuffer(oe.FRAMEBUFFER,e)}}};this.readRenderTargetPixelsAsync=async function(e,t,n,r,a,i,o){if(!(e&&e.isWebGLRenderTarget))throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.\");let s=fe.get(e).__webglFramebuffer;e.isWebGLCubeRenderTarget&&o!==void 0&&(s=s[o]);if(s){const o=e.texture;const l=o.format;const c=o.type;if(!ce.textureFormatReadable(l))throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.\");if(!ce.textureTypeReadable(c))throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.\");if(t>=0&&t<=e.width-r&&n>=0&&n<=e.height-a){ue.bindFramebuffer(oe.FRAMEBUFFER,s);const e=oe.createBuffer();oe.bindBuffer(oe.PIXEL_PACK_BUFFER,e);oe.bufferData(oe.PIXEL_PACK_BUFFER,i.byteLength,oe.STREAM_READ);oe.readPixels(t,n,r,a,Ue.convert(l),Ue.convert(c),0);const o=U!==null?fe.get(U).__webglFramebuffer:null;ue.bindFramebuffer(oe.FRAMEBUFFER,o);const u=oe.fenceSync(oe.SYNC_GPU_COMMANDS_COMPLETE,0);oe.flush();await rr(oe,u,4);oe.bindBuffer(oe.PIXEL_PACK_BUFFER,e);oe.getBufferSubData(oe.PIXEL_PACK_BUFFER,0,i);oe.deleteBuffer(e);oe.deleteSync(u);return i}throw new Error(\"THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.\")}};this.copyFramebufferToTexture=function(e,t=null,n=0){if(e.isTexture!==true){re(\"WebGLRenderer: copyFramebufferToTexture function signature has changed.\");t=arguments[0]||null;e=arguments[1]}const r=Math.pow(2,-n);const a=Math.floor(e.image.width*r);const i=Math.floor(e.image.height*r);const o=t!==null?t.x:0;const s=t!==null?t.y:0;pe.setTexture2D(e,0);oe.copyTexSubImage2D(oe.TEXTURE_2D,n,0,0,o,s,a,i);ue.unbindTexture()};const Fe=oe.createFramebuffer();const Be=oe.createFramebuffer();this.copyTextureToTexture=function(e,t,n=null,r=null,a=0,i=null){if(e.isTexture!==true){re(\"WebGLRenderer: copyTextureToTexture function signature has changed.\");r=arguments[0]||null;e=arguments[1];t=arguments[2];i=arguments[3]||0;n=null}if(i===null)if(a!==0){re(\"WebGLRenderer: copyTextureToTexture function signature has changed to support src and dst mipmap levels.\");i=a;a=0}else i=0;let o,s,l,c,u,d;let f,p,m;const h=e.isCompressedTexture?e.mipmaps[i]:e.image;if(n!==null){o=n.max.x-n.min.x;s=n.max.y-n.min.y;l=n.isBox3?n.max.z-n.min.z:1;c=n.min.x;u=n.min.y;d=n.isBox3?n.min.z:0}else{const t=Math.pow(2,-a);o=Math.floor(h.width*t);s=Math.floor(h.height*t);l=e.isDataArrayTexture?h.depth:e.isData3DTexture?Math.floor(h.depth*t):1;c=0;u=0;d=0}if(r!==null){f=r.x;p=r.y;m=r.z}else{f=0;p=0;m=0}const g=Ue.convert(t.format);const _=Ue.convert(t.type);let v;if(t.isData3DTexture){pe.setTexture3D(t,0);v=oe.TEXTURE_3D}else if(t.isDataArrayTexture||t.isCompressedArrayTexture){pe.setTexture2DArray(t,0);v=oe.TEXTURE_2D_ARRAY}else{pe.setTexture2D(t,0);v=oe.TEXTURE_2D}oe.pixelStorei(oe.UNPACK_FLIP_Y_WEBGL,t.flipY);oe.pixelStorei(oe.UNPACK_PREMULTIPLY_ALPHA_WEBGL,t.premultiplyAlpha);oe.pixelStorei(oe.UNPACK_ALIGNMENT,t.unpackAlignment);const E=oe.getParameter(oe.UNPACK_ROW_LENGTH);const S=oe.getParameter(oe.UNPACK_IMAGE_HEIGHT);const T=oe.getParameter(oe.UNPACK_SKIP_PIXELS);const M=oe.getParameter(oe.UNPACK_SKIP_ROWS);const x=oe.getParameter(oe.UNPACK_SKIP_IMAGES);oe.pixelStorei(oe.UNPACK_ROW_LENGTH,h.width);oe.pixelStorei(oe.UNPACK_IMAGE_HEIGHT,h.height);oe.pixelStorei(oe.UNPACK_SKIP_PIXELS,c);oe.pixelStorei(oe.UNPACK_SKIP_ROWS,u);oe.pixelStorei(oe.UNPACK_SKIP_IMAGES,d);const b=e.isDataArrayTexture||e.isData3DTexture;const R=t.isDataArrayTexture||t.isData3DTexture;if(e.isDepthTexture){const n=fe.get(e);const r=fe.get(t);const h=fe.get(n.__renderTarget);const g=fe.get(r.__renderTarget);ue.bindFramebuffer(oe.READ_FRAMEBUFFER,h.__webglFramebuffer);ue.bindFramebuffer(oe.DRAW_FRAMEBUFFER,g.__webglFramebuffer);for(let n=0;n<l;n++){if(b){oe.framebufferTextureLayer(oe.READ_FRAMEBUFFER,oe.COLOR_ATTACHMENT0,fe.get(e).__webglTexture,a,d+n);oe.framebufferTextureLayer(oe.DRAW_FRAMEBUFFER,oe.COLOR_ATTACHMENT0,fe.get(t).__webglTexture,i,m+n)}oe.blitFramebuffer(c,u,o,s,f,p,o,s,oe.DEPTH_BUFFER_BIT,oe.NEAREST)}ue.bindFramebuffer(oe.READ_FRAMEBUFFER,null);ue.bindFramebuffer(oe.DRAW_FRAMEBUFFER,null)}else if(a!==0||e.isRenderTargetTexture||fe.has(e)){const n=fe.get(e);const r=fe.get(t);ue.bindFramebuffer(oe.READ_FRAMEBUFFER,Fe);ue.bindFramebuffer(oe.DRAW_FRAMEBUFFER,Be);for(let e=0;e<l;e++){b?oe.framebufferTextureLayer(oe.READ_FRAMEBUFFER,oe.COLOR_ATTACHMENT0,n.__webglTexture,a,d+e):oe.framebufferTexture2D(oe.READ_FRAMEBUFFER,oe.COLOR_ATTACHMENT0,oe.TEXTURE_2D,n.__webglTexture,a);R?oe.framebufferTextureLayer(oe.DRAW_FRAMEBUFFER,oe.COLOR_ATTACHMENT0,r.__webglTexture,i,m+e):oe.framebufferTexture2D(oe.DRAW_FRAMEBUFFER,oe.COLOR_ATTACHMENT0,oe.TEXTURE_2D,r.__webglTexture,i);a!==0?oe.blitFramebuffer(c,u,o,s,f,p,o,s,oe.COLOR_BUFFER_BIT,oe.NEAREST):R?oe.copyTexSubImage3D(v,i,f,p,m+e,c,u,o,s):oe.copyTexSubImage2D(v,i,f,p,c,u,o,s)}ue.bindFramebuffer(oe.READ_FRAMEBUFFER,null);ue.bindFramebuffer(oe.DRAW_FRAMEBUFFER,null)}else R?e.isDataTexture||e.isData3DTexture?oe.texSubImage3D(v,i,f,p,m,o,s,l,g,_,h.data):t.isCompressedArrayTexture?oe.compressedTexSubImage3D(v,i,f,p,m,o,s,l,g,h.data):oe.texSubImage3D(v,i,f,p,m,o,s,l,g,_,h):e.isDataTexture?oe.texSubImage2D(oe.TEXTURE_2D,i,f,p,o,s,g,_,h.data):e.isCompressedTexture?oe.compressedTexSubImage2D(oe.TEXTURE_2D,i,f,p,h.width,h.height,g,h.data):oe.texSubImage2D(oe.TEXTURE_2D,i,f,p,o,s,g,_,h);oe.pixelStorei(oe.UNPACK_ROW_LENGTH,E);oe.pixelStorei(oe.UNPACK_IMAGE_HEIGHT,S);oe.pixelStorei(oe.UNPACK_SKIP_PIXELS,T);oe.pixelStorei(oe.UNPACK_SKIP_ROWS,M);oe.pixelStorei(oe.UNPACK_SKIP_IMAGES,x);i===0&&t.generateMipmaps&&oe.generateMipmap(v);ue.unbindTexture()};this.copyTextureToTexture3D=function(e,t,n=null,r=null,a=0){if(e.isTexture!==true){re(\"WebGLRenderer: copyTextureToTexture3D function signature has changed.\");n=arguments[0]||null;r=arguments[1]||null;e=arguments[2];t=arguments[3];a=arguments[4]||0}re('WebGLRenderer: copyTextureToTexture3D function has been deprecated. Use \"copyTextureToTexture\" instead.');return this.copyTextureToTexture(e,t,n,r,a)};this.initRenderTarget=function(e){fe.get(e).__webglFramebuffer===void 0&&pe.setupRenderTarget(e)};this.initTexture=function(e){e.isCubeTexture?pe.setTextureCube(e,0):e.isData3DTexture?pe.setTexture3D(e,0):e.isDataArrayTexture||e.isCompressedArrayTexture?pe.setTexture2DArray(e,0):pe.setTexture2D(e,0);ue.unbindTexture()};this.resetState=function(){C=0;L=0;U=null;ue.reset();Pe.reset()};typeof __THREE_DEVTOOLS__!==\"undefined\"&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\",{detail:this}))}get coordinateSystem(){return ar}get outputColorSpace(){return this._outputColorSpace}set outputColorSpace(e){this._outputColorSpace=e;const t=this.getContext();t.drawingBufferColorspace=T._getDrawingBufferColorSpace(e);t.unpackColorSpace=T._getUnpackColorSpace()}}export{Me as ACESFilmicToneMapping,nt as AddEquation,Ue as AddOperation,At as AdditiveBlending,Te as AgXToneMapping,nn as AlphaFormat,Xt as AlwaysCompare,Ze as AlwaysDepth,qn as ArrayCamera,E as BackSide,_ as BoxGeometry,J as BufferAttribute,$ as BufferGeometry,en as ByteType,xe as CineonToneMapping,It as ClampToEdgeWrapping,r as Color,T as ColorManagement,ot as ConstantAlphaFactor,lt as ConstantColorFactor,B as CubeReflectionMapping,H as CubeRefractionMapping,ge as CubeTexture,m as CubeUVReflectionMapping,Qe as CullFaceBack,Lt as CullFaceFront,Ct as CullFaceNone,xt as CustomBlending,Ee as CustomToneMapping,he as Data3DTexture,ue as DataArrayTexture,Zt as DepthFormat,qt as DepthStencilFormat,me as DepthTexture,Ie as DoubleSide,gt as DstAlphaFactor,_t as DstColorFactor,kt as EqualCompare,Ye as EqualDepth,F as EquirectangularReflectionMapping,G as EquirectangularRefractionMapping,c as Euler,Yn as EventDispatcher,N as FloatType,A as FrontSide,Ge as Frustum,ye as GLSL3,Vt as GreaterCompare,qe as GreaterDepth,Wt as GreaterEqualCompare,ze as GreaterEqualDepth,P as HalfFloatType,L as IntType,we as Layers,zt as LessCompare,Ke as LessDepth,_e as LessEqualCompare,Xe as LessEqualDepth,X as LinearFilter,Ot as LinearMipmapLinearFilter,Ft as LinearMipmapNearestFilter,k as LinearSRGBColorSpace,Re as LinearToneMapping,ve as LinearTransfer,on as LuminanceAlphaFormat,an as LuminanceFormat,t as Matrix3,d as Matrix4,at as MaxEquation,g as Mesh,Z as MeshBasicMaterial,He as MeshDepthMaterial,We as MeshDistanceMaterial,rt as MinEquation,wt as MirroredRepeatWrapping,Pe as MixOperation,bt as MultiplyBlending,De as MultiplyOperation,ke as NearestFilter,Bt as NearestMipmapLinearFilter,Gt as NearestMipmapNearestFilter,Se as NeutralToneMapping,jt as NeverCompare,$e as NeverDepth,ne as NoBlending,Yt as NoColorSpace,Y as NoToneMapping,Ne as NormalBlending,Ht as NotEqualCompare,je as NotEqualDepth,Fe as ObjectSpaceNormalMap,Tt as OneFactor,it as OneMinusConstantAlphaFactor,st as OneMinusConstantColorFactor,ut as OneMinusDstAlphaFactor,pt as OneMinusDstColorFactor,mt as OneMinusSrcAlphaFactor,ht as OneMinusSrcColorFactor,W as OrthographicCamera,Ae as PCFShadowMap,Ce as PCFSoftShadowMap,PMREMGenerator,j as PerspectiveCamera,O as Plane,R as PlaneGeometry,Xn as RED_GREEN_RGTC2_Format,kn as RED_RGTC1_Format,Jn as REVISION,Ve as RGBADepthPacking,U as RGBAFormat,mn as RGBAIntegerFormat,Fn as RGBA_ASTC_10x10_Format,In as RGBA_ASTC_10x5_Format,Nn as RGBA_ASTC_10x6_Format,On as RGBA_ASTC_10x8_Format,Bn as RGBA_ASTC_12x10_Format,Gn as RGBA_ASTC_12x12_Format,An as RGBA_ASTC_4x4_Format,Cn as RGBA_ASTC_5x4_Format,Ln as RGBA_ASTC_5x5_Format,Un as RGBA_ASTC_6x5_Format,Pn as RGBA_ASTC_6x6_Format,Dn as RGBA_ASTC_8x5_Format,yn as RGBA_ASTC_8x6_Format,wn as RGBA_ASTC_8x8_Format,Hn as RGBA_BPTC_Format,Rn as RGBA_ETC2_EAC_Format,Mn as RGBA_PVRTC_2BPPV1_Format,Tn as RGBA_PVRTC_4BPPV1_Format,gn as RGBA_S3TC_DXT1_Format,_n as RGBA_S3TC_DXT3_Format,vn as RGBA_S3TC_DXT5_Format,rn as RGBFormat,Vn as RGB_BPTC_SIGNED_Format,Wn as RGB_BPTC_UNSIGNED_Format,xn as RGB_ETC1_Format,bn as RGB_ETC2_Format,Sn as RGB_PVRTC_2BPPV1_Format,En as RGB_PVRTC_4BPPV1_Format,hn as RGB_S3TC_DXT1_Format,un as RGFormat,pn as RGIntegerFormat,sn as RedFormat,ln as RedIntegerFormat,be as ReinhardToneMapping,Nt as RepeatWrapping,Je as ReverseSubtractEquation,jn as SIGNED_RED_GREEN_RGTC2_Format,zn as SIGNED_RED_RGTC1_Format,Qn as SRGBColorSpace,b as SRGBTransfer,Zi as ShaderChunk,Qi as ShaderLib,v as ShaderMaterial,tn as ShortType,Et as SrcAlphaFactor,vt as SrcAlphaSaturateFactor,St as SrcColorFactor,tt as SubtractEquation,Rt as SubtractiveBlending,Oe as TangentSpaceNormalMap,pe as Texture,oe as Uint16BufferAttribute,ie as Uint32BufferAttribute,$i as UniformsLib,Be as UniformsUtils,y as UnsignedByteType,Dt as UnsignedInt248Type,Jt as UnsignedInt5999Type,Pt as UnsignedIntType,$t as UnsignedShort4444Type,Qt as UnsignedShort5551Type,yt as UnsignedShortType,Le as VSMShadowMap,n as Vector2,o as Vector3,le as Vector4,ar as WebGLCoordinateSystem,V as WebGLCubeRenderTarget,te as WebGLRenderTarget,WebGLRenderer,WebGLUtils,Kn as WebXRController,Mt as ZeroFactor,$n as createCanvasElement};\n//# 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